Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Ondra on 2016-05-16, 21:00:15

Title: Daily Builds 1.5
Post by: Ondra on 2016-05-16, 21:00:15
Daily Builds Eligibility

How to Use Daily Builds

If you want to have the Dropbox folder synchronized with your desktop dropbox app, instead of having to access it via web, send your dropbox email to info@corona-renderer.com


Daily Builds Changelog

There is a separate topic for that: https://forum.corona-renderer.com/index.php/topic,7238.0.html (https://forum.corona-renderer.com/index.php/topic,7238.0.html)


Daily Builds Rules

Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-05-16, 21:01:35
New thread for 1.5 daily builds. I will wait at least a day after the 1.4 release, but we have this in store:

CoronaBitmap open file dialog
Rayswitch mtl: displayed material in viewport changed by default to the directly visible slot, added option to change which one is displayed
Unchecking casts shadows in object properties now have more consistent effect - same as putting the material in rayswitcher in all but GI slots
Corona materials can now be displayed in viewport directly (max 2012+)
Non-color mapped render elements (world position, normals, velocity, …) are now saved linearly in EXR. This due to 3dsmax limitation also means that for proper saving to LDR the gamma has to be overriden to 1.0 in the file save dialog.
Embree memory usage is now printed into log
Added option to save current render settings as defaults
Title: Re: Daily Builds 1.5
Post by: FrostKiwi on 2016-05-16, 23:12:23
"Known bugs and limitations (https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180)" needs a trivial update since 1.4
Quote
Render to texture (texture baking) is not yet supported
Title: Re: Daily Builds 1.5
Post by: sprayer on 2016-05-17, 09:22:30
correct please tooltip for image filter

Quote
CoronaBitmap open file dialog
no PSD support?
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-05-17, 10:21:20
Any chance for GGX fix in upcoming month ? Would be cool to show that in Utrecht.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-05-17, 10:30:49
Any chance for GGX fix in upcoming month ? Would be cool to show that in Utrecht.
yes, it shouldnt be a problem. If by "fix" you mean "remap glossiness"
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-05-17, 10:46:42
Yup that.

Hah, btw, wanted to delay 1.4 because of Rebus and deadline today, but Rebus has technical issues :- D first time in life I guess so jumped on board. The denoiser is mind-blowing good... Saving the day for Veronika's diploma thesis :- )
Title: Re: Daily Builds 1.5
Post by: ihabkal on 2016-05-20, 00:16:32
Yup that.

Hah, btw, wanted to delay 1.4 because of Rebus and deadline today, but Rebus has technical issues :- D first time in life I guess so jumped on board. The denoiser is mind-blowing good... Saving the day for Veronika's diploma thesis :- )


"The denoiser is mind-blowing good" is an understatement. My animations now have 25 passes!!!they're good enough that no one can tell I am saving 50% of rendering time.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-05-31, 18:40:41
Here we go... new daily. Filmic mapping, show material in viewport, bugfixes
https://forum.corona-renderer.com/index.php/topic,7238.msg78216.html#msg78216
Title: Re: Daily Builds 1.5
Post by: dubcat on 2016-05-31, 19:06:01
Yes! Finally! It's been two dark and depressing weeks without daily builds. Thanks Ondra and Team Corona.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-05-31, 19:24:36
Yes! Finally! It's been two dark and depressing weeks without daily builds. Thanks Ondra and Team Corona.

+1

And now, bug reports starts to roll in:]

For me Save Defaults function doesn't work. When i press according button in devel/debug rollout, i get confirmation window, asking me do i really want to save new defaults. When i say YES, recent config file gets updated modified date, but its content doesn't change and hence new defaults aren't loaded after scene reset.

  • CoronaBitmap open file dialog
    • Work when assigning a new bitmap to 3dsMax environment slot

Doesn't work here, although behaviour has changed slightly. If i recall correctly, before it was: assign CoronaBitmap to enviroment slot - no dialog, drag instance from enviroment to slate editor - dialog pops. Now it is like that: assign CoronaBitmap to enviroment slot - no dialog, open slate editor - dialog pops.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-06-01, 01:45:32
Wanted to party hard\test 1.5 but got license not found and inability to activate instead - see attached screenshot. Strange thing is - 1.4 (and all the dailies before it) shows the same expiration date but works alright, it is not the first time I've seen this - some 3 months ago when my box + subscription license was auto-renewed, that date didn't change but I was heavily preoccupied with some work at the time and simply forgot to ask about it.
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-06-01, 07:03:23
Here we go... new daily. Filmic mapping, show material in viewport, bugfixes
https://forum.corona-renderer.com/index.php/topic,7238.msg78216.html#msg78216

Filmic mapping, looking forward to test this.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-06-01, 07:51:20
Wanted to party hard\test 1.5 but got license not found and inability to activate instead - see attached screenshot. Strange thing is - 1.4 (and all the dailies before it) shows the same expiration date but works alright, it is not the first time I've seen this - some 3 months ago when my box + subscription license was auto-renewed, that date didn't change but I was heavily preoccupied with some work at the time and simply forgot to ask about it.

I willl look into it
Title: Re: Daily Builds 1.5
Post by: sprayer on 2016-06-01, 08:43:07
At hair and fur Tip Thick render not properly (http://imagizer.imageshack.com/img924/8737/qJKtyF.png)
Title: Re: Daily Builds 1.5
Post by: 88qba88 on 2016-06-01, 10:47:19
Same problem here - licence cannot be activated. (We have Box licence).

I used 45 days of demo to check it out though, and from what I found renderer works like a charm.
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-06-01, 10:51:38
I also had license not found several days ago, but I just followed instructions in Corona warning window about manually creating txt file with username and password which sorted it out immediately.
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-06-01, 12:17:57
using latest daily build and fair SaaS, there is no license problem here
if I'm not wrong, with 1.4 or before i remember that changing vfb tonemapping values in IR doesn't make vfb do rerendering . but with latest build 1.5, vfb rerender each time I change the vfb tonemapping values.
Title: Re: Daily Builds 1.5
Post by: 88qba88 on 2016-06-01, 12:24:56
In my case it still shows that licence has expired and is valid till certain date (in April).
My box licence is active, I've checked it on the customer-zone website.

Making manual activation with activation code - still same effect, licence is valid till  X April 2016.

PS. My first licence expired a few weeks ago and I've bought second one. (automatic subscription)
Title: Re: Daily Builds 1.5
Post by: maru on 2016-06-01, 12:43:16
Obsolete'd!
https://coronarenderer.freshdesk.com/support/solutions/articles/5000516723
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-06-01, 16:46:47
Same issue here: latest build 1.5, vfb render updates each time I change the vfb tonemapping values.
Then, I am very glad we have the new filmic tone mapping values, the original Highlight and Contrast values should be left at 1.0 in this case? I am asking cause naturally using the Highlight compress value > 1 + Filmic highlights produce a flat image result instead of leaving it at the default 1.0 value.

Thanks,

Dionysios -
Title: Re: Daily Builds 1.5
Post by: aldola on 2016-06-02, 17:19:34
i have the same doubt Dionysios.TS, what is the difference between higlight compression and filmic highlights?
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-02, 18:18:16
i have the same doubt Dionysios.TS, what is the difference between higlight compression and filmic highlights?

At current state, it looks bit weird but of course, they are the same, just "highlight compression" is Reinhard highlight compression, and "filmic highlights" is Filmic highlight compression.

You should use either, there is no point in combining them (although that should work). Perhaps a rollout somewhere in the same tab where you decide on filter type and size could be the choice of color mapping.
Some people already write that filmic implementation here might not suffice or look weird... well, not sure, I've been using filmic mapping for over half a year in VFB+ and it's fantastic and does everything better than Reinhard. But I guess opinions might differ...so both could remain for time.
I too look forward what the general opinion will be.
Title: Re: Daily Builds 1.5
Post by: aldola on 2016-06-02, 19:00:44
yep i agree Juraj_Talcik, i think that both should exist, but the implementation is still a bit confusing..
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-02, 19:09:57
But the other value in Filmic (remember, these are two simplified parameters for convenience of use, full filmic has 5 parameters), "Shadows" is not really contrast, I guess this is something from 'toe' on the curve, it's like Shadows in parametric curve adjustments (for example in CameraRaw). It should prevent the washed-out look.

Contrast on other hand is S-curve (or should be !) which should affect everything ( shadows, darks, lights, highlights). So you can definitely use both at same time, they achieve different things.
Title: Re: Daily Builds 1.5
Post by: kumodot on 2016-06-03, 03:49:54
Here we go... new daily. Filmic mapping, show material in viewport, bugfixes
https://forum.corona-renderer.com/index.php/topic,7238.msg78216.html#msg78216

    Cool ! No more using SHELL Material to have Opacity working on Viewport ! Thanks for that !! :)
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-06-03, 10:11:42
Thanks for the feedback but if you move the "Highlights compress" value to zero and you use only the new Filmic one, the highlights are still burned. So I guess the "Highlights compress" should always left on 1.0? But in this case is like using both ones or not?

Thanks,

Dionysio -
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-03, 10:26:31
Thanks for the feedback but if you move the "Highlights compress" value to zero and you use only the new Filmic one, the highlights are still burned. So I guess the "Highlights compress" should always left on 1.0? But in this case is like using both ones or not?

Thanks,

Dionysio -

No, the default 1.0 is fully linear. I have no idea why the spinner goes bellow it and what is the armageddon look supposed to give. The idea behind re-mapping this parameter for more artist-friendly [0-1] would work here as well :- )

Having it at 1.0 and using filmic is only using filmic.
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-06-03, 12:51:16
Thanks! I agree with you...
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-06-04, 05:08:48
some tiff files are loading as grayscale, this happens before with some 1.3 release, it happend again with 1.5 daily, will tray to replicae on other scene.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-04, 10:39:50
some tiff files are loading as grayscale, this happens before with some 1.3 release, it happend again with 1.5 daily, will tray to replicae on other scene.

(just in case... are you sure you didn't accidentally clicked on LogU space (16bit and 32bit option) in Tiff setup ? )
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-06-04, 16:51:00
well i have render the exact model several times with other versions and doesnt present this error, also ive reloaded the bitmap about 4 or five times and the effect was the same, ive loaded with standard bitmap and it loads ok, its only with corona bitmap and tiff.
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-06-06, 00:51:57

I've noticed zooming in and out of interactive VFB, it changes the resolution ??
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-06-07, 04:34:25

When using Corona Sun with 3dsmax's daylight system, how do you get the viewport shadows to behave ?
In 2016 I would change it to mr sun add photographic exposure, move the sun until the shadows are where I like, switch back to corona sun.
Obviously, I can using IR but most times it's still faster to use the Viewport sun shadows.

cheers
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-06-10, 17:44:25
Installed today's daily, this time it activated alright, yet the licensing window still shows me an expiration date of 2016 03 13 - http://clip2net.com/s/3z4LB1N not that this bothers me a too much but ... 
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-06-10, 17:56:23
Save defaults still not working, i'll make report on mantis about that.
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-06-11, 05:07:49

When using Corona Sun with 3dsmax's daylight system, how do you get the viewport shadows to behave ?
In 2016 I would change it to mr sun add photographic exposure, move the sun until the shadows are where I like, switch back to corona sun.
Obviously, I can using IR but most times it's still faster to use the Viewport sun shadows.

cheers
hi javadevil, my scene with max 2016 and latest dailybuild both mrsun and coronasun in max's daylight system, theye are able to simulate the shadow in viewport.
but strangely, my another scene I got no any shadows.. and the option illuminate with default/scene light is disabled, i don't know how to enable that.
Title: Re: Daily Builds 1.5
Post by: maru on 2016-06-13, 15:19:00
no comment needed :D

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=11965.0;attach=48231;image)

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=11965.0;attach=48233;image)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-13, 15:20:13
YES :- )
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-06-13, 16:00:55
Finally!!
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-13, 17:23:05
(http://i.imgur.com/M1nEp7h.gif)
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-06-13, 18:02:09
:) x 1000
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-13, 18:05:23
What's the latest on the jagged terminator shading issue? That's the last remaining big issue for us - present in every project.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-06-13, 18:18:32
we will give it a shot soon, but it will be tricky
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-13, 18:19:37
we will give it a shot soon, but it will be tricky

You can do it..... ;) But seriously though, it's a big problem in almost all of our work, so it would be great to fix it.
Title: Re: Daily Builds 1.5
Post by: arqrenderz on 2016-06-14, 01:47:44
that bug was haunting me since forever!! :)
(http://i2.kym-cdn.com/photos/images/newsfeed/000/000/355/9000cat.jpg)
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-06-14, 19:45:52
hi guys, just found what is wrong with some black and white tiff maps, they are on indexed color mode, some random versions of corona support them and other doesnt on corona bitmap, 3dsmax standard bitmap doesnt have a problem with it.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-06-14, 19:56:53
ok, can you create a new thread in bug reporting section with one such map?
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-06-14, 20:49:42
yes, doing it right now.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-06-15, 23:19:57
Just a word of caution: do not use save defaults function in production scenes. Currently there's a bug with save defaults which will modify few unexposed UHD parameters and the only way to restore them is via string options or to delete config file and reset render settings.
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-06-17, 01:01:46

When using Corona Sun with 3dsmax's daylight system, how do you get the viewport shadows to behave ?
In 2016 I would change it to mr sun add photographic exposure, move the sun until the shadows are where I like, switch back to corona sun.
Obviously, I can using IR but most times it's still faster to use the Viewport sun shadows.

cheers
hi javadevil, my scene with max 2016 and latest dailybuild both mrsun and coronasun in max's daylight system, theye are able to simulate the shadow in viewport.
but strangely, my another scene I got no any shadows.. and the option illuminate with default/scene light is disabled, i don't know how to enable that.

I can get it to work but its with crappy jaggy shadows, it doesn't seem to use the same shadows as the mr Sun does.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-06-17, 13:18:00
Same here.
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-17, 14:10:45
It's usually down to the orbital distance. If you're working in mm or cm you're kind of screwed. In M it's not so bad. You can just keep your sun around 100m away from origin and it should be ok for setup and testing, then move it further away if needed for the actual rendering.
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-06-17, 14:20:10
It's that way with all 3rd party renderers AFAIK. Whatever mr Sun uses for shadows is probably not exposed for use by 3rd pary developers :/
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-06-17, 23:57:35
Most scenes are setup to cm, so its a system unit problem.
I'll bring it up on the 3dsmax beta, see what they have to say.
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-06-20, 15:48:49
Spacefrog just made a post on The Area where he reveals this solution:

"there is one hidden setting regarding shadow quality in Nitrous viewports which is nowhere exposed in the UI.
It's the Nitrous shadowmap size limit which defaults to 512
 
To crank that value up, you can type the following in the maxscript listener ( 4096 being used as example here )
 
Nitrousgraphicsmanager.shadowmapsizelimit=4096"


and..

"Unfortunately this setting does'nt get stored in any config file, nor with the scene itself. Thus it resets itself with each 3ds Max restart. Though you could place the command inside  a script and copy that script to your 3ds Max scripts\startup folder  ...
 Or - for your convenience -  you could use my PowerPreview script, which provides a comprehensive UI to tweak your viewport setup for optimal quality ( or anyway you want it ). Just download from scriptspot"


Link to original post:
http://forums.autodesk.com/t5/3ds-max-3ds-max-design-general/low-res-shadows-in-scene/td-p/6387857

Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-21, 17:32:22
Enjoying playing with the new filmic tools, saturation and vignetting etc. They seem a little fiddly, somehow. The values are very very finely controlled. Not a bad thing I guess, just needs getting used to.

The vignetting seems to work somehow in reverse of what you'd expect. The intensity seems to determine the "size" of the vignetting effect into the image and the Falloff controls its strength. Obviously it's done this way to mimic a real camera, which is understandable, but I think the wording could be simplified by renaming to "Scale" and "Intensity" for simplicity's sake, or something similar. I have also come across some weirdness with the vignetting disappearing completely when certain values are used. Not sure how consistent this is but I'll try to bug test at some point. It's something that happens going up in .1 increments and it suddenly appears from 0.5 onward or something...

Is there a general ETA on glare/bloom etc.?

Cheers,
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-06-21, 17:36:02
Is there a general ETA on glare/bloom etc.?

Martin is at a conference this week, he will resume work the next week
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-21, 17:45:27
Is there a general ETA on glare/bloom etc.?

Martin is at a conference this week, he will resume work the next week

Good stuff ;)
Title: Re: Daily Builds 1.5
Post by: Tanakov on 2016-06-24, 11:04:31
Id like to give a feedback on new scatter Icon, its great helps a lot and fixed some of my issues with it.

New VFB is gething better, overal I like it.

keep up the good work!
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-27, 11:21:20
1.5 2016_06_20 daily bug, possibly...

Sent a job off to Backburner using this daily build, set to render 500 passes (or 10 hrs). It gets to 195 passes then the next pass is listed as Pass 19, which then times out and the job restarts.

(http://i.imgur.com/vQuyzDK.jpg)

I am 100% positive that Timeouts in BB are disabled in the Advance dialog when submitting a network job. I've had no time-out issues at all prior to this.

It's also worth mentioning that this was 1 of 10 jobs submitted over the weekend, and this was the only daily build 1.5 job. All others were on a daily 1.4 or stable 1.4 and they all finished fine. This one went round and round restarting again and again getting to 195 passes then timing out.

Is this a 1.5 daily bug maybe?

Cheers,
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-06-27, 12:22:26
I am 100% positive that Timeouts in BB are disabled in the Advance dialog when submitting a network job.

This looks like the standard issue with BB and timeout(s). If you don´t set a manual timeout (means uncheck "Enable" in "Per job Timeouts" in "Advanced Settings" while submitting), you get your default timeout value of 600 min./10h.

Let me guess: Time since submission was exact 600 minutes as the job was restarted? And the (finishing) 1.4 jobs rendered not more than 10h?

Also see:

https://forum.corona-renderer.com/index.php/topic,11450.0.html
(similar topic in the second half)

Good Luck


Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-27, 12:27:21
This is infuriating... you are correct, it has timed out at 10 hrs. It seems the issue is as you wrote on that thread - you can't disable time-outs, you must enable them and set to something massive. How bloody stupid.

Live and learn!!

Cheers,
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-27, 13:26:31
There needs to be guide with "All the things you need to do in order to successfully use BB". I really can't be bothered to use the more complicated alternatives (Refamo, Deadline, Shotgun,...)
Title: Re: Daily Builds 1.5
Post by: maru on 2016-06-27, 14:58:33
There needs to be guide with "All the things you need to do in order to successfully use BB". I really can't be bothered to use the more complicated alternatives (Refamo, Deadline, Shotgun,...)
Guide by whom? Autodesk?
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-27, 15:08:09
That would be rather ironic if they posted guide instead of just fixing it ;- ). How the hell is one supposed to come across the timeout issue to begin with ?

Title: Re: Daily Builds 1.5
Post by: maru on 2016-06-27, 15:36:34
How the hell is one supposed to come across the timeout issue to begin with ?
That's why I asked who should write the guide. ;)
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-06-27, 16:06:44
Some kind of official Corona "Idiot Sheet" would be handy.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-27, 20:09:42
Quote
GGX glossiness mapping is now same as in other renderers. Reflection now allows to create much more diffuse materials. Old scenes are automatically remapped (except for textured glossiness).

I am on this :- D !
Title: Re: Daily Builds 1.5
Post by: racoonart on 2016-06-27, 20:17:42
Quote
GGX glossiness mapping is now same as in other renderers. Reflection now allows to create much more diffuse materials. Old scenes are automatically remapped (except for textured glossiness).

Smells like a corona converter update is going to happen :)  I'll also add a "remove glossiness conversion map" button for already converted scenes (those button names get longer and longer for some reason...)
Title: Re: Daily Builds 1.5
Post by: dubcat on 2016-06-27, 21:19:27
Can't see any changes when it comes to "diffuse" look :(

(http://i.imgur.com/Ffrn5bF.jpg)
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-06-27, 23:29:38
what is the "other"? We do albedo normalization so decreasing glossiness does not make the material darker. I tried vray and it seems to be doing the same thing
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-28, 00:35:07
I don't think he refers to albedo, but the overall specularity.

What are those mats ? And what is the other :- )
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-06-28, 00:43:54
Quote
GGX glossiness mapping is now same as in other renderers. Reflection now allows to create much more diffuse materials. Old scenes are automatically remapped (except for textured glossiness).

Smells like a corona converter update is going to happen :)  I'll also add a "remove glossiness conversion map" button for already converted scenes (those button names get longer and longer for some reason...)

this sounds very interesting.  It's currently surprisingly hard to make dark materials so hopefully this makes it easier.
Title: Re: Daily Builds 1.5
Post by: dubcat on 2016-06-28, 03:32:43
"Other" was VRay 3.40.02, here are some more comparisons.

(http://i.imgur.com/1UcoXtG.jpg)(http://i.imgur.com/z7Zi1mz.png)

(http://i.imgur.com/Ii5j1ts.jpg)(http://i.imgur.com/i5ArjzJ.png)

(http://i.imgur.com/OoPZNCF.jpg)(http://i.imgur.com/lIZDted.png)

(http://i.imgur.com/kmWHags.jpg)(http://i.imgur.com/BAl5Bnk.png)

(http://i.imgur.com/UDs6ks0.jpg)(http://i.imgur.com/ZX4KLnB.png)

(http://i.imgur.com/ovMMm5c.jpg)(http://i.imgur.com/8aXjEWM.png)

(http://i.imgur.com/RjTeZav.jpg)(http://i.imgur.com/tLekjvv.png)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-28, 03:39:23
I see...so the glossiness now goes to 'true' 0, but it doesn't affect the specular intensity in any kind of way it seems, just like currently.

Seems super off.
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-06-28, 08:30:49
How do I uninstall the latest daily build? and go back to 1.4?  or any previous daily builds for that sake.

