Author Topic: Any change in the material balls scene ?  (Read 9991 times)

2017-08-25, 17:26:26

Naxos

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Hello there,
Since i've installed the 1.6.x, i found that the shaderball is not rendered as beautiful as it was before...
Here is an example : (those on the right are the same materials duplicated from those on the left)



another one, where the chrome one seams ok...



Any idea ?

2017-08-31, 02:22:34
Reply #1

Naxos

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2017-08-31, 10:06:59
Reply #2

Christa Noel

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looks like they need highlight compression ..?

2017-08-31, 10:30:35
Reply #3

maru

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I am not aware of any changes like this. Maybe your materials in 1.5 were using some "legacy" switch?
You can increase the quality of material editor previews in system > system settings, and there are also some string options to affect the lighting in the previews: https://coronarenderer.freshdesk.com/support/solutions/articles/5000518663-string-options
Marcin Miodek | chaos-corona.com
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2017-08-31, 14:27:09
Reply #4

Naxos

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I am not aware of any changes like this. Maybe your materials in 1.5 were using some "legacy" switch?
You can increase the quality of material editor previews in system > system settings, and there are also some string options to affect the lighting in the previews: https://coronarenderer.freshdesk.com/support/solutions/articles/5000518663-string-options
I will have a look, Maru, but to be clear : i've installed the 1.6.2, open a already setted scene, and just duplicated the shader...
So the new shader is the same, but the icon was re-rendered, with this difference...
The scene renders the same, just the shader-ball is affected...

2017-09-01, 14:51:45
Reply #5

Luis.Goncalves

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Here in the office we've also noted that the preview became over bright with a version update

2017-09-04, 01:48:40
Reply #6

omar.essam

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I'm suffering this too, overbright material editor slots.

looks like they need highlight compression ..?
.. Exactly.


2017-09-04, 03:34:50
Reply #7

Noah45

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lemme pile on
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2017-09-04, 15:17:39
Reply #8

maru

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I am 99% it's because of the terminator fix introduced in 1.6. After disabling the fix (devel/debug), the renders are identical. Ignore the bright GI splotch, it's probably UHD Cache.
I would say this brightness difference is something we can live with, in exchange for the terminator fix.
Marcin Miodek | chaos-corona.com
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2017-09-08, 16:20:11
Reply #9

matsu

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I made another thread on this subject: https://forum.corona-renderer.com/index.php?topic=16464.msg103485#msg103485

The fix I use is the values

float mtlEditor.lightsIntensity = 0.75
float mtlEditor.lightsSize = 1.25


in the dev/debug dialogue.

Would love to see this fixed permanently though, since these settings are sometimes lost (possibly when opening old files?).

2017-09-08, 16:59:24
Reply #10

maru

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float mtlEditor.lightsIntensity = 0.75
float mtlEditor.lightsSize = 1.25

This will only affect the material editor slots, and scene objects will be still brighter than before, so I am not sure if it makes any sense.
Marcin Miodek | chaos-corona.com
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2017-09-08, 20:53:02
Reply #11

Ondra

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i disabled terminator handling for mtl preview, to get the scene looking same as 1.5
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-09-09, 14:27:10
Reply #12

maru

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Does it really make sense to make the material editor consistent across the two versions, but final rendering not? Or in other words, material preview different than the final rendering?
Marcin Miodek | chaos-corona.com
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2017-09-09, 18:05:07
Reply #13

Christa Noel

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for me its not comfortable if the mat preview looks different with what i used to see..
but imho simply add a checkbox "enable terminator in mat.editor" in devel/debug rollout would be a good solution :)

2017-09-09, 19:05:53
Reply #14

romullus

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I can't remember when i last time have looked at the mat-ball for other purpose than to quickly find material in editor. Certainly not after Corona interactive became available :]
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