I have tried to manually delete it all but I keep getting this error:

Quote
An internal error occured: wxWidgets Assertion failure. Please report this problem to us.
File: ..\..\src\common\intl.cpp(1607)
Function: wxLocale::GetInfo
Condition: strcmp(setlocale(0, 0), "C") == 0
Message: You probably called setlocale() directly instead of using wxLocale and now there is a mismatch between C/C++ and Windows locale.
Things are going to break, please only change locale by creating wxLocale objects to avoid this!

When I try to render with anything but the very latest daily build (new glossiness build)

:/ 
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-06-28, 08:36:09
Just run 1.4 installer and it will overwrite all needed files. If you want to revert to some prvious daily build, then use same the procedure that you used to install current DB.
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-06-28, 08:39:21
Just run 1.4 installer and it will overwrite all needed files. If you want to revert to some prvious daily build, then use same the procedure that you used to install current DB.

As I just said.. this does not work.  I get the above error.   Something changed in the very latest daily build, compared to previous builds.  If Just install 1.4 I get the error, if I re-copy the daily build on top, everything works (except for some really odd glossiness results)
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-06-28, 08:47:04
When installing 1.4, make sure to check "clear previous version". That should work.
I just reverted from DB 06-27 to DB 06-20 and didn't encounter any issues.
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-06-28, 09:02:18
When installing 1.4, make sure to check "clear previous version". That should work.
I just reverted from DB 06-27 to DB 06-20 and didn't encounter any issues.

Interesting... the daily from the 20th does work!!! 12th gives me that error, and official 1.4 too.   
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-06-28, 09:49:49
yep, that problem was fixed in the 20 daily build
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-06-28, 13:38:12
can you make more specific reports about the old scene conversion problems? The glossiness value should be remapped automatically
Title: Re: Daily Builds 1.5
Post by: maru on 2016-06-28, 17:22:03
Just a random comparison.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-06-28, 17:34:13
Talking about comparisons. Here's old vs new glossiness. I will not make any comments as i have yet to see how it behaves in real scenes.
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-06-28, 17:43:17
Hmmmm..... I have yet to see just 1 example where the "new" version looks convincing...
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-28, 18:47:46
Just a random comparison.

Since this is metallic (specular only) comparison, it doesn't really say much. It just shows the full range.

The issue is with how specular intensity is blended on top of diffuse component. The fresnel behaves oddly, the rim lighting effects shows this well.

I don't know if all the other (Corona is now the single exception on market that looks like this) renderers dim specular intensity only or actually modify the fresnel effect as well as glossiness changes,  but it shouldn't look like this.
Title: Re: Daily Builds 1.5
Post by: dubcat on 2016-06-28, 19:35:27
From the RenderMan manual
Quote
Roughness
Lambertian response is obtained by setting roughness to 0.0.
Increasing roughness produces a flatter-look and is implemented via the Oren-Nayar model.
Surface roughness, controls both diffuse and specular response.

(http://i.imgur.com/yjaprzm.png)

I guess "Oren-Nayar" is what me and Juraj would love to see in Corona. Because right now 0 Glossiness looks more like the Lambertian Model in the picture above.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-28, 21:24:34
Is it that simple ? Everything else uses either simplified (Unreal4) or more complex version of GGX (Vray's GTR) and looks right. Octane uses some arbitrary crap, and still looks rather correct (but I see it can't do fully rough either).

This probably doesn't have anything to do with the shading BRDF but with how Corona uses the Fresnel. I've seen renderers that with simple Blinn and Schlick approximation produce correct specular brightness with rough materials.
There really is something completely else behind this.

Here is former incorrect Fresnel in Cycles Renderer and corrected. Look at the difference, this is exactly what is Corona doing. Of course, the gamma control for specular lobe spread (GTR in Vray) is also nice...but, at least the correct dimming would be first step.

Wrong:
(http://and.intercon.ru/temp/cycles/cycles_frn_incorrect.png)

Correct
(http://and.intercon.ru/temp/cycles/cycles_frn_correct.png)

(http://www.and.intercon.ru/temp/cycles/cycles_pbag_test_frn_03.png)

Source : https://www.blender.org/forum/viewtopic.php?t=27455


The Oren-Nayar vs Lambertian is just something that (diffuse) fresnel roughness solves, I think it's completely different, detached issue. Vray has this parameter but I think nobody ever used it except for some moon render :- ).
Surprisingly the popular alSurface Shader also has it, but it has the abominable programmer controls that are something halfway between specular and PBR convention. Like Redshift...I hate those...

Here is how roughness looks in current (2015+) Disney shader. (Extended Disney principled PBR shader // http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.pdf  & http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf   both of these are must read)
No crazy rim effect. This shader is such a thing of beauty. So much want. Sheen, retro-grazing reflection, artist controls... double specular lobe as default (gamma 1 and 2, see Vray ? It can be done artist-friendly too).

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=11965.0;attach=48852;image)
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-06-29, 03:16:41
Here's Fstorms, I don't know if this comparison is any help, I'm not too sure on your lighting setup.

I do love Disney's Shader, I see someone is making one for blender/Cycles, it looks promising.

EDIT: just saw an new build with the Glossie Fix.

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=11965.0;attach=48854;image)

Title: Re: Daily Builds 1.5
Post by: agentdark45 on 2016-06-29, 14:21:06
Interesting comparisons here. Could someone chime on whether the new CGX model with a super low glossy value would be better or more physically accurate way to simulate the light edges/ grazing angles of a fabric material vs the traditional diffuse falloff trick?
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-06-29, 14:51:51
No. Because you need control over the specular lobe size (gamma parameter in Trowbridge-Reitz version like Vray has) to do that.

Even then, I think it's poor solution, the sheen parameter seems to be doing something else (just classical fallof?).

I don't consider huge specular lobe and extreme rim grazing to be "physically accurate" fabric simulation. It just happens to look kind of similar. And sample like crap.
Title: Re: Daily Builds 1.5
Post by: karamox on 2016-06-29, 20:42:29
corona hihlight compression works weird. i did many tests to understand why in exterior scenes image is so dull. I can see where the render was done in corona and where in other renderer, because of the dullness of render. Not all people like dull images, clients like vivid images. Corona Hilghlict compress   does not work same as Reinhard, it works different. Ondra should either remake corona highlight compress , fix it so it does not become dull, to be as Reinhard or add Reinhard mapping type in addition to Filmic.
Title: Re: Daily Builds 1.5
Post by: zuliban on 2016-06-29, 20:57:07
 Reinhard is the worst thing one could want a render tone mapping ask for, just look at nuke ,arion fx, octane they have camera tone responses this is what corona should aim for , try to mimic real cameras or film . for example old films have very nice color tones  that now alot of digital photographers want to emulate and most of the renders images without post processing look gray , dull, lifeless this is why i think this is one of the most important features any render should aim for to become a real camera there should be no need for us to even use post production outside of renders.
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-06-30, 01:41:31
can someone please try to go from daily build 20th directly back to 1.4 stable?  run the installer and install over. 

I keep getting the errors mentioned earlier when I press render after installing 1.4.  I Basically can't roll back nor can I seem to fully uninstall corona and the beta build, what ever has changed.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-06-30, 09:18:50
No problems here whatsoever. Installed 1.4 after dailies, tried to render scene, that's "infested" with 1.5 features - everything is smooth and fine.
Title: Re: Daily Builds 1.5
Post by: vkiuru on 2016-06-30, 16:12:05
corona hihlight compression works weird. i did many tests to understand why in exterior scenes image is so dull. I can see where the render was done in corona and where in other renderer, because of the dullness of render. Not all people like dull images, clients like vivid images. Corona Hilghlict compress   does not work same as Reinhard, it works different. Ondra should either remake corona highlight compress , fix it so it does not become dull, to be as Reinhard or add Reinhard mapping type in addition to Filmic.

I don't think you know how and when to use the highlight compression. If your materials look dull when rendered you've got balancing issues elsewhere and reinhard is not a solution any more than Coronas highlight compression.

Or maybe I'm wrong in which case maybe show some examples. I always hated Vray reinhard.
Title: Re: Daily Builds 1.5
Post by: karamox on 2016-07-01, 12:37:35
corona highigt compress is not color map at all. i ended with that conclusion after many days of tests . it just compresses highlights as well as colors too. so no wonder why it looks dull. at low values result is acceptable. but in exterior you need to compress more, so result is uneacceptable, unless to use filmic color mapping. . it is interesting to hear Ondra opinion, how corona highlict compress works, is that color mapping at all... i wonder why he is ignoring that fact.
i wonder why you ar ehating reinhard, peter gutherie uses this method, do you think his works are bad. even vray exponential color maps that way it does not compresses color like corona does with highlight compress.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-01, 12:42:41
Everyone should just use VFB+, it's miles ahead :- )

We need correct materials more.

Peter does use Reinhard, and then brings back some with s-curve. Filmic looks nicer from get-go.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-01, 12:43:20
I dont unterstand you to be honest... What do you want to know? Highlight compression IS color mapping operator (but that does not mean anything by itself). It is implemented as reinhard mapping

i wonder why you ar ehating reinhard, peter gutherie uses this method, do you think his works are bad.
- just "what the fuck?"
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-01, 12:49:10
There's a ton advanced tonemappers out there. If you want more control, save as linear and do tonemapping outside of renderer.
Title: Re: Daily Builds 1.5
Post by: Dom74 on 2016-07-01, 18:38:07
yes, but it's more convenient to do some adjustements while rendering in 3DSMAX.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-02, 19:15:32
Ok, I would like we get back to the discussion about mats :- ) There might be things missing here and there in Corona, but we really need correct PBR material. Even lowering IOR and intensity doesn't give correct result, bellow illustration shows why (you can have overbright grazing specular, yet dull front facing).

Here is Arnold alShader (it's open-source btw), where the difference is well-explained and illustrated.  http://blog.selfshadow.com/publications/s2014-shading-course/langlands/s2014_pbs_alshaders_slides.pdf

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=11965.0;attach=49027;image)

Title: Re: Daily Builds 1.5
Post by: zuliban on 2016-07-02, 19:33:20
Good that you bring this shader to the topic Juraj ,i Hope when Ondra develop the skin shader( my most wanted feature) , he study this Alasurface shader   ( http://www.anderslanglands.com/alshaders/alSurface.html ).
is the dream for any character artist that not use Arnold with all this energy conserving thing and advanced SSS.
There should be no energy loss from bump or angles and this happens in almost any modern render.
Title: Re: Daily Builds 1.5
Post by: plopalou on 2016-07-04, 19:40:08
Yeah! I would love to get my hands on a proper skin shader. I've used both Arnold and Vray and they both are really really good. You can even get acceptable results with the MR SSS shader if you know how to work with it.

CoronaSSS is actually pretty good, but there are a lot of things that I don't like. You can check my wip thread for my SSS tests.
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-07-04, 21:06:09
We had a serious bug this weekend with the 1.5 daily from 20th where a coronasun in a daylight system wouldn't render when the job was sent over backburner.  No error messages, just no sun visible in the render. Reinstalling a clean 1.4 fixed the issue, without having to do anything to the scene. Can't provide any scene or further details to help with this, sorry.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-05, 10:35:51
No error messages? Can you send the scene to mantis?
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-07-05, 10:46:23
I'll ask my colleague but as far as I remember him telling me there were no error messages. I think we already over-wrote the scene with 1.4 as well, so I'm afraid we can't send it through, sorry about that. We were on a very tight deadline and had no opportunity to debug.
Title: Re: Daily Builds 1.5
Post by: Avan on 2016-07-07, 08:42:24
1.I am using daily from 28 june and i have an experience with unwillingness to save resume render in the folder which contains cyrillic symbols. Couple bulids ago i had similar problem when i used autosave (it was not be able to be saved in such folder). It seems to me problem with cyrillic symbols may have place in other situations. But I'm not completely sure. Corona 1.3 and previous dailys had no such problems.
But i should say - corona is becoming faster and cleaner from day to day :) Thank you guys!
p.s The percent of noise is very useful thing. I loved it.


2.I've found one more issue. Yesterday i did 1pic and saved for resume today. Than i did new one, and wanted to resume first (in the morning) but if i try to resume - the second view manifested through resumed image. Sooo strange. 1view and 2view as also "double exposed" image attached.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-07, 09:44:31
1.I am using daily from 28 june and i have an experience with unwillingness to save resume render in the folder which contains cyrillic symbols. Couple bulids ago i had similar problem when i used autosave (it was not be able to be saved in such folder). It seems to me problem with cyrillic symbols may have place in other situations. But I'm not completely sure. Corona 1.3 and previous dailys had no such problems.
But i should say - corona is becoming faster and cleaner from day to day :) Thank you guys!
p.s The percent of noise is very useful thing. I loved it.


2.I've found one more issue. Yesterday i did 1pic and saved for resume today. Than i did new one, and wanted to resume first (in the morning) but if i try to resume - the second view manifested through resumed image. Sooo strange. 1view and 2view as also "double exposed" image attached.

Hi,
can you copy me the exact spelling of the folder?
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-07, 10:15:07
2.I've found one more issue. Yesterday i did 1pic and saved for resume today. Than i did new one, and wanted to resume first (in the morning) but if i try to resume - the second view manifested through resumed image. Sooo strange. 1view and 2view as also "double exposed" image attached.
If you did all that in the same file, then no wonder why you get weird results. Resume render asumes that no changes were made in file since dump of exr. You can't expext that Corona somehow will recognize changes that you've made and undo them in order to resum render.
Title: Re: Daily Builds 1.5
Post by: Bormax on 2016-07-07, 19:30:30
Hi,
Wanted to try today's build and got strange issue - first window of Max starts normally, but if I try to open one more window with Max it falls down on starting process
Title: Re: Daily Builds 1.5
Post by: Avan on 2016-07-07, 21:36:26
1.I am using daily from 28 june and i have an experience with unwillingness to save resume render in the folder which contains cyrillic symbols. Couple bulids ago i had similar problem when i used autosave (it was not be able to be saved in such folder). It seems to me problem with cyrillic symbols may have place in other situations. But I'm not completely sure. Corona 1.3 and previous dailys had no such problems.
But i should say - corona is becoming faster and cleaner from day to day :) Thank you guys!
p.s The percent of noise is very useful thing. I loved it.


2.I've found one more issue. Yesterday i did 1pic and saved for resume today. Than i did new one, and wanted to resume first (in the morning) but if i try to resume - the second view manifested through resumed image. Sooo strange. 1view and 2view as also "double exposed" image attached.

Hi,
can you copy me the exact spelling of the folder?

Hello! Of course i can.

"D:\Projects\2016\ЦБУ Гомель\1.9.max

If i try to save frame buffer for resume in folder with cyrillic in path - nothing happens. If there is no russian language in path - ok, no problem. 
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-07, 22:20:53
if I enable Denoising for a render element and cancel the render during the Denoising phase, Max crashes. If the Denoising is not enabled for render elements, I can cancel during Denoising without a crash (Max 2016, 1.5 from July 7th). Mantis ticket created with minidump. I was using the reflection render element in this test.

Also, a thought, any chance of adding denoising to the CTexmap, for those who may want to run it on an AO pass?

Thanks!
   Tom
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-07, 22:46:31
As a note to the above, I can cancel the Denoising if it is very early in the phase, but once it gets close to about halfway it crashes.

Also, scatter's temporal adjustment seems to be working as expected, tried it on a cloth cube just as a quick test and the objects no longer popped in and out of their locations.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-08, 14:20:22
Hi Tom,
I dont see the ticket in mantis, can you link it?
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-08, 14:30:38
My bad, had put it in tickets rather than in Mantis, have added it to Mantis now! Glad I don't have many bug reports to submit, but need to get them in the right place when I do :) The ID is 2001.
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-07-08, 14:35:38
Wow! Already resolved in four minutes. The quickest fix ever :)

Good Luck

Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-08, 15:44:42
Ticket submited - 15:28, bug fixed - 15:32 Someone has to show this to Autodesk :]
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-08, 16:56:13
pavel is da man ;)
Title: Re: Daily Builds 1.5 2016-07-07 two instance of 3dmax crash
Post by: denisgo22 on 2016-07-08, 17:32:44
With daily build from 2016-07-07 3dmax crash if second instance of 3dmax running///
I can't open two or more Max'es in same time///
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-08, 17:47:35
fixed
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-07-08, 18:04:14
Cooool!!///
Thanks very match
Title: Re: Daily Builds 1.5 2016-07-07 two instance of 3dmax crash
Post by: johan belmans on 2016-07-08, 18:11:40
With daily build from 2016-07-07 3dmax crash if second instance of 3dmax running///
I can't open two or more Max'es in same time///

ooh great, I am not alone
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-08, 21:00:21
Vignette seems to save differently than it looks in the VFB - got the same results saving to PNG and JPG. Do I have something set up wrong somplace, or should I log this in Mantis? Images are
- What I get when saved to JPG
- What it looks like in the VFB (screen grabbed)
- The settings in the VFB

I did try resetting everything else to default, but the vingette still looked different in the saved image vs the VFB.

Thanks!
   Tom

EDIT - created a new scene, gave it a single colour background in Max environ and nothing else, and does still look different in the VFB than when saved.

Chose to report on Mantis as does look like a bug given it happens in the empty scene, ID 2002.

Title: Re: Daily Builds 1.5
Post by: maru on 2016-07-11, 14:23:10
Probably a bug. Looks like the vignette is saved (or "baked") with different gamma.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-11, 18:43:34
Hello! Of course i can.

"D:\Projects\2016\ЦБУ Гомель\1.9.max

If i try to save frame buffer for resume in folder with cyrillic in path - nothing happens. If there is no russian language in path - ok, no problem.

reproduced, will be fixed in one of near daily builds
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-11, 20:03:33
Would pre glossiness clamp fix scenes renders in newest DB exactly the same as it was created? I'm in the middle of quite important project now and wouldn't want that materials would change their appearance, but i really want the build with denoising available in RE.
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-07-12, 06:26:21
fixed

Any chance of a hotfix release for the dual max crash bug fix? Really annoying and workflow restricting bug :) thanks
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-12, 09:24:34
Would pre glossiness clamp fix scenes renders in newest DB exactly the same as it was created? I'm in the middle of quite important project now and wouldn't want that materials would change their appearance, but i really want the build with denoising available in RE.

After carefully reading changelog, i guess the answer is NO. That's a pity, couldn't this issue be solved with legacy checkbox, like in the past?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-12, 10:19:55
we'll do the checkbox until Jarda returns from vacations
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-12, 10:37:50
Great to hear that!
Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-12, 11:01:43
should be the toolbar automatically showup when 1.5 version is installed? so far the toolbar seems to be missing in this release so am not sure, now using corona on a project but havent been visiting many areas of the forums to see some details
Title: Re: Daily Builds 1.5
Post by: maru on 2016-07-12, 13:27:18
should be the toolbar automatically showup when 1.5 version is installed? so far the toolbar seems to be missing in this release so am not sure, now using corona on a project but havent been visiting many areas of the forums to see some details
What toolbar do you mean?
Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-12, 15:06:18
corona:)
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-12, 17:37:33
No crashes on cancelling denoising, perfect! And I like the denoising on the CTexmap element, also brilliant!

Any thought on the possibility of setting different denoise amounts for each element? Very useful even without that, but wondering if it is on the cards (I guess I am thinking there that if anyone denoises an AO in the CTexmap, it can often benefit from a higher denoise than might want to use in the beauty pass, not sure how useful folks would find that ability in general though?)
Title: Re: Daily Builds 1.5
Post by: Noah45 on 2016-07-13, 08:56:30
It's like swimming in bath water, this denoise of render elements. thanks
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-13, 09:50:52
I didn't expect that each RE will take their time to denoise, but that is small price to pay for what you get. Very nice! And unmapped glossiness conversion went smoothly and transparently. Now we just need solution for mapped glossiness conversion and fix for low glossiness glowing issue.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-13, 10:10:49
It's like swimming in bath water, this denoise of render elements. thanks
wait, what? :D
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-13, 10:30:39
1.I am using daily from 28 june and i have an experience with unwillingness to save resume render in the folder which contains cyrillic symbols. Couple bulids ago i had similar problem when i used autosave (it was not be able to be saved in such folder). It seems to me problem with cyrillic symbols may have place in other situations. But I'm not completely sure. Corona 1.3 and previous dailys had no such problems.
But i should say - corona is becoming faster and cleaner from day to day :) Thank you guys!
p.s The percent of noise is very useful thing. I loved it.


2.I've found one more issue. Yesterday i did 1pic and saved for resume today. Than i did new one, and wanted to resume first (in the morning) but if i try to resume - the second view manifested through resumed image. Sooo strange. 1view and 2view as also "double exposed" image attached.

Hi,
can you copy me the exact spelling of the folder?

Hello! Of course i can.

"D:\Projects\2016\ЦБУ Гомель\1.9.max

If i try to save frame buffer for resume in folder with cyrillic in path - nothing happens. If there is no russian language in path - ok, no problem.
fixed
Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-13, 12:33:57
any idea about how to add the toolbar?
Title: Re: Daily Builds 1.5
Post by: maru on 2016-07-13, 14:10:43
any idea about how to add the toolbar?
Sorry, but I still have no idea what "toolbar" you are talking about. You can replied with "corona". I don't know what a "Corona toolbar" is.
Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-13, 14:22:42
its this toolbar
Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-13, 14:24:10
ok no worries, i see someone actually made it and i found a dropbox link on the forum, will see if it works
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-07-13, 14:35:18
ok no worries, i see someone actually made it and i found a dropbox link on the forum, will see if it works

It works perfectly.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-13, 15:41:39
Is it me or is the vignette falloff looking very artificial for intensities other than 1.0? The transition doesn't look natural at all. Can this be improved?
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-13, 15:52:45
Don't know, it looks fine to me. The only thing that i'd want to change with vignette, is to set falloff to 0,0 by default. But i use vignette in VFB very seldom, so it doesn't bother me that much.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-13, 16:32:41
I wouldn't want to save out with Vignette enabled but it can be useful for certain moods.
But the falloff should really never look like this, see attached pic.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-13, 16:44:09
Why not? Your falloff  setting is very agressive, that's why transition is so harsh. I always set falloff to 0 and play with intensity first and if intensity alone isn't enough, only the i start to move falloff slider. But that's just my preference. Anyway i try to stay away from vignette, as it more often than not can just ruin picture.
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-07-13, 16:53:47
I found out that Falloff does what I'd expect intensity to do, and that intensity does what I'd expect falloff to do :D

I am getting usable result if I always keep intensity at 1.0, and just use falloff value to control vignette intensity. Around 0.2 looks nice in general.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-13, 17:12:48
Why not? Your falloff  setting is very agressive, that's why transition is so harsh. I always set falloff to 0 and play with intensity first and if intensity alone isn't enough, only the i start to move falloff slider. But that's just my preference. Anyway i try to stay away from vignette, as it more often than not can just ruin picture.
Please have a look at the Lens Correction filter in PS, see attached images. It will always blur the transition making the falloff look way more natural regardless of how 'extreme' your values are. Corona's vignette seems to paint a gradient and then apply contrast, that's why the gradient borders end up looking too harsh for anything else than 1. The current solution is ugly if you ask me. I bet this will come up pretty often if it stays like this.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-13, 17:24:02
Pokoy got point, it looks odd.

Falloff is weird parameter for vignette anyway, Midpoint is much better, and never creates visually incorrect result. But yay, saturation :- )

100perc. Strength, Midpoint 50 (default) on left, 100perc. Strength, Midpoint 0 (full) on right. CameraRaw, post-crop vignette, highlight priority mode (physically accurate for images with dynamic range above 1).





Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-13, 17:29:13
Good examples, also shows that a proper vignette should also respect image ratio, currently it's circular no matter what.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-13, 17:32:27
Good examples, also shows that a proper vignette should also respect image ratio, currently it's circular no matter what.

Circularity is really good parameter, but it's one additional (and then you could say why not feather,etc..). But yes, it should at least as default respect ratio.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-13, 21:03:19
I like the bloom and glare results!

One thing I notice, it seems like the Ray Count has a significant effect on render time. The scene below was 18 seconds with none of the new effects, 19 seconds with a Ray Count of 1 (if Glare Power is above 0), 29 seconds with a Ray Count of 5, and 35 seconds with a Ray Count of 8. Increasing Glare Power didn't seem to impact render time.

Of course, it is showing the effect during the rendering, rather than only appearing on the image once the render is complete, and is also relatively slow to update the VFB image when the values are changed after render is complete (about 3 seconds to change from Ray Count 1 to Ray Count 8).

Naturally, it's all experimental at this stage, but wanted to report the findings!



Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-07-13, 21:10:24
This is just perfect timing.... we're producing some work right now that we really wanted to get some in-render glare and bloom going and.. here it is.

Excited to try this out!

Would it be possible to control where these effects are applied by object? For example a checkbox for "only on coronasun", so you're effectively enabling glare on/around your sun? This would be great... Or perhaps this is a different type of effect entirely, more in line with lens flares...

You guys weren't kidding about hiring a full-time staff just to work on VFB stuff, eh? It sounds like it would be worthwhile! Tools like this are invaluable for us.

Cheers,
Title: Re: Daily Builds 1.5
Post by: FrostKiwi on 2016-07-13, 21:14:00
Bloom looking really good, but it desperately needs a threshold setting.
I want a stronger Bloom from the windows, without making the rest of the image look like alice in wonder land.

I understand the aim of maybe trying to base bloom of real brightness, but bloom is artistic in it's core and Bloom without threshold is barely usable at times.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-14, 11:33:42
I find bloom and glare being a bit too much mostly, too. A threshold would be indeed welcome.

Another welcome addition would be if bloom and glare would be alpha aware. When rendering against a photo plate I wouldn't want it added to my background, only to the geometry.

I have more thoughts on how the rays look as they are not looking very natural now, I'll try to come up with some examples.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-14, 13:00:09
I will add some positive feedback :- ) The controls and behavior on first look, do look identical to Octane/F-Storm, which is good thing.

Default ray look will always be bit fake, some blurring, shift and rotation needs to selected but perhaps it will never simulate the real deal without mask.

Esp. wide angled architectural lenses (from f/11 higher) feature lot of rays, with sub-rays as form of blurring. So it's 14 flares and each flare up to 4 "mini-flares" (perhaps due to astigmatism?).
The rays are also irregular in length.

Prime architectural lens (24/28):

(http://www.thaidphoto.com/forums/attachment.php?attachmentid=1698396768&d=1381634517)

Zoom architectural lens (much stronger flare), like Nikkor 14-24 f/2.8  (probably f/16 in this example)

(http://www.thephoblographer.com/wp-content/uploads/2012/11/Utah2012-1022-6942.jpg)

I don't think there needs to be more controls, but perhaps a mask for custom shape ?

Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-14, 18:49:40
Nearly had heart attack when i realised that starting from build jun 27, scenes are no longer backward compatible. Thanks god for my habit to save incrementally every so often, otherwise i would be in deep trouble. Lesson learned, never mix daily builds with serious projects. Nonetheless, warning about introduced backward incompatibility, wouldn't hurt in changelog ;]
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-14, 19:26:04
Thanks for the info, didn't know either... too late for me, unfortunately :/

After some more experimenting with glare & bloom I have to say I love the hue power and shift parameters, you can get some funky effects there, nice stuff.

I didn't want to come across too negative in my last post but glare needs some more work.
The light streaks/rays look too flat, the streaks need to be more pronounced in the center and their intensity would need to decrease with distance from the hot pixels.
Also, I'd love to see a control for ray length, intensity alone gives us too little control imo.

Otherwise really pleased to see this in the VFB updating in real time nearly, also great to have filmic tonemapping and saturation in there. Very nice additions!
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-14, 19:46:15
Don't know how it is implemented in Corona now (can't test DB's at the moment (arrrgh!)), but i think streaks length should (could) be directly tied to aperture like it is in real world, i.e. the bigger F number is, the more prominent light streaks should be.
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-07-14, 20:01:21
Aside from camera aperture, length of glare streaks is tied to their intensity, so more intense hotspots also produce larger glare.

(http://c8.alamy.com/comp/ENB5H7/ford-mki-escort-in-malta-black-car-in-motion-with-a-natural-sun-flare-ENB5H7.jpg)

(http://www.m5board.com/vbulletin/attachments/e60-m5-e61-m5-touring-discussion/9049d1127058645-black-indy-red-sunny-day-front.jpg)

(https://i.ytimg.com/vi/xhegu61l82Y/maxresdefault.jpg)

(http://journeyswithstephen.com/wp-content/uploads/2016/05/Mazda-at-Shanghai-Auto-Show.jpg)
It would be really unfortunate if there was glare streak length that is unrelated to glare intensity. That's how it works with V-Ray lens effects, where all glares on the image have exactly same rigid size that is set in the settings. Due to that, it's just impossible to get a good/realistic looking glare from V-Ray's lens effect as long as there are multiple glare sources on the image.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-14, 21:06:00
Quickly tried glare&bloom, got render exception error message after few renders. I am able to work with scene after that message though. Interestingly that message is showing only when i stop render through VFB button. There's no error if i cancel render through rendering dialog.

Effect update speed isn't impressive. Maybe it's possible to add "Fast preview" checkbox in VFB to allow real or near real time lower quality preview?
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-07-14, 22:10:36
 Well simply put, but imho, current bloom and glare implementation is not too beautiful nor too realistic, currently it is somewhat on par with VFB+'s implementation - it's Ok but nothing more and it would definitely be better to have something like ArionFx does
- well at least the first part of the video - and the ability to boost those hotpixels\overbright reflections  if needed like it does in the second part + the ratio\threshold like http://support.randomcontrol.com/display/XFP/HDR+bloom or in VFB+ is a must, same goes for glare http://support.randomcontrol.com/display/XFP/HDR+glare . Overall, ArionFx (and I think everyone who uses it would agree)  has the best implementation of those effects out there and I don't think there's a point of producing something less advanced or less real looking for Corona, I would be gladly willing to sacrifice current almost realtime calculation speed of those effects in favor of their quality even if they would take some time to calculate like in ArionFx.
 My point is - Corona is the best renderengine so it's bloom, glare, vignette and other effects should be best too or not be at all, so please take no offense if I put it too harshly - I just think it would be better to express my honest opinion on the matter as it would benefit my favorite render engine and thus all people involved way more than trying to beat around the bush so to say )
Title: Re: Daily Builds 1.5
Post by: zuliban on 2016-07-14, 22:36:19
i think arion glare flare are great but sometimes they look  too artificial they lack blur on rays and they will not create flares/bloom from small light or refracted surfaces correctly in the other hand Maxwell at least for me got the glares, flares right even introduced obstacle maps .
(https://tolas.files.wordpress.com/2008/08/ab4_ocf.jpg?w=600)
another render that got glares and flares right is Fstorm i think it just need more options .
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-14, 22:47:07
Isn't the one in Corona currently absolutely identical to the one in F-Storm (/Octane) ?

The controls are the same. Although Romullus's test look super weird.

Title: Re: Daily Builds 1.5
Post by: zuliban on 2016-07-14, 22:57:42
I have no idea if they use the same source or research/algorithm to do these things, Maxwell i think was based from a japan university paper , and Fstorm and Octane where created by the same guy, Dron.

Romulus car suffer the same thing that im talking about arion those small light sources flares should be reflected in the car paint too is more like this effect is one dimensional and not reflected/ refracted
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-14, 23:33:55
No no, That screenshot doesn't represent result that Corona gives. It's just after render exception VFB becomes very dark and super contrasty. Sorry, i forgot to mention that in my original post.

BTW, that car scene isn't very good candidate to test glare&bloom - greatest highlights barelly exceeds value of 1 at normal exposure. I also tested those effects in other scene and got much nicer results. Not saying that G&B shouldn't be improved though. Like others, i hope it will be developed further and ultimately will reach or surpass ArionFX quality, which i like a lot.
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-07-15, 02:15:21
I am getting a lot of total 3ds max crashes when the denoiser kicks in, using the lastest dailybuild from the 13th.  on quick and small test scenes it seems to work, but on any actual projects max crashes consistently.
Title: Re: Daily Builds 1.5
Post by: JulioCayetano on 2016-07-15, 09:15:28
I'm getting  those total crashes too, in a simple exterior project. It renders fine with vigente and Bloom/glare effects active. But as soon as it gets to noise% limit, denoiser starts and Max crashes.

Edit: When I try to open the scene again, as soon as it opens, 3DsMAX crashes inmediatelly, no need to render again. If I open an older scene first, I can open the problematic scene without crashes, until I render it that it will explode again.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-15, 16:02:48
daily build that should fix the crashes is now out
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-15, 16:42:21
- Crash with CMasking element and denoised elements no longer happens here, ty!

- Vignette now the same when saved to JPG / PNG as seen in the VFB, ty!

- I was able to load one scene from July 13th daily build that had bloom and glare, but another from daily build July 13th generated the errors below when trying to load. I think this is just due to the new parameters for bloom and glare and expected when using daily builds, but posting just in case!



Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-15, 16:55:02
The param error messages I believe were caused by a CoronaCameraMod, will be the change in Bloom and Glare in there that triggered it (and why the other scene loaded fine). I was able to import everything into a new scene. I don't believe that's a bug, just nature of the beast when parameters change in daily builds.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-15, 19:18:05
All hail Ondra, the greatest :- ) Some kick-ass daily...
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-15, 19:33:39
Now everyone eagerly waits dubcat's verdict :]
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-07-15, 20:01:12
Hourly builds?! Setting new records here! :)
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-16, 11:01:04
Yay, no more glowing! I like it. Gotta test on real scene, though.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-16, 11:20:29
Nice tests!

I am incredibly happy for this, finally the shader works as should. No more tinkering with specular level anymore. IOR 1.33 to 1.52 for everything, 1.0 Specular level / 255 as well. Easy-peasy.

This couldn't come at better time, testing out a private beta of the "future" :- ) Trust me, you want the shaders to be ready when the 'future' hits us.

Look at how metal look almost identical to diffuse at 0 glossiness. That's it = )
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-16, 12:07:51
It works in real scenes too. And works very well!

Bloom and glare is getting better too. I like speed improvement. It feels almost instantenous. Would like to see checkboxes next to vignette and B&G, though. Also, i'd like that ray count would be replaced with diaphragm blades count, like in ArionFX, but that's a minor thing. Overall impression is very good!
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-16, 12:14:43
Check boxes are absolute must have. Nice 'shop :- )
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-07-16, 14:16:04
Glare works nicely, but the new vignette is quite meh... Squished vignette looks a bit artificial and unrealistic. I think it would be best to 1:1 reproduce vignette settings in photoshop's Lens Correction filter.

(http://)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-16, 15:51:49
Any crashes with the latest build ?
Title: Re: Daily Builds 1.5
Post by: plopalou on 2016-07-16, 15:53:24
Yes! Finally I can made rough diffuse materials without doing any diffuse Fresnel hacks. Also the glare + bloom looks very promising. Although I'll probably make some slight edits + image overlaying in PS for now. Thank you!
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-16, 16:40:18
Glare and bloom overshoots rendered region. Can it be fixed?
Title: Re: Daily Builds 1.5
Post by: Noah45 on 2016-07-16, 16:47:33
It was nice to know that the latest HB(DB) 7/15 corrected the material glow automatically! (no more super Mario look)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-16, 21:21:16
Does anyone get this dark halo in PBR mode ? IOR 1.52, Glossiness 0.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-07-16, 21:55:01
Same here http://c2n.me/3Ah1TqU ( but probably need to test that on some different scene though

edit: different scene same result http://clip2net.com/s/3Ah3V1l , thought that this could be somewhat related to vrayHdri used in enviroment - tested without it - same result http://clip2net.com/s/3Ah4a7z
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-17, 12:51:18
I thought it's the hdri (this was through bitmap loader), or the environment but Redshift doesn't do it.

(http://gregzaal.com/u/gloss_GGX.png)
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-07-17, 15:02:51
Default renderman's pxrDisney VS corona PBR. So it's almost spot on, but even at 0.75 glossiness there is this black outline visible
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-07-17, 15:09:35
Glare and bloom overshoots rendered region. Can it be fixed?

But then it would be strangely cut off, how would you use it?
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-17, 15:10:33
Hah, you installed Renderman :- ) ?

Everything else from my tests fit too, the intensity and glossiness range is good, just the outline is issue.

(Just in case someone would be confused, 'Specular 0.5' in Disney PBR is 100perc. specular of IOR 1.52, it's not 50perc. Specular 1.0 would be IOR 2 +/- )
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-07-17, 15:17:01
Hah, you installed Renderman :- ) ?

Everything else from my tests fit too, the intensity and glossiness range is good, just the outline is issue.
I did, just to see how it compares LOL (renderman available for blender but not for 3ds max, can you imagine that??)
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-07-17, 18:25:12
rough renderman vs corona 0-gloss (guess which is which)
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-07-18, 00:39:44
Hah, you installed Renderman :- ) ?

Everything else from my tests fit too, the intensity and glossiness range is good, just the outline is issue.
I did, just to see how it compares LOL (renderman available for blender but not for 3ds max, can you imagine that??)
There was one being developed but I haven't heard any more since last year.
http://3dtd.blogspot.com.au/2015/07/renderman-for-3dsmax-work-in-progress-01.html
Title: Re: Daily Builds 1.5
Post by: Tanakov on 2016-07-18, 11:03:41
rough renderman vs corona 0-gloss (guess which is which)

I think the file name can be a hint ;)
Title: Re: Daily Builds 1.5
Post by: DelightingPictures on 2016-07-20, 10:32:25
All new scenes that we are working with Corona 1.5  Daily build 2016_15_07 work perfectly but in the moment that we save the file and we have to open it again the 3D Max crash and closed the program straight away.
At the study we have come back to install Corona 1.4 and seems that 3D Max is running perfectly.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-20, 11:50:34
All new scenes that we are working with Corona 1.5  Daily build 2016_15_07 work perfectly but in the moment that we save the file and we have to open it again the 3D Max crash and closed the program straight away.
At the study we have come back to install Corona 1.4 and seems that 3D Max is running perfectly.
Post the minidump here (or create a new bug report for this), I had the same happening with a db and devs were able to fix it for the next build with the help of the minidump.
Title: Re: Daily Builds 1.5
Post by: martinsik on 2016-07-21, 13:10:18
Glare and bloom overshoots rendered region. Can it be fixed?
Unfortunately, using glare and bloom with only selected rendered regions and then compositing these images together will never work.
The reason is that one bright pixel anywhere in the image will influence bloom and glare effect of the whole image.
Excluding such pixel in one region and then including it in another, will cause that each region has a different bloom/glare effect and it will be impossible
to composite these regions into one image.
For this very reason we always compute bloom/glare for the whole image and ignore render regions.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-21, 16:44:12
3dsmax physical material, ART vs. Corona. Most of the differences are due to unsupported features in ART (cellular map, displacement, object visibility track, ...)
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-22, 11:11:38
Glare and bloom overshoots rendered region. Can it be fixed?
Unfortunately, using glare and bloom with only selected rendered regions and then compositing these images together will never work.
The reason is that one bright pixel anywhere in the image will influence bloom and glare effect of the whole image.
Excluding such pixel in one region and then including it in another, will cause that each region has a different bloom/glare effect and it will be impossible
to composite these regions into one image.
For this very reason we always compute bloom/glare for the whole image and ignore render regions.
I was thinking about possibility to cut B&G effects to region after they're calculated,and not calculate only the region. But on second thaught, this operation could be easily done in photoshop, while it would be impossible to regain information if it would be cut in renderer, so i withdraw my complain :]

3dsmax physical material, ART vs. Corona. Most of the differences are due to unsupported features in ART (cellular map, displacement, object visibility track, ...)
Ondra, does CoronaPBR material still planned, for those who not on latest max version?
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-22, 12:35:49
3dsmax physical material, ART vs. Corona. Most of the differences are due to unsupported features in ART (cellular map, displacement, object visibility track, ...)
Very cool to see support for this. It'll be interesting how you redirect the SSS parameters, they are somewhat simple in the PhysicalMtl.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-22, 13:50:43
Ondra, does CoronaPBR material still planned, for those who not on latest max version?
Definitely, I mean, there are not enough different PBR standards, so we need to create our own :D
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-22, 15:09:36
Great! One CoronaPBR standart to rule them all :]
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-22, 16:34:49
Build jul 21

On render stop (either manually or conditionally stopping) blur and glare gets changed, but can be retrieved to its original state by clicking on any spinner in post process tab. Canceling render through render dialog does not alter B&G output.
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-07-22, 16:58:03
Build jul 21

On render stop (either manually or conditionally stopping) blur and glare gets changed, but can be retrieved to its original state by clicking on any spinner in post process tab. Canceling render through render dialog does not alter B&G output.

I have same problem///
after the refresh of the same values all filters come back right///
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-07-22, 17:01:09
I'd like to bump this one: https://corona-renderer.com/bugs/view.php?id=294

Corona is now almost there when it comes to emulating camera out of the box (same way Fstorm does). This would be the last piece of puzzle.

Practical implementation would be same way as Blender or Octane. Just a single dropdown button, which would default to "Linear" or "None" and would be list of all the Camera LUTs + Linear setting.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-23, 18:45:16
Build jul 21

On render stop (either manually or conditionally stopping) blur and glare gets changed, but can be retrieved to its original state by clicking on any spinner in post process tab. Canceling render through render dialog does not alter B&G output.

Same happens on image saving. It seems that it's impossible to save image from VFB correctly with bloom N' glare enabled.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-24, 15:23:24
I'd like to bump this one: https://corona-renderer.com/bugs/view.php?id=294

Corona is now almost there when it comes to emulating camera out of the box (same way Fstorm does). This would be the last piece of puzzle.

Practical implementation would be same way as Blender or Octane. Just a single dropdown button, which would default to "Linear" or "None" and would be list of all the Camera LUTs + Linear setting.

LUTs, super handy !. + Custom one.
Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-25, 04:19:46
Getting fth errors after installing it on windows 10 now, before on windows 7 rpmanager seemed to fix it after installation but now nothing helps, tried it with 1.4 and now the latest daily build, here are screenshots from the error and after i install rpmanager, it said it increased the limit but doesnt seem to have increased it far enough. i remember before none of the options to fix it worked and i had a set of corrupted files in the end so dont want to go that route, is this something i should mail microsoft about?
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-07-25, 19:28:46
As for the FTH stuff: Same as this

https://forum.corona-renderer.com/index.php/topic,11913.msg76836.html#msg76836

again?

Disabling FTH should be easy and safe (I use the reg setting [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\FTH]
"Enabled"=dword:00000000 in a startup script for every node)

I´d rather suspect rpmanager or something else to do something nasty and being responsible for your corrupt scenes to be honest.


Good Luck

Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-25, 20:02:49
actually the currupted scenes happened before installing RP Manager last time and the none of the solutions actually helped except after the RP manager install so it actually helped, will retry all these solutions you guys suggested now on windows 10 but on microsoft website its no recommended so idk
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-07-25, 20:56:38
They for sure also recommend not to disable Cortana, automatic updates, telemetry, CEIP, OneDrive and other "usefull stuff", so...

Good Luck

Title: Re: Daily Builds 1.5
Post by: mitviz on 2016-07-25, 21:34:29
well am gona give them a try, anyway the solid state drive is only being used for softwares so i cant really lose any data if anything goes wrong
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-07-27, 00:20:13
Quote
ART physical material parsing now supports clearcoat and SSS (A bit)

Is there any ETA on fixed fresnel ?

And is the work going towards (the very poor) Art physical material at the expense of improved Corona PBR material ?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-27, 10:33:13
Is there any ETA on fixed fresnel ?

And is the work going towards (the very poor) Art physical material at the expense of improved Corona PBR material ?
No, supporting ART is 3ds Max API thing, which is my domain. PBR shading is research topic done by Jaroslav (who is currently on vacation)

Not supporting ART mtl was a glaring omission that had to be fixed, but I certainly did not expect it to take so long ;)
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-27, 11:06:54
Since support for new max features like the Physical Material is talked about, Object Map and Shape Map would be two very useful features to support as well. There was a thread about this mentioning basic support only, for example in a diffuse slot, but not as a mask in a Blend or CoronaLayerMtl for example.
Title: Re: Daily Builds 1.5
Post by: rozpustelnik on 2016-07-27, 11:23:08
I see that Corona Triplanar UVW Mapping is missing in trello roadmap. Would be great to have it, though.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-27, 13:06:46
I see that Corona Triplanar UVW Mapping is missing in trello roadmap. Would be great to have it, though.
We removed it from out TODO since Autodesk is adding a standard one into the max 2017
Title: Re: Daily Builds 1.5
Post by: rozpustelnik on 2016-07-27, 13:14:32
I see that Corona Triplanar UVW Mapping is missing in trello roadmap. Would be great to have it, though.
We removed it from out TODO since Autodesk is adding a standard one into the max 2017

That's too bad. I'm stuck with max 2016, the last version with perpetual licence.
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-07-27, 15:09:42
Is it by purpose that the cubemap projection type override renders the imag(es) flipped horizontally?

And why is the sequence Front-Back-Up-Down-Right-Left and not something else? Will the order be customizable in future (ini/string options)?

Thank you

(DB 160721 | Max 2016)

Title: Re: Daily Builds 1.5
Post by: racoonart on 2016-07-27, 15:14:07
That's basically the convention and there is not much use in changing that. Chaosgroup and the others do it the same way.
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-07-27, 15:38:21
That's basically the convention and there is not much use in changing that. Chaosgroup and the others do it the same way.

I was wondering if there is some convention besides some industry de facto standard. For example my currently used pano converter expects F-R-B-L-U-D so I cannot feed it directly with the output. Changing the order would have much use right now for me.

Well I hope that horzontally flipping at least is only a bug :]


Good Luck

Title: Re: Daily Builds 1.5
Post by: peterguthrie on 2016-07-27, 17:29:40
sorry if it has already been discussed, but just wanted to leave some feedback on the vignetting. In the latest daily, it seems to just overlay the render with a black vignette, rather than lowering the exposure. Also can we have a 'retain highlights' option? Camera RAW in photoshop does vignetting very well in my opinion, whould be great if corona could work the same as that.

cheers,

pg
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-27, 19:22:56
sorry if it has already been discussed, but just wanted to leave some feedback on the vignetting. In the latest daily, it seems to just overlay the render with a black vignette, rather than lowering the exposure. Also can we have a 'retain highlights' option? Camera RAW in photoshop does vignetting very well in my opinion, whould be great if corona could work the same as that.

cheers,

pg
we will take a look on the order of operations next week
Title: Re: Daily Builds 1.5
Post by: maru on 2016-07-28, 17:45:52
Some tests with the new (not yet available) 1.5 daily build with improved displacement. Take a look at the stats. :)

1.4 vs 1.5, full hd resolution

2px - 01:17 vs 00:11
1px - 05:37 vs 00:47 (!!!)

Also it looks like the new displacement, apart from being much faster, is also more detailed in the distance.
You can grab the scene with stones here: https://www.dropbox.com/s/x734e1m754ct9es/caves03.zip?dl=0

PS. There is no single bump map used in that scene, it's all displacement.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-07-28, 17:53:43
Some tests with the new (not yet available) 1.5 daily build with improved displacement. Take a look at the stats. :)

1.4 vs 1.5, full hd resolution

2px - 01:17 vs 00:11
1px - 05:37 vs 00:47 (!!!)

Also it looks like the new displacement, apart from being much faster, is also more detailed in the distance.
You can grab the scene with stones here: https://www.dropbox.com/s/x734e1m754ct9es/caves03.zip?dl=0

PS. There is no single bump map used in that scene, it's all displacement.
available now :D
Title: Re: Daily Builds 1.5
Post by: peterguthrie on 2016-07-28, 19:39:04
wow, those times are impressive!

also, the lens effects get a huge thumbs up from us. agree about changing the terminology to blades, but otherwise its already brilliant.
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-07-28, 20:28:35
I am still not getting very good results out of glare and bloom. I mean on the one hand they create nice effect, but they still do not have that exponential falloff from the highlight, that would make them usable to cover up jagged edges, like on real photographs. Right now, you either have too strong glare, or glare with good intensity, but you still perfectly see the sharp pixelated edges around highlights. So when it comes to resolving jagged edges around highlights problem, it still doesn't work.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-28, 20:41:12
I am still not getting very good results out of glare and bloom. I mean on the one hand they create nice effect, but they still do not have that exponential falloff from the highlight, that would make them usable to cover up jagged edges, like on real photographs. Right now, you either have too strong glare, or glare with good intensity, but you still perfectly see the sharp pixelated edges around highlights. So when it comes to resolving jagged edges around highlights problem, it still doesn't work.
+1
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-07-28, 20:44:22
Rawalanche just did a perfect description of my experience :)

So +1 for that.
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-07-28, 22:46:58
Well, actually :D

I take that back :)

I had an older build, and reading through changelog, there was change to a glare. In latest build, glare works the way it should. It will eat into the edges of the highlight and smooth it out.

Now if only same happened with bloom, it would be awesome :)
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-07-29, 06:20:28
congrats for superb displacement!! I love it
but just so curious and can't wait anymore... When will the DB with DR improvements released? ;)
edit:
what about multilight.. does it do like what maxwells multilight do or just render elements like the other do?
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-29, 11:31:17
Probably not a bug, but it's worth noting that while general materials transfers well to dailies with fixed glossiness, shadow catcher renders significantly differently when reflection is enabled . Most likely due to absent legacy mode.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-07-29, 12:21:17
Or maybe it's a bug afterall, because on transfer to newer builds shadow catcher's glossiness spinner gets changed, but glossiness value in rendered picture still doesn't match. And that conversion is rather strange.

Gloss value:
OLD -> NEW
0,9 -> 0,9542
0,8 -> 0,913
0,7 -> 0,8337
0,6 -> 0,7014
0,5 -> 0,6613
0,4 -> 0,6613
0,3 -> 0,6613
0,2 -> 0,6613
0,1 -> 0,6613
0,0 -> 0,6613

Edit: tried to convert values manually by table available in converter and it works almost perfectly, so this definitely is a bug. Can do proper report on mantis if needed.
Title: Re: Daily Builds 1.5
Post by: fobus on 2016-07-29, 13:26:33
It seems that bloom and glare effects are not being saved with network rendering. I can't get it saved with backburner job on nodes.

Update: Looks like this node having trouble with saving image with effects. Investigating it.

Update 2: Looks like it is not saved at all. If I render sequence there are no effects saved in file. 3ds max 2014
Title: Re: Daily Builds 1.5
Post by: aylama on 2016-07-29, 14:05:53
Some tests with the new (not yet available) 1.5 daily build with improved displacement. Take a look at the stats. :)

1.4 vs 1.5, full hd resolution

2px - 01:17 vs 00:11
1px - 05:37 vs 00:47 (!!!)

Also it looks like the new displacement, apart from being much faster, is also more detailed in the distance.
You can grab the scene with stones here: https://www.dropbox.com/s/x734e1m754ct9es/caves03.zip?dl=0

PS. There is no single bump map used in that scene, it's all displacement.

It is great news!!!!!

and RAM at high resolutions with displacement? It is our biggest problem... We need a  hight detailed displacement on images of 5000px, RAM  in these cases is excessive...
Title: Re: Daily Builds 1.5
Post by: maru on 2016-07-29, 16:00:50
It seems that bloom and glare effects are not being saved with network rendering. I can't get it saved with backburner job on nodes.
Update: Looks like this node having trouble with saving image with effects. Investigating it.
Update 2: Looks like it is not saved at all. If I render sequence there are no effects saved in file. 3ds max 2014
It might be this: https://corona-renderer.com/bugs/view.php?id=2033
So we need to wait for the fix.
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-07-29, 20:42:52
proxys with displacement crash 3dsmax, tested on 2017 with daily build 07-28-16
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-07-29, 21:31:21
Just came across a potential bug:
In IR, mode when I render through a camera every scene change takes a few seconds to update the render view, for example HDR environment rotation. If I switch to perspective view, IR updates immediately. Happens on quite a big scene, so some lag is expected, but this definitely smells like a bug.
The camera is a Physical camera, not sure if it happens with a standard camera, too.

Daily build from Jul 12 2016, Max 2016.
Title: Re: Daily Builds 1.5
Post by: vkiuru on 2016-07-30, 06:06:30
proxys with displacement crash 3dsmax, tested on 2017 with daily build 07-28-16

Wait, displaced proxies has actually been a thing? I've always assumed those two won't function together. Or have I mistaken it to displacement + scattering with Forest Pack.. ?
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-07-30, 09:41:45
I just got a chance to try 3ds max 2017. i notice coronaVFB looks bad when I change the 3dsmax UI to bright UI.
check the attachment
(http://i68.tinypic.com/9pub1k.jpg)
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-07-30, 14:36:30
proxys with displacement crash 3dsmax, tested on 2017 with daily build 07-28-16

 Do you mean proxies with displacement containing material applied to them ? If so when idk, but those seems to work fine for me in max 2017 and 28th daily - http://c2n.me/3AIJkB7, could that be that in some of the views you just got too close to those displacement containing proxies and displacement simply ate all your ram ? When doing that test I've seen some differences in 15gb (and more) ram consumption differences dependent on the view like say displacement was chewing some 5-7gigs when rendered from 8-10 meters distance and gone up to a 23gigs (or even more) when rendered from say 2or less meters - in those cases probably displacement in world size units could be a little more predictable though but would, of course, result in more ram consumption even when those same objects would be rendered from afar. Still I tested that in a rather simplistic way - maybe there's some multimaterial or displacement + some maps + proxies combination or even some transforms like scaling applied to those proxies which are causing that in your case - this you can only test yourself )
 And again, we surely need some more controls over displacement subdivision - like per object (via modifier) and per material subdivision\quality settings - to be able to combine world and screen size controlled displacement in a same rendering and to have more controls over displacement quality\speed in general well like say vray does.
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-07-31, 06:18:59
Well, I have test the same scene with previous build and no crash with displacement, also tested on 32 and 64 gigs of ram, both dual Xeon, new daily crash, previous build renders ok, also haven't scaled any objects and no proxys are too close, closest is about 5 meters and also the proxys aren't scaled, I've just disabled the displacement and it renders perfect, turn on displacement ant it crashes
Title: Re: Daily Builds 1.5
Post by: hubrobin on 2016-07-31, 11:06:55
Hey KOGODIS,
could you file a Mantis report? It would be really helpful if you could also attach a minimal scene in which the crash still occurs.

Thanks
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-07-31, 23:44:31
I'm not getting the same results with displacement.
I'm using a noise in a gradient shader.
Heres a before and After render.

Edit: Its odd,  it had to do with having the corona displacement modifier on as well as displacement from on the material.
The lighting is different too, the lights were hidden by category in the command panel, but this didn't effect if in the previous builds (Probably 2 o 3 builds before the 28th of July).
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-08-01, 02:18:47
Also not sure whats going on with AA. Check the difference between 1.3 and 1.4.

Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-08-01, 05:13:39
Yes, we just move to a new office, as soon as we are running I'll send the scene and the report, glad to help
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-08-01, 09:29:52
The lighting is different too, the lights were hidden by category in the command panel, but this didn't effect if in the previous builds (Probably 2 o 3 builds before the 28th of July).
There is checkbox render hidden lights in render setup>scene tab, you may want to check its status - maybe it's changed between different versions somehow.

Also not sure whats going on with AA. Check the difference between 1.3 and 1.4.
This could be due to internal resolution multiplier removed in 1.4, if you used it in1.3 It is temporary replaced by highlight clamping (render setup>system>highlight clamping). In upcoming 1.5 we'll have proper solution to such AA problems (bloom&glare). Also, you could watch latest official Corona tutorial on how to fight jaggies:

p.s. please do not use this topic to report problems related to 1.4 - it's cluttered enough already. I may move your posts into separate topic later.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-08-01, 10:18:50
Also not sure whats going on with AA. Check the difference between 1.3 and 1.4.
Is this your setup?
- Background nested in a CoronaOutputMap with 'affected by color moapping' off?
- Pixels with 255 brightness in the backplate?
- Filmic highlights set 1 when rendering begins?

I've seen this happening in such a case but didn't have any time to report it. It's caused by filmic highlights set to 1, it'll cause geometry render with jagged edges when rendered against pixels with values close to 255 in such a setup.
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-08-01, 12:49:57
The lighting is different too, the lights were hidden by category in the command panel, but this didn't effect if in the previous builds (Probably 2 o 3 builds before the 28th of July).
There is checkbox render hidden lights in render setup>scene tab, you may want to check its status - maybe it's changed between different versions somehow.

Also not sure whats going on with AA. Check the difference between 1.3 and 1.4.
This could be due to internal resolution multiplier removed in 1.4, if you used it in1.3 It is temporary replaced by highlight clamping (render setup>system>highlight clamping). In upcoming 1.5 we'll have proper solution to such AA problems (bloom&glare). Also, you could watch latest official Corona tutorial on how to fight jaggies:


p.s. please do not use this topic to report problems related to 1.4 - it's cluttered enough already. I may move your posts into separate topic later.



That's ok I sorted the AA issues out, just wanted to report it, I think I adjust the AA vs GI and upped the passes.
I'll check out that Tut and see if it has more options for me.

Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-01, 18:30:20
Some 1.5 development progress...
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-08-01, 19:55:11
will the corona vfb have control over this(lights/mixer?) or is it just passess?
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-08-01, 22:56:51

Thats nice to see light passes coming.

I hope we can control the sun light and the sky light separately too.

cheers
Title: Re: Daily Builds 1.5
Post by: cecofuli on 2016-08-01, 23:57:48
I think that it will be really, really useful!!! V-Ray user asked this by 10 years!

I remember when I bought this script fo V-Ray. Good idea, but shit for real production. Too slow with high res images.


Title: Re: Daily Builds 1.5
Post by: Visual Impact on 2016-08-02, 02:12:04
Fantastic, I really hope this will be controlled through a lightmixer at render time like Fryrender, such a powerful tool.
Title: Re: Daily Builds 1.5
Post by: vkiuru on 2016-08-02, 12:33:46
Fantastic, I really hope this will be controlled through a lightmixer at render time like Fryrender, such a powerful tool.

Yeah that was so good! Is 1.5 near?? Struggling with a scene with finely balanced, hard to control lights at the moment ;)
Title: Re: Daily Builds 1.5
Post by: kumodot on 2016-08-03, 06:50:51
I don't know if it's a Bug. I opened a scene from 1.4 in Max 2015, and everytime i try to add Corona's ZBuffer element, i had a crash. :(
Title: Re: Daily Builds 1.5
Post by: kumodot on 2016-08-03, 19:07:16
Just tried a empty scene, installed 1.4, max 2015, added Render Element ZBuffer, and crash.

   Oops. SOrry. It looks like an old problem, there's already a topic for that... https://forum.corona-renderer.com/index.php?topic=9746.0
Title: Re: Daily Builds 1.5
Post by: Majeranek on 2016-08-04, 14:40:41
Guys,
How should look like correct workflow on shadesr with PBR Mode in the latest build? Or it's still unusable because of the dark halo effect?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-05, 11:09:20
Well, I have test the same scene with previous build and no crash with displacement, also tested on 32 and 64 gigs of ram, both dual Xeon, new daily crash, previous build renders ok, also haven't scaled any objects and no proxys are too close, closest is about 5 meters and also the proxys aren't scaled, I've just disabled the displacement and it renders perfect, turn on displacement ant it crashes
Can you (or anybody else) provide a scene and/or minidump? It works OK here
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-08-05, 15:08:44
sorry Ondra, ive tried but the error with displacement only happends with the entire scen that is more than 3 gb with all the assets, if i isolate some elements it doesnt give errors, also yesterday we had to downgrade to previos daily build because none of the scenes (even interiors) could be render by backburnner.
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-08-05, 19:04:37
ok, ive found another file that its not too heavy and presents the 3 mayor issues right now with daily build, viewport dropping performance when or after render,  displacement crash on proxys and backburnner error when rendering. Ive upload it to the dropbox folder for corona upload, its called social test
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-08-07, 08:48:57
I would like to ask about the new pbr shader in the works. Will it be more like disney shader or are you guys looking into the new renderman uber/surface shader. That one should cover any surface type(incl. Skin) plus layering?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-07, 11:23:41
we have not decided yet
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-08-08, 11:23:21
I would like to ask about the new pbr shader in the works. Will it be more like disney shader or are you guys looking into the new renderman uber/surface shader. That one should cover any surface type(incl. Skin) plus layering?

Both of these are Disney principled shaders :- ). That's basically version1 and version2 (or actually 3, there was update to first one that added SSS for skin). The new one is just as complex and robust as the alShader/Refshift incarnation. It's kind of interesting blend.
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-08-08, 11:38:33
I would like to ask about the new pbr shader in the works. Will it be more like disney shader or are you guys looking into the new renderman uber/surface shader. That one should cover any surface type(incl. Skin) plus layering?

Both of these are Disney principled shaders :- ). That's basically version1 and version2 (or actually 3, there was update to first one that added SSS for skin). The new one is just as complex and robust as the alShader/Refshift incarnation. It's kind of interesting blend.

Yeah, the question was more like "pxrDisney as is" vs "pixar surface" as in "standard but pbr/metallnes,roughness" vs "uber shader usable for skin and coating and whatnot + layering". Can't get my hands on new renderman until fall(non-commercial) but I'm guessing it's awesome lol
Title: Re: Daily Builds 1.5
Post by: Sintel on 2016-08-08, 17:27:10
I see that Corona Triplanar UVW Mapping is missing in trello roadmap. Would be great to have it, though.
We removed it from out TODO since Autodesk is adding a standard one into the max 2017

Excuse me. Where can I find it in 3ds Max 2017?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-08, 17:30:16
it should be in EXT2
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-08, 18:04:36
ok, ive found another file that its not too heavy and presents the 3 mayor issues right now with daily build, viewport dropping performance when or after render,  displacement crash on proxys and backburnner error when rendering. Ive upload it to the dropbox folder for corona upload, its called social test
reproduced, will be fixed
Title: Re: Daily Builds 1.5
Post by: The Pixel Artist on 2016-08-08, 18:32:17
ok, ive found another file that its not too heavy and presents the 3 mayor issues right now with daily build, viewport dropping performance when or after render,  displacement crash on proxys and backburnner error when rendering. Ive upload it to the dropbox folder for corona upload, its called social test
reproduced, will be fixed

Was also about to post that I just tested that latest 2016-08-05 and 2016-07-29 builds and having crashing issues with current/past projects with displacement turned on.  Seems to be proxies that have displacement causing the problem here.  Sound's like you're already aware of this but please feel free to let me know if you need any additional info or scene files for testing.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-08-08, 21:00:28
Custom history snapshot names are very cool. However as there is very limited space under thumbnail, longer names are hard to read. Could custom names to be shown in tooltips together with default info that is displayed now?
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-08-09, 02:02:12
Custom history snapshot names are very cool.

Yes they are!

Not as cool is: I have 3dsmax crashing on slaves after EVERY DR job, even when renderinig a box. Anyone else noticed? It crashes at the very end after finishing the job so it´s not very obvious but you can find it in the standard windows application log and the windows report archive directory (\ProgramData\Microsoft\Windows\WER\ReportArchive) gets spammed with 3dsmax.exe reports.

Crash in ntdll.dll, faulty application: 3dsmax.exe. I noticed this because slaves had CPU load around 12% for quite a while after delivering their last result. The load is caused by windows error report collecting data about the crash (werfault.exe).

Edit:

Could someone using current dailies and DR please have a look in the windows log of some slaves? Just to be sure it´s not setup/plugin/whatever related.

It is in fact a plugin causing max to crash when beeing closed. WTF Itoo. It´s reproducable ForestPackPro 5.1.0. When installed closing max leads to some sort of hidden crash. When removed: all ok. Of course it crashes also when it´s closed by DrServer. What a messy post, sorry. Reported it at the Itoo forum now.


Good Luck



Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-09, 08:38:36
It is in fact a plugin causing max to crash when beeing closed. WTF Itoo. It´s reproducable ForestPackPro 5.1.0. When installed closing max leads to some sort of hidden crash.
Noticed it immediately after installation (I am using debugger so I see even hidden crashes, and believe me, there are a LOT of them) and reported to Itoo
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-08-09, 13:04:04
Thank's Ondra, yes you mentioned somwhere that especially the (hidden) max viewport crashes are a real problem because it ruins a debug session. I think I will accept the offer for the custom fix they made, don´t want to reconfigure all nodes because of this.

Good Luck

Title: Re: Daily Builds 1.5
Post by: cecofuli on 2016-08-09, 14:26:14
After the improvements of CoronaScatter, we can delete FP from our list  =)  =)
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-08-11, 20:10:11
I know you've probably answered the question a thousand times now but is there any solid ETA on fixing the low glossiness rim? I'm facing a job mid-September with a special focus on tires and many reflective surfaces in general and all my test were unacceptable, unfortunately. Fingers crossed it's going to be fixed by then.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-11, 20:47:40
work will start next week
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-08-11, 20:48:59
work will start next week
That's awesome - thanks for the quick response!
Title: Re: Daily Builds 1.5
Post by: juang3d on 2016-08-14, 14:55:53
Ondra, when is planned (approx) the release of 1.5? during August? (next week? XD)

Is because I tried it and the improvement in speed is very noticeable (I'm not sure if it's me but I get more or less clean 1080p scenes in 10 minutes with a 0.5 denoiser againts 25/35 min with 1.4... I don't know if I'm dreaming but... astonishing... and hte post process effects... simply WOW! For a fast job they are awesome!

Cheers.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-14, 14:56:53
it will take at least a month from now
Title: Re: Daily Builds 1.5
Post by: GabaCGStudio on 2016-08-14, 15:03:06
General question,

is a plan to support hair directly and not mesh?

and is a plan for hair shader or not?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-14, 15:10:39
yes, but not for 1.5
Title: Re: Daily Builds 1.5
Post by: juang3d on 2016-08-14, 18:16:56
it will take at least a month from now

Ok, thanks :)
Title: Re: Daily Builds 1.5
Post by: GabaCGStudio on 2016-08-14, 18:33:04
yes, but not for 1.5

Good ...
But is it very hard to make just a prototype of directly hair render?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-14, 22:43:49
yes ;)
Title: Re: Daily Builds 1.5
Post by: plopalou on 2016-08-15, 18:15:23
yes ;)

Noo! I have been doing some hair testing with fibermesh + Zbrush, but rendertimes are quite umm... painful. You can get pretty good results with CoronaMtl already, but without any meaningful way of controlling tip / root color, fade, tip size (scaling hair brakes tip size) it's really hard to make anything realistic.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-15, 22:13:21
I get a crash on rendering with the new CShading_LightSelect element - anyone else experiencing the same thing? I added it to Mantis, ID 2070, with minidump.

Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-15, 22:34:29
fixed
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-15, 22:42:19
making hotfix now
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-15, 22:54:07
hotfix out
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-16, 00:01:29
TY! Going to grab that, looking forward to trying this out!
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-16, 00:20:46
Confirmed working, looking forward to putting this and distance shader through their paces, interesting stuff!
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-08-16, 00:22:55
Yeah. It was crashing. Tomorrow will try new build )) thanks
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-16, 02:55:18
 Hmm, adding multilight is a great and useful thing, but wouldn't it be more useful if lights inside groups were evaluated by those selections too - I mean who uses light objects\sources separately\ungrouped from their respected light fixture models ? (well, maybe, someone does but it's a rather unwieldy practice for sure) So my point would be - all light sources (be it the light object itself or corona light material for the light bulb\glass and the combo of both) inside the group (light fixture model) added to a multilight\render element should be treated as such - I really hope it's possible and it wasn't omitted just because of some yet another 3ds max's limitation, still, something tells me materials aren't as easily managed by those dialogs as one could wish.
 Plus there's possibly another thing - could a multilight selection of one light or light containing group automatically evaluate all of it's instances too ? That might be quite useful for dealing with some complex scenes but is not as necessary as light inside a group evaluation, which I think, is a must because multilight without it can be quite a time chewer especially when say some complex chandelier model with non specifically named lamp objects buried inside some 5 or more group levels or some building model with lighted rooms are involved - imagine digging through all those groups just to get to the lights which are named like Corona light 100500 and so on... Yeah I agree in advance - good quality or self made models usually don't suffer from unnamed lights and from as deep group levels as I described but I'm talking some real life situation's here - 3ddd, yep, I'm pointing your direction )
 I hope I didn't miss something out and didn't make a fool of myself again, still, that wouldn't be the first time so I guess I'll deal with it, somehow )   
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-16, 08:12:32
do I understand correctly that you want just changes in how the lights are selected into the element, right?
Title: Re: Daily Builds 1.5
Post by: ilia.ms on 2016-08-16, 09:46:07
Corona Distance don't work with Displace modifier, please fix
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-16, 11:06:23
Corona Distance don't work with Displace modifier, please fix
fixed, but since the modifiers work in local space, the distance object needs to be around the scene origin for it to work
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-16, 14:38:30
do I understand correctly that you want just changes in how the lights are selected into the element, right?

Well, simply put, yes - select\add a group and everything light related inside it (objects and materials) automatically goes into that multilight layer, without the need to open that group and manually select all those lights objects, corona light material lightbulbs and in some particularly nasty situations those self illuminated filament wires inside those bulbs - kinda similar to how material override selection works right now.

examples of such lamp models http://3ddd.ru/3dmodels/show/eichholtz_chandelier_tivoli_l http://3ddd.ru/3dmodels/show/il_pezzo_chandelier_1 http://3ddd.ru/3dmodels/show/sputnik_filament_chandelier_1 and those aren't the nastiest of the lot )
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-16, 15:51:33
A question on whether this is expected with CoronaDistance, just so I understand how it works.

If I have ObjectA and ObjectB, and create a CoronaDistance on A that looks at B, then I can't add a Distance onto B that looks at A. Message is "Cannot bind: would create dependency loop" if I try to paint B with a material that uses Distance looking at A, or "Can't Make a Circular Reference" if I paint B with a material using an empty Distance then try to add A into the Distance.

I would guess there is a good reason for this, but wanted to check that it is indeed expected. It can be overcome anyway by using an non-renderable copy of an object, CoronaDistance still works if the Renderable property is unchecked, and if the object is hidden.

Thanks!
   Tom
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-16, 17:49:41
Same thing with vrayDistanceTex - probably that's some sort of limitation of that technique (which indeed can be quite annoying sometimes) one thing is definitely appreciated - Corona Distance renders faster - seen up to 2x difference in rays\well, all of those, but mostly it is somewhere around 30% faster which is still very good.
 Gotta do some more testing on all those mappable slots and see how they stand up to vrayDistanceTex but as for now I see what not all of those made their way to Corona's version - from the start I will surely miss inside\outside separate slots with the possibilities they offer. On the other hand that distance near spinner is a really useful addition I think.   
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-08-16, 20:12:53
With last Daily Build from 15 aug 2016 -3dmax 2016 on workstation comp going to crash all times, after ignore and closing error massage about /Low RAM/ on slaves comp's, with distribute render///
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-16, 21:04:51
the dependency thingy is a 3ds Max limitation (or bad design). We encountered it before (it is the same with include/exclude lists) and found we could work around it, but it would be so complex that we decided not to do it yet
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-16, 21:45:35
The dependency warnings and blocks may be a good idea, since the Distance can both affect AND be affected by displacement.

This cube changes the displacement on the water:

The displacement of this planet (in this case a Corona DisplacementMod animated over time) compared to a non-displaced copy in the Distance affects the results:

And displacement of the cube via material vs an undisplaced copy in the image shows that the displacement is fully accounted for.

I imagine that would get ugly if combined, where the displacement A was being affected by position of B, then B was trying to be affected by A (as B has just modified the displacement of A). So just as-is with the inability for A to refer to B is maybe better safe than sorry, as the CoronaDistance doesn't know if it is going to affect displacement or not.

Anyway, this opens up a world of possibilities! And is great fun to try out!

Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-16, 22:35:17
Yep, now we only need some replacement for PhoenixFd's OceanTex map (which is really hard to beat for the job btw.) - well, something which will help create procedural, vector displacement based waves and foam texture based on those to finally get rid of vray once and for all, at least for doing fully procedural water stuff like this https://www.flickr.com/photos/119850875@N05/28744396360/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/28997619996/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/28413140483/in/datetaken-public/ - still more sort of test or wip but I'll get there eventually ))
Title: Re: Daily Builds 1.5
Post by: BBB3viz on 2016-08-17, 10:38:08
With last Daily Build from 15 aug 2016 -3dmax 2016 on workstation comp going to crash all times, after ignore and closing error massage about /Low RAM/ on slaves comp's, with distribute render///

Also getting render-time crashes on 2016 when parsing the scene every two or three renders. Impossible to reproduce. Sometimes it crashes, sometimes it doesn't, with the same scene. Reverting back to 1.4 fixes the problem.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-17, 11:02:44
Can you provide some minidumps of the crashes?
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-08-17, 14:12:49
Would it be possible to have Corona sky as a light element?
Even better, not Corona sky specifically but what ever is plugged into "environment map" slot, be it sky or HDRI.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-17, 15:27:06
Not sure if this is what you are looking for, but this is there already - add a LightSelect element, don't add any lights to it, and check the Include Environment Light option. This gives just the environ light (whatever is in the Max Environ slot) rendered out in its own element.

Note, this element does honour the Direct Visibility Override option too. Let me know if that was what you were looking for!
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-08-17, 15:35:45
Yup, that's it, didn't think to leave it without any lights :) Workaround I came up is to add a "dummy" light with "Include Environment Light", but turn it off :D
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-17, 15:46:49
doing hotfix for the crash in latest daily
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-08-17, 16:40:25
Quote
Fixed vignette falloff parameter at 0.3 and hidden it from UI, so vignette has only one control

To be perfectly honest, vignette was the weakest link of the post processing tools, but with this change it is completely useless. This means either nothing at all, or really dark corners.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-08-17, 17:03:39
Quote
Fixed vignette falloff parameter at 0.3 and hidden it from UI, so vignette has only one control

To be perfectly honest, vignette was the weakest link of the post processing tools, but with this change it is completely useless. This means either nothing at all, or really dark corners.

Have to agree. I rarely use vignette, but when i do, i always set fallof to 0,0 Even previous default 0,1 seems too agressive for me.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-17, 17:04:54
so you would prefer to have the falloff fixed at 0?
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-08-17, 17:34:00
If falloff is exposed in config file, then it doesn't matter really. But you should fix bug with save defaults first ;]
Title: Re: Daily Builds 1.5
Post by: maru on 2016-08-17, 17:49:38
Yay for the distance tex visible in viewport!
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-08-17, 18:04:43
so you would prefer to have the falloff fixed at 0?

Definitely agree with Romullus on this one, I always felt like falloff value of 0.1 (maybe 0.2) should actually be 1. Anything stronger than that gives heavy artistic results.

If falloff is exposed in config file, then it doesn't matter really. But you should fix bug with save defaults first ;]

With this however, I don't agree. Coronas philosophy is simplicity, users don't want to go digging around config files or inputting strings options, we still have Mental ray for that :D It's just one easily understandable slider, not much is gained by removing it.
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-08-17, 18:08:25
I would say nothing gained :(
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-17, 19:17:03
ok, will change the default to 0
Title: Re: Daily Builds 1.5
Post by: j_forrester on 2016-08-18, 14:12:08
In terms of the Distance Map it would be great to have "inside separate, inside solid, outside separate, outside solid" like Vray. These can be quite handy so you can use the object as a boundary object to enclose a colour/texture as opposed to just setting the distance from the object on the outside.

It would also be great to have a button where you can add selected objects to the "node input", just easier to select objects in the view port and add these with a single click of a button.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-18, 17:31:55
In terms of the Distance Map it would be great to have "inside separate, inside solid, outside separate, outside solid" like Vray. These can be quite handy so you can use the object as a boundary object to enclose a colour/texture as opposed to just setting the distance from the object on the outside.

It would also be great to have a button where you can add selected objects to the "node input", just easier to select objects in the view port and add these with a single click of a button.

 Totally agree, I've mentioned those slots in a post on a previous page - when doing exteriors  "inside separate, inside solid, outside separate, outside solid" for instance means doing some quick and easy to do background roads with inside textured with some seamless asphalt texture and falloff from object with some sand or gravel, or lakes and rivers with their sandy banks etc.  not to mention use in displacement possibilities - well there are numerous usage scenarios for those slots for sure so, again, I totally agree we need those in Corona's Distance map.
 As for add selected, I agree about it too - would be pretty nice to have that too.

 What I like, and like very much is it's already present ability for Corona Distance to be used as pre render map (as Maru found out yesterday) - so Yay indeed for that ! Now it is possible to use it in a mix with some displacement texture and put it into regular displacement modifier - so one can get displaced ground and scattered grass\trees\rocks on top of it without the usual problems rendertime displacement causes in those situations - that would better illustrate what I mean http://clip2net.com/s/3Blx7uK , the same Distance map drives some of terrain's material mask and rendertime displacement http://c2n.me/3BlxxTm to produce somewhat ugly misaligned ugly road texture )) The cause of this misalignment with viewport preview (vertex colors baking and not updating perhaps ?) I'm investigating right now but it seems it just didn't update\recalculate after I changed a Distance map driving renderable spline's patch - and it doesn't update no matter what I do - so probably that's a bug or maybe some simple solution like adding recalculate\redraw viewport preview button in Distance map's interface could solve such issues.

 Overall, to counterweight inevitable argument about Corona's philosophy of simplicity in advance - Distance texture is in no way fitting in that logic at all, as it it's pretty advanced stuff as far as workflow using it goes and I think it should be as customizable and feature rich as it can get. I think some beginner users will never ever find a use for a map like that in their workflow at all so why bother making it simple to understand and use for them at the expense of features ?

 Some semi random thoughts - there is this pretty useful thingy http://www.vg2max.spb.ru/gradientedge.htm - maybe some inspiration could be taken from it and put into Corona Distance map as well ? Like operation on same object's edges, smoothing groups and material id's ?
 And yet another - Vertex color baking\transition from Corona Distance map to a mesh's vertex color channel - it might be tremendously useful in some situations I think.
 All this could really benefit Corona for some serious and advanced workflows and would make it's implementation of DistanceTex really stand out from the rest and not be some +- simplified version of a Vray's one as it is right now, except for viewport operation possibility ))
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-19, 18:10:54
New daily should finally solve the crashes when a bitmap is being re-saved in photoshop during rendering, please try it out when you have the chance
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-08-19, 18:41:44
Render had to be aborted because a bitmap on disk changed and is being reloaded. Continuing the render could cause crash or undefined behavior. Bitmap name is: B:\projects\_kProjects\k102_coyote_ugly\sceneassets\images\k102_v2_wc_pictr.jpg

No crashes... just stopped rendering

BUT corona render dialogue window shows build from 15 aug... is it ok?
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-08-19, 18:46:07
is it OK?
(http://)
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-08-20, 16:32:47
is it possible to make in Corona Convent script, option to automatic convent Legacy mode of material's - to "PBR mode" for old scenes files???//
when might this requirement ,not to do this manually///
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-20, 18:16:41
is it possible to make in Corona Convent script, option to automatic convent Legacy mode of material's - to "PBR mode" for old scenes files???//
when might this requirement ,not to do this manually///
I don't think that would be good material compatibility\same look retaining vise, as the glossiness curve\values changed quite drastically in 1.5 (you can read more on this here https://forum.corona-renderer.com/index.php/topic,12547.0.html in a brilliant as always dubcat's thread) thus the need to introduce that PBR mode ON\OFF tick had become inevitable as otherwise you would need to do some manual correction and remap ALL of glossiness maps in ALL of those pre 1.5 materials - be it some textures or procedurals.
 The only viable solution to do so using Corona converter, I think, would be if C.C. could automatically apply that most useful Glossiness 1.4 to 1.5.CUBE dubcat made for all glossiness maps and procedurals but ONLY in those materials which have PBR mode tick set to off - only then enabling PBR mode in older scenes would not let into an utter disaster, aka dull concrete like glossiness on almost all of the reflecting materials. Probably Corona Converter's maker could do that, even if that would mean the need to use VRayLUT.map (as Corona have none of its own sam purpose map right now) but you surely need to post this request in it's appropriate https://forum.corona-renderer.com/index.php/topic,126.930.html thread - as from as far as I know Deadclown is not a member of Corona's team (well maybe a honorary one or at least he surely deserves to be such) and does maintain the Converter out of sheer goodwill so to say, + for some reason he is rarely seen in this daily thread so he could easily miss this request. 
Title: Re: Daily Builds 1.5
Post by: racoonart on 2016-08-20, 19:21:45
for some reason he is rarely seen in this daily thread so he could easily miss this request.
But I usually read most of the stuff that happens here :D Thing is, I have lots of other projects running right now and I have several pending requests/fixes for the converter and other scripts that I haven't done yet. I had planned to do a pre/post 1.5 conversion tool for the material converter but haven't started yet. First I wanted to make sure that the new glossiness stays as it is (you don't want to create those conversion curves twice!) but now, since it has been unchanged for quite a while, I will try to come up with something - just can't say when. Other thing is that I'm not entirely sure how to replace the old vray conversion curves with the new ones - I don't want to have 2 conversions going on. Now, in retrospective, I should have named the conversion maps better (separated by blinn and ggx). It may be tricky to figure out which is which.
Title: Re: Daily Builds 1.5
Post by: maru on 2016-08-22, 15:45:36
[moved uhd crash conversation to https://forum.corona-renderer.com/index.php/topic,12869.0.html]
Title: Re: Daily Builds 1.5
Post by: Alexandre Besson on 2016-08-22, 15:59:56
Hi,

I noticed an issue, corona distance doesn't seem to work on bump slot.

Thanks.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-08-22, 16:09:09
I think, it's related to how bump mapping works in 3ds max. Distance isn't lone map that doesn't work as bump, AO doesn't work too.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-22, 17:11:56
While the output doesn't work directly in bump, can get the effect by using it to control a Corona Mix for example.
Title: Re: Daily Builds 1.5
Post by: Alexandre Besson on 2016-08-22, 17:16:51
 
To do like this:

Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-22, 17:54:54
That one is totally awesome, really, when I first saw that a couple of years back, it helped me establish some workflows especially useful for creating some relatively decent looking and fast rendering resource light sea surface shaders\models like these https://www.flickr.com/photos/119850875@N05/28997619996/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/28744396360/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/28413140483/in/datetaken-public/ using this trick with vrayDistanceTex (it works in Corona, even if listed as incompatible, too btw.) to drive both multilayer materials and vector displacement map generated by PhoenixFd's Oceantex map - a VERY useful trick that one for sure )) Not to mention it can be used for a lot of different things not only for a sea\ocean and it's shores texturing.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-22, 18:00:01
Feed the output from Corona Distance through Max's own Gradient Ramp. I attached the result (with some noise in the ramp for interest) into Diffuse and Displace in the examples attached. Hope it helps give some ideas!
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-08-22, 18:17:44
Something a bit coastline-y
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-08-22, 18:35:06
 Yep, Distance maps are bread and butter for some more sophisticated shaders and semi procedural models as, apart from material\map mixing, those can be used both for masking areas with displacement and to create those without, with a different one or with the same but weakened one - https://www.flickr.com/photos/119850875@N05/29158816145/in/datetaken-public/ and https://www.flickr.com/photos/119850875@N05/28540050393/in/datetaken-public/ - and in Corona Distance map's case it's even better as it can be used pre render thus it is possible to use it in a displacement (regular non corona's one) modifiers map or even better in some mix with a displacement map akin to manually painted vertex colors as an example, which leads to some really interesting possibilities ))
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-08-24, 10:41:22
New IR button could be a lot smaller and lot less distracting. Right now it's a complete punch in the eye when working on some darker and not very colored scenes. Also, could we finally get rid of the pointless text obstructing our renders? I am sure that no one will not know what the window is, if they manually go to through the deep menu to deliberately click a menu entry called "corona interactive". Perspective or camera view name could be now written inside of the new button menu as frozen entry.

Also, the main reason interactive VFB should even have any button is still missing - option to re-tessellate displacement from new viewpoint without re-parsing entire scene from scratch.

And lastly, no one is intuitively going to figure out that "Cutout" means opacity clipping to optimize performance. For example in mental ray, "cutout" is what opacity mapping itself is called, so for any ex-MR user, it will imply that unless that checkbox is checked, whatever map is plugged in there will not be doing what opacity should. More sensible naming would be "clip", "clamp" or something like that.
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-08-24, 10:54:23
New IR button could be a lot smaller

I think it's just right, not too big not too small, Goldilocks perfect.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-08-24, 11:25:25
...

Agree on IR label, disagree on new button size. Me too as blank... find it perfectly normal size.
Cutout/clip needs treshold spinner as well.
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-08-24, 11:28:20
New IR button could be a lot smaller
yes I think smaller button would be nice, I like it.

do you guys notice that noise percentage value is now changed? 4% is the same as about 1%?
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-08-24, 11:48:10
Cutout/clip needs treshold spinner as well.

No it doesn't. Its entire point is that there can be only white or black. That's where the performance optimization comes from. It's used strictly to prevent any kind of semi-transparency in your material, so you get a nice rays/s boost on things like opacity mapped tree leaves. Any kind of threshold introduction would immediately disable the effect. Non the less, you can always just do it yourself using an output curve. No need to clutter UI with something so incredibly specific.

As for the IR button, think about that it should not be a button you use regularly, it should be touched only in very rare cases. Currently it stands out and obstructs piece of your image. That is never a good thing. Maybe best solution would be to have it only appear if you hover over IR viewport. That would be reasonable compromise.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-08-24, 12:07:46
Cutout/clip needs treshold spinner as well.

No it doesn't. Its entire point is that there can be only white or black. That's where the performance optimization comes from. It's used strictly to prevent any kind of semi-transparency in your material, so you get a nice rays/s boost on things like opacity mapped tree leaves. Any kind of threshold introduction would immediately disable the effect. Non the less, you can always just do it yourself using an output curve. No need to clutter UI with something so incredibly specific.

Maybe i used wrong terminology, perhaps it should be called bias or something similar. Basically what i mean, it needs controls to shift clamp line from 128, 128, 128 to either direction. Of course it could be done with additional output node, but then again, clamping itself can be achieved with output, so why bother in the first place?
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-08-24, 12:17:14
+1 for "hovering" instead of button

+ 1 for for renaming "cutout" to "clamp"

... but anyway these are really nice and needed features. Thanks :)
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-08-24, 13:08:59
Cutout/clip needs treshold spinner as well.

No it doesn't. Its entire point is that there can be only white or black. That's where the performance optimization comes from. It's used strictly to prevent any kind of semi-transparency in your material, so you get a nice rays/s boost on things like opacity mapped tree leaves. Any kind of threshold introduction would immediately disable the effect. Non the less, you can always just do it yourself using an output curve. No need to clutter UI with something so incredibly specific.

Maybe i used wrong terminology, perhaps it should be called bias or something similar. Basically what i mean, it needs controls to shift clamp line from 128, 128, 128 to either direction. Of course it could be done with additional output node, but then again, clamping itself can be achieved with output, so why bother in the first place?

Average users do not know what is benefit of clipping opacity maps, they do not even know why clipping will make opacity faster. They will just have a checkbox which they know if they turn on, will speed up their rendering, but makes leaves noisier in case of animation. So even noobs can then apply it, by using following reasoning: "Is this material for example tree leaves? Yes? Will I animate the scene? No? Great, I can turn this on and speed up my render!"

I can't think of any reason where you would want to shift clamp line in terms of optimization. Most of the average leaf opacity maps will look nearly the same no matter where you shift the clamp line. This is not for artistic control, if you need to shift clamping level for some artistic effect, then either mix map mix curve, or output rollout are your place to go. In material itself, this is as an optimization tool, not as an artistic control tool. Obviously, you won't be using it opacity maps that have large gradients in them.

Right now, if an user sees clamp, and is explained that enabling it in non animated scenes can give speed boost, then it's really easy to understand. But if you see a checkbox that enables some threshold value, which then gives very complex explanation about what's happening inside and how the threshold affects it, it may imply to new users that it's not just click->speedup solution, but that you need to somehow tweak that optimization using this value to get ideal results. That could put many people off and simply make them ignore the thing ;)

Another thing is that they could easily misunderstand and misinterpret the explanation, and that could in turn increase room for error. For example, one could think "I want to optimize ALL of my map, entire range, so I will set threshold all the way to 1" Efficiently making opacity opaque, and turning leaves into poly squares. Or other way around.

It's really easy to request things that suit your worfklow... but I personally always cross-check them with "How would this appear to a person that is completely new to 3D rendering".

Title: Re: Daily Builds 1.5
Post by: SaY on 2016-08-25, 21:29:59
"Pre-run 3ds Max" - will this be included in the daily build? Can't wait to have this implemented.
With Vray DR simple scenes are starting almost instantly on the render nodes. With Corona we have to wait for Max to load.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-08-25, 21:33:33
"Pre-run 3ds Max" - will this be included in the daily build? Can't wait to have this implemented.
With Vray DR simple scenes are starting almost instantly on the render nodes. With Corona we have to wait for Max to load.

Is this some new Vray thing ? Sounds quite practical :- ) For me it's usually 5 +/- minutes before slaves actually join.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-25, 21:39:56
we have it working internally, will be released in about 14 days
Title: Re: Daily Builds 1.5
Post by: SaY on 2016-08-25, 22:38:33
Is this some new Vray thing ? Sounds quite practical :- ) For me it's usually 5 +/- minutes before slaves actually join.
Not too new, vray has is since 2002 or 2003 :)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-08-25, 23:59:03
I am dumb, you're right, that's the max icon :- D
Title: Re: Daily Builds 1.5
Post by: Buzzz on 2016-08-26, 00:03:14
Hi,

The lasted daily builds is good for animation?

Regards.
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-08-26, 09:53:35
we have it working internally, will be released in about 14 days

Hey Ondra, not sure if this has already been discussed but are there plans to implement a simple checkbox system for DR servers in the dialog?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-26, 10:13:25
yep, we will also improve the DR interface
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-08-26, 10:15:42
yep, we will also improve the DR interface

Awesome. Look forward to that, and the pre-loading thing too.
Title: Re: Daily Builds 1.5
Post by: Flavius on 2016-08-26, 21:09:17
Aaaa, yes! Denoising on the passes! 90% of the times I use the reflection pass to add contrast to the image and boost some reflections, and now that it can be denoised is awesome! <3

I've been playing with the Bloom and Glare, so far so good, and it's nice they are on a separate element so they can be composited later on in post, but the BEAUTY render already has the effects burned in the image. Cshading as well. So, sorry if I sound silly but maybe we need a checkbox to include/not include the Bloom'n Glare in the main render ?

Thanks!

P.S. I've never imagined a new version of a software would get me excited but Corona always surprises me. ADSK should learn what a proper NEW version means.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-08-28, 22:27:54
try using separate beauty element (there is one now) with unchecked "apply bloom and glare"
Title: Re: Daily Builds 1.5
Post by: Tanakov on 2016-08-29, 11:26:53
try using separate beauty element (there is one now) with unchecked "apply bloom and glare"

I know its quite much, but can you consider making beauty element bit more complex? I wonder if it is possible to give it separate highlight compress and exposure, or a checker "dont use any compression'. That way I can have linear and non linear image at the same time.
Title: Re: Daily Builds 1.5
Post by: Bormax on 2016-09-02, 00:06:21
Hello,

Using latest build (2016-08-25) noticed that CoronaMix map works differently compare to the older builds. Please, check attached pictures. Material setup for both renders is the same, pictures rendered with builds from 2016-08-25 and 2016-08-15.
Had problem with trees working on my latest project because for leaves color variation I used CoronaMix map the same way as in attached example.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-02, 01:47:34
yes, the behavior was changed so now it works the same as photoshop ;)
Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-02, 14:13:53
Yup, it was listed in the changelog (https://forum.corona-renderer.com/index.php/topic,12436.0.html).
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-02, 18:24:07
new daily with interactive light mixing is out!
Title: Re: Daily Builds 1.5
Post by: GabaCGStudio on 2016-09-02, 18:28:18
new daily with interactive light mixing is out!

and the new list of bugs is out ! :]
Title: Re: Daily Builds 1.5
Post by: arqrenderz on 2016-09-03, 02:39:11
looks ULTRA powerfull!!!! :)
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-09-03, 08:23:01
"lightselect" super easy to set up and really seems powerfull. Haven't even noticed any performance penalty, I guess there is none?
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-09-03, 08:44:11
yeah, corona lightmixer need no lag or delay on updating the light values. so, is it possible for hoping bloom/glare works like this?
I see color limitation in lightmixer's color selector, I cant slide or pick a full white 255 255 255, is it by the design? I can slide to full white only by first pick any color on the very top of hue box and slide the saturation to the very left.
and again, will vray has interactive lightmixer too this time, like they did when we have denoiser first? :P

edit:
increasing spinner value in LightMixer doesn't affect the shadow in object with shadowcatcher mtl. reported on mantis.
and, when render is finished I cannot enter values of LightMixer intensity multiplier with number button at top of alphabet button (keyboard) including backspace. it works only with number pad.
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-03, 11:32:04
I see color limitation in lightmixer's color selector, I cant slide or pick a full white 255 255 255, is it by the design?

This was a bug. It is already fixed for the next daily.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-03, 16:11:09
Is it me or do the current (late august and so on) dailies consume less ram but do way more virtual\hdd caching than the ones before ? If I'm not mistaken and if it's indeed is the case it is really great especially for rendernodes which often have less ram than the main pc's - strange thing is I don't recall this behaviors mentioned in the changelogs.
Title: Re: Daily Builds 1.5
Post by: Tanakov on 2016-09-03, 22:48:38
I just checked the new daily, tested the mixer a bit and Im literaly amazed, shocked and cant wait for monday to go to work to have some fun with it.
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-09-04, 06:01:30
I see color limitation in lightmixer's color selector, I cant slide or pick a full white 255 255 255, is it by the design?

This was a bug. It is already fixed for the next daily.

Yes thanxx!! Congrats for the new lightmixer fieature, its really really awesoommee!! :D
Title: Re: Daily Builds 1.5
Post by: rambambulli on 2016-09-04, 11:37:46
Whooo!!  Really great Ondra.You guys are the best.
Title: Re: Daily Builds 1.5
Post by: johan belmans on 2016-09-04, 13:43:37
I have not played around with 1.5.
But, is it possible to save and load Post Production (glare, bloom, highlight compression, ....) settings in a separate xml file?
Title: Re: Daily Builds 1.5
Post by: Flavius on 2016-09-04, 14:02:27
Light mixer is pretty awesome! Love it!  Bloom intesity value scale, makes more sense now, less sensitive, much better.

ONE THING though, any chance to have a check box to apply/NOT apply the bloom'n glare on the WireColor CMasking element? Actually, I don't think I'll ever need the glare on the masking elements...

EDIT: Second thing...is it me or while rendering a high res final image, the Frame Buffer is more sluggish, freezes(for 2-3 seconds) and the whole screen flickers, especially when panning zooming in? I'm running the latest Daily build..compared to 1.4 .

Thanks!
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-04, 16:54:00
 Well, tested Lightmixer in a real life scenario, what to say it is an amazing tool which will revolutionize our workflows, still, as always, there's a room for improvements and here are my thoughts on those which I think are the most necessary:

 1. Grouped light+object support is simply a must - idk who in their right mind will separate the light objects from the rest of the lamp models in real life usage scenarios but I surely won't do that under any circumstances, not to tell what lamps are more than often made by using light object + some ies as a light source itself + self illuminated material on a bulb which of course should both be inside the same group for ease of moving, rotating, adjusting, instancing\cloning and even reusing them later.
 For now adding groups with lights inside is not supported not for material nor for object ones, which makes using lightmixer in real life scenes such as this https://www.flickr.com/photos/119850875@N05/29368457581/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/28824417114/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/29340216172/in/datetaken-public/ a real chore.

 Solution: well, if due to some sort of yet another 3ds max's limitation, simple evaluation of all light emitting objects inside an added group is not possible to do using that max's exclude\include list (the one used used right now), then maybe some sort of a separate script which could automatically open selected groups add only light objects and light material containing ones from those group to the appropriate render element's list and then close those groups back, could help - not the best solution but surely beats doing that manually. Maybe such a script with a separate panel and gui (something akin to ecximer's lighlister) would be even handier to use and would help handling all of those lights and lighmixer channels\lightgroups in a more appropriate and way more understandable manner than the current need of doing all of that inside the render elements - how to do and design that script's\panel's ui is a whole different matter\discussion of course, but I think it could benefit all of us quite a lot ))

 2. Light mixer states (or something like that) - some sort of savable and custom nameable state list (not unlike the history one) which could simply store and load the values and color adjustments of lighmixer's channel sliders and colors is most surely needed - why ? well, imagine one needs to do some renders of different lighting conditions, like night illumination only\decorative lights only\flood light only\daylight only or some other combinations of them all across multiple cameras with the same results\intensities\colors across those camera\views\renders - the rest is obvious I think ))

 3. Lighmixer does need some separate exposure and post controls - not necessarily a separate ones, as they could be saved inside the above suggested light mixer states as well and loaded\applied automatically when user switches between the beauty pass and lighmixer one or between the lightmixer's states - that would surely make life way easier when rendering something with completely different lighting conditions and thus different exposure and post processing requirements like I mentioned above. Of course the exposure differences can be compensated by simply adjusting the channel value sliders but the other post processing values like highlight compress, white balance or even glare and bloom will not be affected so probably that could be a good solution.

 4. Lightmixer itself surely does need some separate on\off toggle either inside render setup ui or somewhere inside the vfb or inside both - why ? Simple - using it (or any render channels for that matter) increases ram usage quite a lot thus there might be some scenarios which will require to be able to quickly turn it off, well like DR rendering when some of the nodes have less ram than the main pc. Yeah, yeah - I shouldn't be such a greedy sob and buy more ram for those nodes, but sadly it's not always possible - for exampe I've got some i7 920 up to i7 980x's in my puny farm which are old but still quite capable cpu's and the maximum amount of ram which can be crammed inside those is 24gigs (which I already did)) but some scenes require more ram and much, much more sometimes - the scene, which renders I've posted above, requires about 10 gigs to render without the Lighmixer channels and around 19-20gb's when 8 of those are enabled so you could easily imagine how fast one can get those out of ram crashes on nodes. Yeah one could go through the render elements disabling them one by one but that can be quite tedious to do especially when one is in some sort of deadline induced frenzy state )) so having the ability to quickly turn on\off all those light select elements without turning off the rest of render elements is surely needed, especially when there will be more of those channels in some bigger scenes.

 Hope I did at least some right thinking and at least some of those improvements could be approved and made, well, of course, I don't think that some "polishing" of those ideas is not necessary as they are pretty crude first glance type ones, so fellow Corona users, write what you think about those, maybe some of you could suggest some better ideas for making this wonderful tool even more suitable for different types of workflows and usage scenarios.   
Title: Re: Daily Builds 1.5
Post by: Bormax on 2016-09-04, 18:26:59
Light mixer is cool!
But didn't find the way how to include corona sun if it is inside daylight system,
And after render has been stopped I can't put values to Light mixer using keyboard, only spinners do work
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-09-04, 22:33:04
3. Lighmixer does need some separate exposure and post controls

Please, for the love of rendering, don't do this! Last thing we need is yet another setting / combination / dialog / place to tweak clusterfuck that exposure already is.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-05, 01:34:08
 Well, honestly, I do like the exposure and post settings the way they are right now, maybe all of them are a little hard to grasp from the start but when you've got the knack of them, they surely are a capable ones, way more capable than the ones in any other renderers I've used past the years so I would disagree quite much on the clusterfuck epithet )
 About adding some separate controls for lighmixer, well I did suggest it may be a good idea to make it as a non separate one too. Well, the workflow using that could be as follows - do some initial rendering to see how it looks in general - go to the lighmixer adjust the mixer's channel values for one of the needed light combos - go to post tab adjust exposure and post settings which will match\look good for that combo go to lighmixer again and save both those settings as a preset\state - then adjust the next combo and post settings for that one - save under a different name, and the next one and so on until you'll get all the needed ones, then simply do some bath or manual rendering from all the cam's you need without the need to tediously setup each lighting combo and it's post processing settings anew for each camera and for each of the light combos, each time trying to match those new ones to the ones rendered before.
 I'm suggesting\talking from quite a long term Maxwell renderer's usage experience - it has lighmixer, alright, and it's even a lot easier to setup than the current implementation of Corona's one, true, but it has no presets\states (or at least it didn't the last time I used it) and this process without the presets\states can be quite tedious for many camera renderings and can quickly loose it's "glow" after some time of heavy usage.
 For the mentioned batch rendering - I'm sure some good soul, well, maybe even corona's dev's themselves, can make some custom, corona oriented multi cam batchrender script which could take those supposed lightmixer's presets\states into account, automatically apply selected ones and save the results as a separate images. I myself almost never use batch rendering - don't know why, maybe I still don't trust crashy 3ds max too much )) but I think such capability would be quite useful for those of us who use it. Still, I guess, everyone has their own needs and workflows, hell, I even know a guy who models using grid snapping - he sets it to be 1cm dense and happily gets at it, grid snapping only, for god's sake, and he thinks of us, (well, he even expresses it occasionally) non grid snapping users as of some sort of artistic\non-self-controlling perverts if you can you believe that ))     
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-09-05, 09:14:30
The easiest way to do all of that, without reinventing the wheel, is to have overrides for post and lighmixer in camera modifier.
Title: Re: Daily Builds 1.5
Post by: rozpustelnik on 2016-09-05, 09:22:07
The Lightmixer feature is just incredible :) Pure magic.
Now, if we could easy animate those light scenarios and output frames for a footage...
Title: Re: Daily Builds 1.5
Post by: johan belmans on 2016-09-05, 09:25:57
Lightmixer: would it be possible to make use of Kelvin values instead of RGB values?
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-05, 10:09:36
Lightmixer: would it be possible to make use of Kelvin values instead of RGB values?

That's already in my TODO list. The color picker dialog will have one more slider for Kelvin values.
Title: Re: Daily Builds 1.5
Post by: johan belmans on 2016-09-05, 11:14:57
Lightmixer: would it be possible to make use of Kelvin values instead of RGB values?

That's already in my TODO list. The color picker dialog will have one more slider for Kelvin values.

Great!
Title: Re: Daily Builds 1.5
Post by: Flavius on 2016-09-05, 11:25:58
Please exclude the bloom and glare from alpha channel(element) and/or masking (cmasking wirecolor for eg). Or at least maybe an option to have it on/off. It's quite an issue when the glare or bloom extends over the background. Thanks!
Title: Re: Daily Builds 1.5
Post by: Nekrobul on 2016-09-05, 12:29:27
11\10 Coronas for the new light mixer.

It is just super effective in everyday\routine archviz workflow.

+1 for kelvin values
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-05, 13:59:36
Please exclude the bloom and glare from alpha channel(element) and/or masking (cmasking wirecolor for eg). Or at least maybe an option to have it on/off. It's quite an issue when the glare or bloom extends over the background. Thanks!
there is a bug, will be fixed
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-05, 14:00:18
"lightselect" super easy to set up and really seems powerfull. Haven't even noticed any performance penalty, I guess there is none?
about 1% per one group, so pretty small for most realistic scenarios
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-05, 14:11:29
Well, tested Lightmixer in a real life scenario, what to say it is an amazing tool which will revolutionize our workflows, still, as always, there's a room for improvements and here are my thoughts on those which I think are the most necessary:

 1. Grouped light+object support is simply a must - idk who in their right mind will separate the light objects from the rest of the lamp models in real life usage scenarios but I surely won't do that under any circumstances, not to tell what lamps are more than often made by using light object + some ies as a light source itself + self illuminated material on a bulb which of course should both be inside the same group for ease of moving, rotating, adjusting, instancing\cloning and even reusing them later.
 For now adding groups with lights inside is not supported not for material nor for object ones, which makes using lightmixer in real life scenes such as this https://www.flickr.com/photos/119850875@N05/29368457581/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/28824417114/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/29340216172/in/datetaken-public/ a real chore.

 Solution: well, if due to some sort of yet another 3ds max's limitation, simple evaluation of all light emitting objects inside an added group is not possible to do using that max's exclude\include list (the one used used right now), then maybe some sort of a separate script which could automatically open selected groups add only light objects and light material containing ones from those group to the appropriate render element's list and then close those groups back, could help - not the best solution but surely beats doing that manually. Maybe such a script with a separate panel and gui (something akin to ecximer's lighlister) would be even handier to use and would help handling all of those lights and lighmixer channels\lightgroups in a more appropriate and way more understandable manner than the current need of doing all of that inside the render elements - how to do and design that script's\panel's ui is a whole different matter\discussion of course, but I think it could benefit all of us quite a lot ))

 2. Light mixer states (or something like that) - some sort of savable and custom nameable state list (not unlike the history one) which could simply store and load the values and color adjustments of lighmixer's channel sliders and colors is most surely needed - why ? well, imagine one needs to do some renders of different lighting conditions, like night illumination only\decorative lights only\flood light only\daylight only or some other combinations of them all across multiple cameras with the same results\intensities\colors across those camera\views\renders - the rest is obvious I think ))

 3. Lighmixer does need some separate exposure and post controls - not necessarily a separate ones, as they could be saved inside the above suggested light mixer states as well and loaded\applied automatically when user switches between the beauty pass and lighmixer one or between the lightmixer's states - that would surely make life way easier when rendering something with completely different lighting conditions and thus different exposure and post processing requirements like I mentioned above. Of course the exposure differences can be compensated by simply adjusting the channel value sliders but the other post processing values like highlight compress, white balance or even glare and bloom will not be affected so probably that could be a good solution.

 4. Lightmixer itself surely does need some separate on\off toggle either inside render setup ui or somewhere inside the vfb or inside both - why ? Simple - using it (or any render channels for that matter) increases ram usage quite a lot thus there might be some scenarios which will require to be able to quickly turn it off, well like DR rendering when some of the nodes have less ram than the main pc. Yeah, yeah - I shouldn't be such a greedy sob and buy more ram for those nodes, but sadly it's not always possible - for exampe I've got some i7 920 up to i7 980x's in my puny farm which are old but still quite capable cpu's and the maximum amount of ram which can be crammed inside those is 24gigs (which I already did)) but some scenes require more ram and much, much more sometimes - the scene, which renders I've posted above, requires about 10 gigs to render without the Lighmixer channels and around 19-20gb's when 8 of those are enabled so you could easily imagine how fast one can get those out of ram crashes on nodes. Yeah one could go through the render elements disabling them one by one but that can be quite tedious to do especially when one is in some sort of deadline induced frenzy state )) so having the ability to quickly turn on\off all those light select elements without turning off the rest of render elements is surely needed, especially when there will be more of those channels in some bigger scenes.

 Hope I did at least some right thinking and at least some of those improvements could be approved and made, well, of course, I don't think that some "polishing" of those ideas is not necessary as they are pretty crude first glance type ones, so fellow Corona users, write what you think about those, maybe some of you could suggest some better ideas for making this wonderful tool even more suitable for different types of workflows and usage scenarios.   
nice writeup, thanks. To address the points:
1: of course it is 3dsmax thing :D. The solution here I would like to do is to drop the 3dsmax handling of all (not just light select) plus/minus buttons for objects selection, and do own (one that adds currently selected objects if something is selected, and handles groups correctly). Hopefully I will be able to do it before 1.5 is out.
2: we will try to think of ways to do it. Doing something that feels natural to use will be a bit tricky IMHO - we dont want to end up with overcomplicated UI
3: I would rather not do that - I am thinking about completely replacing beauty with lightmixer result when it is active (transparently to the user), so the workflow is maximally natural
4: lightmixer has zero memory overhead ;) Not even single channel ;). Of course there is the standard overhead of the light select passes, but these can be used also separately without the mixer, and you can already quickly turn them on/off by selecting all of them in the render settings dlg and unchecking active. Additional checkbox is IMHO not necessary and would lead only to more user errors and overcomplicated UI
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-09-05, 17:22:11
@Ondra. Just a couple of comments/notes to the list above:

3) ATM all lights are rendered in the Beaty pass. Would it be possible to have a "do not render in Beaty" in the LigthSelect passes. This would be great when for example rendering a daylight scenario in the Beaty pass, and then using the light mixer to build a nighttime viz. Another way to achieve this could be by having a "render hidden lights" in the LightSelect passes.

4) ATM turning a LightSelct pass off in render passes, screws the color assignments in the light mixer up. If for example lightselection number 2 is yellow and number 3 is red, then when turning number 2 off number 3 turn yellow. In short, the colors does not follow the lights, but follows the row number.

Further more:
Could it be possible to use more than one sun in the light mixer? If it could, this would be a massive timesaver when rendering out Sun/Shadow studies.

Thanks for a great tool, that could become a serious game changer:)
Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-05, 17:43:08

Could it be possible to use more than one sun in the light mixer? If it could, this would be a massive timesaver when rendering out Sun/Shadow studies.


That's an interesting idea, but I suppose it would be very tricky, especially that the sun also affects sky.
Title: Re: Daily Builds 1.5
Post by: Tanakov on 2016-09-05, 21:00:37
I love Light Mixer, its a great tool. Things that I would like to see.

Render Element "Light Mixer" with "add Grups" instead of making 10 light selects.

Why? It would allow to automaticly save the LightMixer 2-3 presets, red light, day, night etc. Plus it would allow LightMix to be saved automaticly as right now when Im rendering 4 frames, I need to click save "LMix" each time in all 4 frames.

Include Enviro could have not only the color add, but also "Saturation" in this one case.
Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-05, 21:06:37
I agree with Michal. Light mixer is not a RE now. There is no easy workflow to save an animation out of it yet, right?
Title: Re: Daily Builds 1.5
Post by: Flavius on 2016-09-05, 23:15:42
Ok, so something weird is going on... I'm trying to render a scene, 6000 by 3500 px, with displacement. I have a vector map (PhoenixOcean Tex), displacement pixel size to 3.8 px . It worked nicely yesterday (for 6 angles even), and now I need to re-render one of the angles and it is running out of memory, regardless of what pixel size I use. I've even tried 32 pixels and I am running out of RAM (64GB). I've just installed 5 sept daily, and it does the same thing, and I'm not sure how to investigate this (?)
Thanks!

EDIT!! : Ok, so I've figured out what happened. I've raised the plane(the one with the displacement) slightly, and by some weird coincidence it was on the same Z value as the camera, so the camera was somehow "intersecting the plane" and that leads to excessive ram usage by the displacement. I moved the camera 10cm higher and all is fine now

Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-05, 23:21:40
if you send us the scene we will investigate it
Title: Re: Daily Builds 1.5
Post by: Flavius on 2016-09-05, 23:23:14
if you send us the scene we will investigate it

Hey Ondra, I've edit my previous post "EDIT!! : Ok, so I've figured out what happened. I've raised the plane(the one with the displacement) slightly, and by some weird coincidence it was on the same Z value as the camera, so the camera was somehow "intersecting the plane" and that leads to excessive ram usage by the displacement. I moved the camera 10cm higher and all is fine now"
Title: Re: Daily Builds 1.5
Post by: GabaCGStudio on 2016-09-05, 23:57:57
for now just waiting for new gen of drserver ...
Title: Re: Daily Builds 1.5
Post by: SaY on 2016-09-06, 04:01:30
for now just waiting for new gen of drserver ...

Exactly. Can't wait.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-06, 08:19:05
sorry to say, but it has been pushed to 1.6 so we can make 1.5 release under 1 month
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-09-06, 08:28:51
sorry to say, but it has been pushed to 1.6 so we can make 1.5 release under 1 month
yes I saw it yesterday by trello notification... :'(, I hope DR improvements will be the first priority in 1.6
cheers! :D
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-06, 10:09:54
yes, the plan is basically to launch it ASAP after 1.5 so there is as much testing as possible. Debugging network stuff is always tricky.
Title: Re: Daily Builds 1.5
Post by: Nekrobul on 2016-09-06, 12:36:03
Two things.

1 - is it pausible to make Lightlisted to difine instance light sorces? It will make setup much easier when you click for one light sorce not couple of hundrets of them because you don't remember the names. And same for light material.

2 - Will we see someday regular mapped pattern for corona scatter. I belive you promised it in 1.5 Ondrey.
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-09-06, 12:42:18
What would be really good is a proper Corona Light Manager, like the 3rd party Corona light lister that's floating around. In this you could then group up and link certain light groups etc to make managing this easier.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-06, 13:12:33
we have commisioned light and scatter listers, I will ask what is the status
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-09-06, 13:13:32
we have commisioned light and scatter listers, I will ask what is the status

Great stuff ;)
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-06, 13:17:51
Need some help from those who run dailies in production:

I had no opportunity to test the latest builds but have already started shading a major project in db from Jul 12 2016, which makes it impossible to go back to 1.4.

Can you give me some hints which of the newer builds was stable for you - or which one was unstable so I can stay away from these? The one I'm using now was the last one before bloom&glare was introduced so I'd like to switch to a more recent one but would like to use something that's as stable as possible, preferably with the fixed low glossiness rim.
Title: Re: Daily Builds 1.5
Post by: Ricky Johnson on 2016-09-06, 14:05:03
sorry to say, but it has been pushed to 1.6 so we can make 1.5 release under 1 month

Will the dark halo effect in PBR Mode materials still be addressed before the proper release of 1.5?
Title: Re: Daily Builds 1.5
Post by: Dippndots on 2016-09-06, 14:19:37
Not as cool is: I have 3dsmax crashing on slaves after EVERY DR job, even when renderinig a box.

Edit:
It is in fact a plugin causing max to crash when beeing closed. WTF Itoo. It´s reproducable ForestPackPro 5.1.0. When installed closing max leads to some sort of hidden crash. When removed: all ok. Of course it crashes also when it´s closed by DrServer. What a messy post, sorry. Reported it at the Itoo forum now.

So I have the exact same problem but I don't have forest or any other plugins installed for Max 2017 which is what I'm using for testing the daily builds. I do have it for 2016 which is on the same machine, do we think this bug is "cross-contaminating" across max versions?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-06, 14:25:54
sorry to say, but it has been pushed to 1.6 so we can make 1.5 release under 1 month

Will the dark halo effect in PBR Mode materials still be addressed before the proper release of 1.5?
yes, that is our top priority. What we will definitely do before the release:
Title: Re: Daily Builds 1.5
Post by: Tanakov on 2016-09-06, 17:17:51
Two things.

1 - is it pausible to make Lightlisted to difine instance light sorces? It will make setup much easier when you click for one light sorce not couple of hundrets of them because you don't remember the names. And same for light material.

2 - Will we see someday regular mapped pattern for corona scatter. I belive you promised it in 1.5 Ondrey.

To solve "1" use "Named Selection Sets" for that. It will overaly speed up your work.


Onra, what do you think about my previous idea?
Title: Re: Daily Builds 1.5
Post by: yagi on 2016-09-06, 19:11:15
I just want to express myself abit : the new lightmixer idea is amazing!!! very creative effort by the corona team. Nothing like it in the market i believe....theres no way im ever going to be able to tryout another renderer after seeing this, ever again........except unreal though .lol  ;)  keep it up guys
Title: Re: Daily Builds 1.5
Post by: racoonart on 2016-09-06, 20:21:14
I finally found some time to test the new light mixer stuff: Pretty awesome! There's just one annoying problem which is kinda obvious and probably can't be "fixed". Adaptivity is only considering the Beauty at the moment, so light select elements are sometimes hopelessly undersampled in some regions. I'm currently simply disabling adaptivity to get a clean result but I thought I should mention it. Maybe the devs can figure out a way to for example add an "influence adaptivity" checkbox in the light select element.
Title: Re: Daily Builds 1.5
Post by: racoonart on 2016-09-07, 10:22:11
And another very important thing for me: Please add a maxscript interface for the lightmixer settings (something like an array containing objects with LightSelectName (or maybe better a reference to the RE), Multiplier, Color). I want to write a small script for saving and loading different presets.

[Edit] Oh and please add a Lightmix Render element so we can actually save what we have in an animation =/
Title: Re: Daily Builds 1.5
Post by: Visual Impact on 2016-09-07, 12:30:32
And another very important thing for me: Please add a maxscript interface for the lightmixer settings (something like an array containing objects with LightSelectName (or maybe better a reference to the RE), Multiplier, Color). I want to write a small script for saving and loading different presets.

[Edit] Oh and please add a Lightmix Render element so we can actually save what we have in an animation =/

saving presets and ability to animate lightmix are exactly what is needed for full functionality. Both these functions were implemented well in Fryrender for reference.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-07, 13:15:40
hey, try if touching these properties works - it is controlled the same way as every other postprocessing option
colorMap_lightmixIntensities
colorMap_lightmixColors
Title: Re: Daily Builds 1.5
Post by: racoonart on 2016-09-07, 14:02:40
Huuuh, works like a charm :) Should be sufficient. Only minor thing I noticed is that the arrays are empty until some value (doesn't matter which one) has been changed in the lightmixer.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-07, 14:12:44
Finally had some time to test the latest daily (5-9-16) - awesome!! Bloom&glare looks much nicer than in my earlier tests and LightMixer is going to be extremely useful - many thanks!!

I have two wishes/questions regarding LightMixer:

- a LightSelect pass with the environment included contains the visible background, so if you change its level in the Mixer the visible background will change as well. Ideally I would like to affect the light contribution only (as it does with a sunlight for example) and leave the visible background untouched.

- will we have a way to include objects with LightMtl in the future? From what it seems these are not selectable right now.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-07, 14:38:09
Huuuh, works like a charm :) Should be sufficient. Only minor thing I noticed is that the arrays are empty until some value (doesn't matter which one) has been changed in the lightmixer.
you can resize the arrays yourself, any mismatch between the array length and number of light select groups should be handled by Corona without crashes or other problems
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-07, 14:39:19
- a LightSelect pass with the environment included contains the visible background, so if you change its level in the Mixer the visible background will change as well. Ideally I would like to affect the light contribution only (as it does with a sunlight for example) and leave the visible background untouched.
It is doable, but might be tricky to make sure there is no additional overhead. I will look into it

- will we have a way to include objects with LightMtl in the future? From what it seems these are not selectable right now.
Picking objects with CoronaLightMtl should be possible - just make sure the light has emit light on
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-07, 15:05:38
If you have objects with CoronaLightMtl, the one-click Setup LightMix Elements button (in the System panel of Render Setup) will add the object. If Emit Light is enabled, then the LightMix will control it as expected; if Emit Light is off, although you get a CShading_LightSelect render element created, you can't adjust it in the LightMix. So any objects with CoronaLightMtl should work fine, keeping that in mind.

EDIT - and you can add them manually too of course, should you want to :) That also works fine.
Title: Re: Daily Builds 1.5
Post by: racoonart on 2016-09-07, 15:09:44
Ok, just to avoid confusion... Corona is not actually storing the multipliers and stuff by referencing the Render Element object but it is only storing lists of values in the same order as the render elements are currently set up.
Hmm.. downside is that if I remove an element in the middle (e.g. the lights for this element have been removed too) the values will all be off by 1 entry. The upside is that I can rebuild the REs without losing the lightmixer info (which is sometimes necessary to reconnect the RE output path with the global one).
Maybe the best solution would be to store the lightmix data (multiplier, color) in the respective render element as a property. That way we can prevent both issues and even merge Render elements with the lightmax data into other max files. ... Please? :)
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-07, 15:10:57
If you have objects with CoronaLightMtl, the one-click Setup LightMix Elements button (in the System panel of Render Setup) will add the object. If Emit Light is enabled, then the LightMix will control it as expected; if Emit Light is off, although you get a CShading_LightSelect render element created, you can't adjust it in the LightMix. So any objects with CoronaLightMtl should work fine, keeping that in mind.

EDIT - and you can add them manually too of course, should you want to :) That also works fine.
Ok then, I probably had the wrong object selected - many thanks! Love the one-click way of adding objects to a list btw.

Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-07, 15:12:43
- a LightSelect pass with the environment included contains the visible background, so if you change its level in the Mixer the visible background will change as well. Ideally I would like to affect the light contribution only (as it does with a sunlight for example) and leave the visible background untouched.
It is doable, but might be tricky to make sure there is no additional overhead. I will look into it
This would be great, as of now we'd need to create image planes as a workaround to make sure the background is not visible anywhere.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-07, 15:18:37
Ok then, I probably had the wrong object selected - many thanks! Love the one-click way of adding objects to a list btw.

I love it too! And how it recognizes groupings - that makes things nice and easy to set up, nice and easy to add, then nice and easy to control in the LightMix! Let us know if all works well and as expected in your scene.
Title: Re: Daily Builds 1.5
Post by: sprayer on 2016-09-08, 11:10:13
sorry to say, but it has been pushed to 1.6 so we can make 1.5 release under 1 month

Will the dark halo effect in PBR Mode materials still be addressed before the proper release of 1.5?
yes, that is our top priority. What we will definitely do before the release:
  • New installer
  • VR warps
  • GGX edges darkening fix
  • Dark highglights fix vs. glossy glass problem
  • LUTs
  • Corona EXR format saving in 3ds Max
Terminator problem?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-08, 11:16:34
unfortunately I cannot promise that one, we tried some approaches and the problem is even more complex than we thought :/ In worst case we will give it another shot in 1.6
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-08, 12:02:57
And what about determining inside/outside medium? That one is much more important than shadow terminator IMHO. Terminator problem can be simply solved by subdividing mesh in many cases.
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-09-08, 12:56:11
I do not think shadow terminator is that much of an issue either, these days, when we can already afford to render reasonable amount of geometry.

I think what most people complain about is not the fact the terminator issue is there, but the fact that it gets significantly amplified on surfaces with bump mapping. People who complain about getting sharp facets on fabrics and sofas and stuff like that often have strong bump mapping applied on it.

Most of the modern physically based renderers have terminator problem. And even V-Ray, in some of the recent updates about improving physical accuracy and performance started have terminators visible more than before. So I do not have much hopes up when it comes to ultimate solution to the problem, and I think it's simply on of the few drawbacks of modern, more physically based renderers.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-08, 13:30:59
I do not think shadow terminator is that much of an issue either, these days, when we can already afford to render reasonable amount of geometry.

I think what most people complain about is not the fact the terminator issue is there, but the fact that it gets significantly amplified on surfaces with bump mapping. People who complain about getting sharp facets on fabrics and sofas and stuff like that often have strong bump mapping applied on it.
I tend to disagree. We often have CAD data or models that we create which are not possible/feasible to create with subdivisions and we are seeing this issue in almost every image we produce, even without strong bump values. Since we also produce lot of high res content it often sticks out and is a pain to remove in post.
If it's technically impossible to fix, we'll have to live with it, but I'd like to see it addressed and worked on if there's a chance to work around the issue.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-08, 14:20:55
Ondra, just please don't sacrifice Corona's excellent  bump maps rendering to make terminator appearance less prominent if it comes to that. Vray has less problems with terminator, but it's bump maps are less good too and Mental Ray didn't have terminator problems at all (or i never spotted it), but its bump maps was pathetic.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-08, 14:55:34
And what about determining inside/outside medium? That one is much more important than shadow terminator IMHO. Terminator problem can be simply solved by subdividing mesh in many cases.
I want to fix this at least for multimaterials/blend materials and for glossy refraction (dark highlights fix). Full switch to normals-based behavior will be probably only later
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-08, 17:15:46
Something is up with the displacement in 05 09 daily - it seems what it became more ram hungry than in the previous build, it might be something wrong on my end, yet the scene I've tested it on didn't change from the time I've used 02 09 and it seems that where +- 18-19gigs of ram were enough, now it wants 25+ during rendering + jumps way higher than before, during displacement calculation stage - up to 35+gigs

AFAIK - something is not right on my end indeed, last time I've rendered that scene on 02 09 daily it indeed behaved thus as I described, after that windows bsoded during update install bringing itself into a totally unrepairable state - reinstalled it, max, corona and now I'm getting increased ram consumption even with 02 09 daily - I'm at a loss wtf can be causing this, but this surely is no Corona's fault. Ehh, if only corona's Box license could be floating, so I could test it on one of my other\node pc's ....
EDIT 2: probably now it behaves as it should and not on a previous windows installation - it's there where some strangeness was going on not now - as for now, I even don't see any lighmixer's memory overhead for which I complained a few days ago. Still not sure how that is possible ...
Title: Re: Daily Builds 1.5
Post by: j_forrester on 2016-09-08, 17:49:28
Hi Ondra,

the LightMix button is better now it creates an array from the selected group of lights. Is there any reason why you cant click the "+" button in the RE and it populate the include area with the selected lights. Groups can be quite annoying to keep having to open/close etc. Personally I have never grouped lights, but have been careful to name correctly so they are easily selected. A populate list from selection button would be fantastic!

Many thanks!
Title: Re: Daily Builds 1.5
Post by: Noah45 on 2016-09-09, 01:03:49
Yes!, Group LightMix option allows us to use in our current project. 14 cameras in a Retail Store, setup light groups per camera, now that's control. ;]
Title: Re: Daily Builds 1.5
Post by: FrostKiwi on 2016-09-11, 10:17:43
I recall the future feature of applying denoise to a Corona EXR Dump after render completion. I recently came to realise, that high res 8k+ VR renders simply blow past my RAM capacity while denoising, when the scene eats up about 70% of RAM.

Will it be possible to finish the render, let Corona purge all the scene foliage and displacements and run denoise whilst still getting the same quality? Aka, does Corona EXR retain the passes info needed to properly denoise?


Also: For Vray one thing holds still true: there is a trick to lower RAM usage, in that you use their VFB to set Image size and set the 3dsmax image size to 100x100, so 3dsMax does not create an invisible large framebuffer, that eats RAM. Is the same already true for Corona?
Title: Re: Daily Builds 1.5
Post by: alexyork on 2016-09-12, 09:31:31
I recall the future feature of applying denoise to a Corona EXR Dump after render completion. I recently came to realise, that high res 8k+ VR renders simply blow past my RAM capacity while denoising, when the scene eats up about 70% of RAM.

Will it be possible to finish the render, let Corona purge all the scene foliage and displacements and run denoise whilst still getting the same quality? Aka, does Corona EXR retain the passes info needed to properly denoise?


Also: For Vray one thing holds still true: there is a trick to lower RAM usage, in that you use their VFB to set Image size and set the 3dsmax image size to 100x100, so 3dsMax does not create an invisible large framebuffer, that eats RAM. Is the same already true for Corona?

This would be brilliant...
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-12, 11:01:23
Denoising after releasing displacement and other rendering data from memory would require more extensive modifications to the code than what we want to do this close to the next release. It is something I wanted to do anyway, so this will probably happen sometime after 1.5. The main problem will be how to expose this functionality in the UI in some intuitive and usable way without cluttering it even more than it already is.

There will be other (more manual) way which will be implemented in 1.5:
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-09-12, 11:17:42
Thank´s for the information Ryuu, and what´s about this question?

Also: For Vray one thing holds still true: there is a trick to lower RAM usage, in that you use their VFB to set Image size and set the 3dsmax image size to 100x100, so 3dsMax does not create an invisible large framebuffer, that eats RAM. Is the same already true for Corona?

Ram issues (primarily VFB related) are the biggest issue for us right now. Searching for any solution/trick/optimization atm.

Good Luck





Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-12, 12:23:59
Thank´s for the information Ryuu, and what´s about this question?

Also: For Vray one thing holds still true: there is a trick to lower RAM usage, in that you use their VFB to set Image size and set the 3dsmax image size to 100x100, so 3dsMax does not create an invisible large framebuffer, that eats RAM. Is the same already true for Corona?

Ram issues (primarily VFB related) are the biggest issue for us right now. Searching for any solution/trick/optimization atm.

Good Luck

I am not sure if that's what you mean, and I am sure you already know that, but you can also disable VFB in Corona (or switch to Max VFB).
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-12, 12:37:37
Thank´s for the information Ryuu, and what´s about this question?

Also: For Vray one thing holds still true: there is a trick to lower RAM usage, in that you use their VFB to set Image size and set the 3dsmax image size to 100x100, so 3dsMax does not create an invisible large framebuffer, that eats RAM. Is the same already true for Corona?

Ram issues (primarily VFB related) are the biggest issue for us right now. Searching for any solution/trick/optimization atm.

Good Luck

I talked about this with Ondra just this morning. It seems that this is a potential mine field in 3ds Max and I especially don't like that the user would have to manually set a different resolution for Max and for Corona VFBs.

We may try to do something about this after 1.5, but I can't make any promises at this moment since our post-1.5 TODO list is already miles long.
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-09-12, 13:16:24
@Maru
but you can also disable VFB in Corona (or switch to Max VFB).

Memory gets allocated anyway, you need something to write in renderers result. I wonder if it would be possible to use local files instead of ram combined with a very low refresh rate - dunno. All hacks, still the best to go for 128GB ram. My daily build freaks out to some serious extend when switching off the VFB or chaning to native max btw.

@Ryuu
I talked about this with Ondra just this morning. It seems that this is a potential mine field in 3ds Max and I especially don't like that the user would have to manually set a different resolution for Max and for Corona VFBs.
We may try to do something about this after 1.5, but I can't make any promises at this moment since our post-1.5 TODO list is already miles long.

Of course it should happen automatic/invisible to the user without any UI element if possible maybe as "Supernative Corona VFB" dropdown entry in VFB settings. But no one want´s minefields of course. Depending on what amount of ram is saveable it may even not worth to look further into it.

As for the post 1.5 todo: as far as I remember 1.5 was originally aimed for the "small updates/features" and bugfixing and DR redesign - the "boring" stuff I´ve been looking really forward to. Now 1.5 is full of exciting new features so - no wonder :)

Tnx and Good Luck

Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-12, 13:43:55
yeah stuff happens, right now 1.6 is supposed to be the small one :D. We were unable to do fast iteration with 1.5 because of the vacations, so some longer-running projects got finished by people who did not take vacation time ;)
Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-09-12, 15:43:03
yeah stuff happens, right now 1.6 is supposed to be the small one :D. We were unable to do fast iteration with 1.5 because of the vacations, so some longer-running projects got finished by people who did not take vacation time ;)

Considering how stable the vast majority of the daily builds are still, it's like xmas every other week! Keep up the great work guys!
Title: Re: Daily Builds 1.5
Post by: FrostKiwi on 2016-09-12, 16:32:45
Considering how stable the vast majority of the daily builds are still, it's like xmas every other week! Keep up the great work guys!
Agree :]

I am not sure if that's what you mean, and I am sure you already know that, but you can also disable VFB in Corona (or switch to Max VFB).
Ohh! Let the testing commence! 8k image:

None: 3dsmax.exe - 9.4gb
Native 3dsMax: 3dsmax.exe - 9.4gb
Corona VFB: 3dsmax.exe - 9.4 gb

Well, that's inconclusive.
Let's just presume, that by using Native 3dsMax VFB, the Corona VFB and it's framebuffer get's shut off, this means, that always only one framebuffer is being created and we come to the conclusion, that everything is fine and awesome. Right?

Begs the question, how come Vray didnt figure out how to use only one framebuffer instead of 2. (https://docs.chaosgroup.com/display/VRAY3MAX/Rendering+Very+Large+Images)

Unless, in reality there are still always 2 being created... can some dev give a simple yes no anwser, just to kill my curiosity?

I talked about this with Ondra just this morning. It seems that this is a potential mine field in 3ds Max and I especially don't like that the user would have to manually set a different resolution for Max and for Corona VFBs.

We may try to do something about this after 1.5, but I can't make any promises at this moment since our post-1.5 TODO list is already miles long.
This implies, there two being created? Since... for VR the difference is night and day. There is 15gb+ of a difference if you render 16k images.
Title: Re: Daily Builds 1.5
Post by: GabaCGStudio on 2016-09-12, 16:38:51
just need to out of core :]
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-12, 16:51:26
yep, 3dsmax buffer is always allocated, only sometimes not shown - it is because 3dsmax still does the image saving, and we are not ready to hijack that functionality from it.

funny sidenote: Did you know 3dsmax cannot handle bitmap larger than 64k in either width or height? ;)
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-09-12, 17:35:43
Even funnier side note: Did you know Maya can't handle any bitmap texture that has either side larger than 8k (yes, just 8192px) and it doesn't support it in a way that if you try to load it, Maya crashes?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-12, 17:52:31
optimization! Somebody saved 4 bytes per bitmap at some point in the past :D
Title: Re: Daily Builds 1.5
Post by: SaY on 2016-09-12, 17:55:24
sorry to say, but it has been pushed to 1.6 so we can make 1.5 release under 1 month

Is there any way to add just the "Pre-run 3ds max" function to the current daily builds or 1.5 release? It would give a huge DR speed up, for the simple scenes waiting for the nodes to start max and load the scene takes longer than the rendering itself.

Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-12, 18:09:20
we cannot add just this one thing as it changes a LOT internally. We will instead aim to provide the prototype ASAP after 1.5 release (we can send you a build immediately as a matter of fact, if you want to test it with the disclaimer that it might not work correctly ;)). Only reason it is not release in daily builds is that we do not want to diverge the public daily builds into "will become 1.5" and "will become 1.6"
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-12, 19:44:19
Sorry for coming back to this but I feel the '+' button functionality in the light select element could work in 2 different ways at the same time, if possible. Currently it expects you to pick a light/object (which is certainly good) but I'd like to be able to select a bunch of lights first and then pick the button, too. It would be fantastic if both methods would work. Sometimes you want to pick something but it might be hidden behind a glass pane etc. so it's easier to select the object(s) first and then pick the '+' button so it'll be added to the list.

After having taken bloom&glare through some thorough testing on production scenes I have to say you guys did an amazing job there. I've been hesitant to see where it could be useful before it was added but now see how great it is to have it built in. Excellent work.

Two questions:
- would it be possible to exclude background or even the sun disc from bloom&glare calculations?
- what exactly does 'hue power' do? I thought it would saturate the result but it adds this funky 70's disco effect. Not that I don't like it, I actually would use it occasionally, but I'd like to have a spinner which would saturate the bloom&glare a bit more, so it picks up the color of the pixel it's based on and intensifies the color saturation in the center... not sure if it's clear, tell me if you need a real-world example.
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-09-12, 20:06:59
Sorry for coming back to this but I feel the '+' button functionality in the light select element could work in 2 different ways at the same time, if possible. Currently it expects you to pick a light/object (which is certainly good) but I'd like to be able to select a bunch of lights first and then pick the button, too. It would be fantastic if both methods would work. Sometimes you want to pick something but it might be hidden behind a glass pane etc. so it's easier to select the object(s) first and then pick the '+' button so it'll be added to the list.

Even if this was/is discussed elsewhere: Totally agree. This should get like this for all "+" buttons wherever used:

If something is selected: add it
If nothing is selected: wait for pick

Good Luck

Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-12, 20:18:39
already working on the new pick button.
O.
Title: Re: Daily Builds 1.5
Post by: Pixel Folks on 2016-09-12, 20:31:26
Hi I was just wondering, when are you planning this release?
Title: Re: Daily Builds 1.5
Post by: FrostKiwi on 2016-09-12, 21:03:13
Hi I was just wondering, when are you planning this release?
Check the Corona Road Map (https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max) for latest infos on dates and features.
Currently 07.10 is the aim.
Title: Re: Daily Builds 1.5
Post by: BorderLine on 2016-09-12, 21:06:30
Hi Guys,
Sorry, but what it's it VR warps ?
Thanks
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-13, 01:41:12
Using Max 2017 and DB from the 8th - simple scene, one box , camera looking at it, default Corona light behind the camera. if I check Lights under Hide by Category, then the light no longer works (I get a black scene, see attached). If I uncheck Lights, it renders as expected.

Using Max 2017 and Corona 1.4, this doesn't happen - Hide by Category has no effect on whether the light shows up in the render, which would be correct. Hide by Category should just be hiding things in the viewport, not in the render.

NOTE - the grab has the history open, was comparing a more involved scene where I stumbled across this sorry about that, but it is a black scene in the Post area too :)
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-13, 08:18:07
it is by design, we made hide by category work in render as in viewport per user request
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-13, 13:43:36
Aha, then working as planned in that case! With that in mind, I'll take to stopping light objects obstructing things in a solid mode view port while working on a scene by hiding the light object and enabling the Render hidden lights option unless anyone has a more elegant solution - and will remember to check for this in older scenes when I wonder what has happened to the lighting :) (which was where I stumbled across it as you might guess!)
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-13, 16:04:06
well it is up for a discussion: who thinks the behavior should be reverted back again? (no checkbox solution though! ;))
Title: Re: Daily Builds 1.5
Post by: arqrenderz on 2016-09-13, 16:10:10
I think it should be reversed, that check box is for viewport visualization not render. I use it like that a couple times
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-13, 16:15:48
Personally, I think it should be reversed, even though there is an alternative solution - mostly because the 3ds Max documentation about it says "Lights hidden by category continue to shine. Views through cameras and targeted lights are still active." (https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-17B0FB7F-543B-4727-A16B-EAAF80922666-htm.html)

So my concern is that it will leave people confused if the function works differently only in Corona :)
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-09-13, 16:37:14
Standard behavior in max, is that cameras and lights works even when hidden. But in Corona lights does not render by default when hidden. So unless Coronas default behavior is changed, I don't think "hide by category" should behave different than it does. IMHO "hidden" means hidden no matter how it's done. And as Tom says, you can always check the "render hidden lights" if you want to.

So in short: Keep it as it is. It's the most logical way, and gives us a fast way to turn lights on and off (without a lightlister).

Best regards
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-13, 16:39:17
Another vote for going back, Shift+L shouldn't affect rendering. I really want to be able to render lights even when they're hidden by category.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-13, 17:01:30
what about solution where only geometry is affected by hide by category? But not lights?
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-09-13, 17:21:50
Ok, then another vote for keeping it as it is. I think this is comprehensible and perfect now. Especially when thinking of interactive rendering ("what-you-see-is-what-you-render"). Those lights may stay an exception because of that checkbox in the corona render setup everyone should be aware of.

Good Luck

Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-13, 20:22:35
I'm not sure I've reported this as a regular bug report but there's an issue with scene update/parsing in IR mode when rendering through a PhysCam. When rendering through a PhysCam changing the environment rotation used for lighting (for example) will take much longer to update the IR than when rendering in a perspective view. In a perspective view, the change will update immediately, with a PhysCam it takes 6-8 seconds and locks the VFB/UI in that time.

Haven't tested with Standard Cameras. Not sure if it happens with other parameter updates, only tested the environment U offset. Also, you might need to test this on a heavier scenes, it might not be noticeable with simpler scenes.

Let me know if you want me to report this in the bug reports section.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-13, 21:12:53
it was reported, hopefully I will get to it in a week or so
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-09-13, 21:17:55
I'm not sure I've reported this as a regular bug report but there's an issue with scene update/parsing in IR mode when rendering through a PhysCam. When rendering through a PhysCam changing the environment rotation used for lighting (for example) will take much longer to update the IR than when rendering in a perspective view. In a perspective view, the change will update immediately, with a PhysCam it takes 6-8 seconds and locks the VFB/UI in that time.

Haven't tested with Standard Cameras. Not sure if it happens with other parameter updates, only tested the environment U offset. Also, you might need to test this on a heavier scenes, it might not be noticeable with simpler scenes.

Let me know if you want me to report this in the bug reports section.
3dmax Autodesk Physical Camera all full of various inconveniences:)
since in principle - it is Standard Camera with permanently active filter of Exposure Control in environment tab, which leads not only to freezing in interactive mode,  but simply to freeze 3dmax simple viewport from
Physical Camera view, so besides the additional inconvenience in the work it makes no sense at all :)))
Title: Re: Daily Builds 1.5
Post by: GabaCGStudio on 2016-09-13, 21:44:36
We are also hiring more people so we can do more features at once.

i hope to see "out of core" in Corona 1.6 or atleast in 1.7 :/
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-09-14, 01:59:15
Build Sep 8 2016,
Small Material editor is slow now compared to previous builds. Simple drag and drop from one slot to another takes a lot longer.

Went back to 2016-09-02 and I feel its faster.
Title: Re: Daily Builds 1.5
Post by: oncire on 2016-09-14, 03:25:18
+1 for reversed..."Hide by Category" is for viewport/display performance only it shouldn't affect rendering... while the normal 3dsmax "Hide Selection" or "Hide Command" is a different thing -- it should affect the rendering...
Title: Re: Daily Builds 1.5
Post by: diogovb on 2016-09-14, 04:43:58
Hey folks. I am having some issues here with the last daily build. My render stops when it reach the adaptive number of passes. Default is 5. Even if I change it stops, for example, in 30 passes, if I change it to 30. So I had to turn off adaptivity to render. Is it a bug, or am I doing something wrong? Thank you.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-14, 08:50:42
Hey folks. I am having some issues here with the last daily build. My render stops when it reach the adaptive number of passes. Default is 5. Even if I change it stops, for example, in 30 passes, if I change it to 30. So I had to turn off adaptivity to render. Is it a bug, or am I doing something wrong? Thank you.
can you provide the scene? are you using DR at the time?
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-09-14, 09:01:41
"Hide by Category" is for viewport/display performance only it shouldn't affect rendering...

No. It depends on Render Setup -> "Common" -> "Render Hidden Geometry". This is standard behaviour. As for the lights: You can allways activate "Render hidden lights" (Corona Scene setup) and your hidden (by category) lights will render.

Good Luck

Title: Re: Daily Builds 1.5
Post by: PROH on 2016-09-14, 10:04:42
I agree with Frood. MaKes no sense to make different behavior for "hidden" lights depending on how they were made hidden. It's already possible to change the overall behavior + you can also freeze lights without affecting the render.

I clearly prefer it the way it is :)
Title: Re: Daily Builds 1.5
Post by: Fluss on 2016-09-14, 13:03:07
+1 To me it's the correct behavior. Hidden lights won't render until the "render hidden lights" checkbox in the corona settings tab is checked
Title: Re: Daily Builds 1.5
Post by: diogovb on 2016-09-14, 13:39:59
Hey folks. I am having some issues here with the last daily build. My render stops when it reach the adaptive number of passes. Default is 5. Even if I change it stops, for example, in 30 passes, if I change it to 30. So I had to turn off adaptivity to render. Is it a bug, or am I doing something wrong? Thank you.
can you provide the scene? are you using DR at the time?

Yes I can provide the scene. How can I proceed? Thanks Ondra.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-14, 13:54:45
create a thread in bug reporting section on the forum + uplaod the file here: http://corona-renderer.com/upload
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-14, 18:03:59
Thanks for the combined '+' button functionality in the latest build, Ondra!

It's probably on your already too long list but can you tell when LayeredMtl gets an update with the improvements discussed in this thread?
https://forum.corona-renderer.com/index.php/topic,12085.0.html (https://forum.corona-renderer.com/index.php/topic,12085.0.html)

The most important improvement would be to be able to use the spinner when a mask is present. Checkboxes would be very useful for shader debugging, too. Sorry for nagging, but I'm missing these a lot these days.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-14, 18:07:32
probably will do it next week.
you know... soon(tm) :D
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-14, 18:13:55
All thumbs up! Thanks :)
Title: Re: Daily Builds 1.5
Post by: johan belmans on 2016-09-14, 18:36:50
I hope this can make it in 1.5 as well!

https://forum.corona-renderer.com/index.php/topic,13033.0.html (https://forum.corona-renderer.com/index.php/topic,13033.0.html)
Title: Re: Daily Builds 1.5
Post by: aylama on 2016-09-15, 15:34:51
I hope this can make it in 1.5 as well!

https://forum.corona-renderer.com/index.php/topic,13033.0.html (https://forum.corona-renderer.com/index.php/topic,13033.0.html)

hopefully!! ;-)
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-15, 20:25:47
Max 2017, DB Sep 14th - anyone else getting this with the colour selectors for LightMix elements? Used auto create to generate them, rendered, stopped the rendering, if I adjust intensity all is ok; click to open the colour selector, all is fine, but as soon as I change the colour, and the other colour swatches turn into stripes. After that, whichever one I have just adjusted shows solid, the others turn into stripes.

Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-16, 00:26:40
Has anybody experiencing decimal separator bug with latest DB and max2016? Don't want to uninstall Corona just to check if it's its fault or it's max that fooling around.

Strangely enough, today problem had fixed itself without changing anything at all.
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-16, 08:05:08
Max 2017, DB Sep 14th - anyone else getting this with the colour selectors for LightMix elements? Used auto create to generate them, rendered, stopped the rendering, if I adjust intensity all is ok; click to open the colour selector, all is fine, but as soon as I change the colour, and the other colour swatches turn into stripes. After that, whichever one I have just adjusted shows solid, the others turn into stripes.

These stripes indicate that the button is disabled. There is a bug in the current daily causing the buttons to be drawn as disabled when they shouldn't be. This is already fixed in the code and should be in the next daily.
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-09-16, 09:14:01
already working on the new pick button.

Awesome. Just using it right now. At last! Tnx

Good Luck


Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-16, 12:14:45
already working on the new pick button.

Awesome. Just using it right now. At last! Tnx

Good Luck
Yep, great! That's how things should work in Max out of the box.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-16, 13:30:19
These stripes indicate that the button is disabled. There is a bug in the current daily causing the buttons to be drawn as disabled when they shouldn't be. This is already fixed in the code and should be in the next daily.

Awesome, ty!
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-09-16, 22:23:18
Hi. Would download today's build, but there's no v2014 and v2016 - only v2015 and v2017. Is this a mistake, or by purpose?
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-17, 14:32:59
Pick (“+”) buttons now correctly handle picking groups
- well that one is a good news - tested it yesterday, works flawlessly, now only saveable\loadable lightmix+post presets with some sort of a list where one can store those presets and load them from and maybe even assign\pin those presets to some specific LightMix render elements (or a beauty elements perhaps) which would be invaluable for batch renderings\savings, well something like this or, maybe, some other, more elegant solution for the same task is needed for lightmix to be a truly production friendly tool ) 
Title: Re: Daily Builds 1.5
Post by: Jens on 2016-09-17, 20:37:08
Hi. Would download today's build, but there's no v2014 and v2016 - only v2015 and v2017. Is this a mistake, or by purpose?

What HE said ;)

oh, and also +1 for this guy:

Pick (“+”) buttons now correctly handle picking groups
- well that one is a good news - tested it yesterday, works flawlessly, now only saveable\loadable lightmix+post presets with some sort of a list where one can store those presets and load them from and maybe even assign\pin those presets to some specific LightMix render elements (or a beauty elements perhaps) which would be invaluable for batch renderings\savings, well something like this or, maybe, some other, more elegant solution for the same task is needed for lightmix to be a truly production friendly tool ) 
Title: Re: Daily Builds 1.5
Post by: Bormax on 2016-09-18, 09:49:32
Hi,

Build from 2016-09-16. I didn't find folder on Dropbox with files for Max 2013-2014. Did you decide to skip support for these versions?
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-18, 10:50:24
We are still supporting all versions 2012+. AFAIK the missing files are most probably just a mistake.
Title: Re: Daily Builds 1.5
Post by: Bormax on 2016-09-18, 11:26:53
Thanks!
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-18, 21:35:02
Hi. Would download today's build, but there's no v2014 and v2016 - only v2015 and v2017. Is this a mistake, or by purpose?
there was some error in the build and I couldnt correct it in time because I had to leave the office ;). Will make it soon ;)
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-09-18, 21:41:22
Great! Looking forward to this :)

Thanks.
Title: Re: Daily Builds 1.5
Post by: johan belmans on 2016-09-19, 19:54:26
Corona color picker does not fully allow input of numeric values. Some numbers are allowed and some are not. All this in a non logical sense.
Is this normal behavior in the current state of development?


edit:
Only un-even number input is accepted. for example 180 will be 10.
Mantis: https://corona-renderer.com/bugs/view.php?id=2123 (https://corona-renderer.com/bugs/view.php?id=2123)
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-09-20, 00:03:28
Hi,
There is a strange behavior occurs with the latest builds. Sometimes corona calculate only 4 or 5 passes then stops suddenly. I didn't set any limits to passes count or time I just working with noise limit (usually 3.0) and of course it doesn't reach that limit after 5 passes.  The same issue occurs with IR it calculates 4 or 5 passe then recalculate again.  I think it is a bug or something else because it works well after restarting the max but unfortunately it occurs again after short time. Today I lost 3 renders because of that issue they was saved after 5 passes only and I didn't notice it because I left the office after running batch render.
I hope you can solve it soon because I worked with that build version in a commercial project and I want to complete it correctly.

Thanks
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-20, 00:13:06
do you have a scene where it happens all the time? If so, can you share such scene?
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-09-20, 00:26:35
yes, please send me your email in PM.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-20, 01:28:25
just drop it here ;) http://corona-renderer.com/upload
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-09-20, 13:10:25
Hi,
Thanks. I've uploaded it through the uploader. The file name is " 1474364152_Khaled-Room008.zip "
Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-20, 14:56:26
There was one similar report recently and the solution seemed to be removing localappdata/CoronaRenderer content. At least it supposedly stopped happening after doing so.
Here are the instructions, maybe it's worth a try: https://coronarenderer.freshdesk.com/support/solutions/articles/12000015667
Title: Re: Daily Builds 1.5
Post by: ronaldjung on 2016-09-20, 14:58:02
Testing the build 18-09-2016, and very happy with the results of the post production.

I just noticed one thing in my latest render.

The volumetrics cant handle opacity map in some leafs I coud easily handle that in photoshop, but just decided to warning you, if there's  one way of improve that.

Thanks for the excelent render engine!

Ronald
www.venturo.cc (all corona :)
Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-20, 15:44:55
The volumetrics cant handle opacity map in some leafs I coud easily handle that in photoshop, but just decided to warning you, if there's  one way of improve that.
Can you provide us with exact steps how to reproduce this? I wasn't able to get this with final rendering or with volumetric pass.
Also, do you think this only happens in the newest daily build?
Title: Re: Daily Builds 1.5
Post by: tolgahan on 2016-09-20, 15:58:18
Hi everyone today install my dailybuild version.

do we use drservers like 1.4 version as they are or is there an update drserver.exe file ?

Or shall we try daily builds on single machine only
Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-20, 16:30:20
do we use drservers like 1.4 version as they are or is there an update drserver.exe file ?
1.4 drserver. There is no new one.
Title: Re: Daily Builds 1.5
Post by: cecofuli on 2016-09-20, 17:57:03
I have intalled the   DrServer 1.5 DailyBuild Jul 26 2016...
Title: Re: Daily Builds 1.5
Post by: tolgahan on 2016-09-20, 18:25:23
I have intalled the   DrServer 1.5 DailyBuild Jul 26 2016...

I cant find it ?
Title: Re: Daily Builds 1.5
Post by: cecofuli on 2016-09-20, 18:40:19
I think in the official Dropbok - Old folder?
Title: Re: Daily Builds 1.5
Post by: tolgahan on 2016-09-20, 19:15:52
I think in the official Dropbok - Old folder?

Someone who knows the link :)))
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-20, 20:36:19
I think in the official Dropbok - Old folder?

Someone who knows the link :)))

https://www.dropbox.com/sh/kgzu0cqy903ygmb/AADcBK26g8n7g0a0SGcMr4w6a/old?dl=0
Grab the Corona_2016_07_26.exe as it is the latest installer version and the latest (probably the latest)) available DR server which installs with it, well it's the one, cecofuli referred to. So install it and then manually install\copy\override it with latest non installable dailies, both for main pc and dr nodes alike. Well, at least it works for me ) 
Title: Re: Daily Builds 1.5
Post by: lacilaci on 2016-09-21, 08:53:52
Really nice last update to 1.5 build fixing dark edges on surfaces...

In my comparison it looks like corona shader is a bit more flat and darker, although this might be due to postprocessing or slight exposure differences i might have missed (not too familiar with blender). I will go through the setup later again if I have more time and try to do an exact match if possible.

Still the pbr shading mode now seems to be working as expected and looks great.
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-09-21, 09:44:09
Good morning!

I am trying the new LUT option but I am having very but results (washed out images, almost no shadows at all). I imagine is still in development but would like to know if in this stage should work or not.

Thanks,

Dionysios -
Title: Re: Daily Builds 1.5
Post by: sevecek on 2016-09-21, 10:08:02
I am trying the new LUT option but I am having very but results (washed out images, almost no shadows at all). I imagine is still in development but would like to know if in this stage should work or not.
Hi,
right now the LUT is applied as the first step in tonemapping, even before exposure. It doesn't give correct results if you have nonzero exposure, this has to be changed.
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-09-21, 10:23:41
Thanks! :)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-21, 13:26:45
Having fun with the latest dailies !

The current PBR so far is the best, it's almost perfect. Almost, because as Laci said, it gets a little bit unnaturally flat. But very usable otherwise !.

The glow is great, easy to use and fast. But to use it on any larger source of light, it produces such a unnaturally perfect flare it's unsightly. Either full mask is necessary or at least ray fringing/splitting. Because I don't need to see plane propeller spinning on front of car reflectors :- ).

Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-09-21, 13:52:55
it produces such a unnaturally perfect flare it's unsightly.
yeah I don't like the uniform rays of flare, really not good looking in bigger size. is it possible to change to random rays? and +1 for mask methods for more customization :D
Title: Re: Daily Builds 1.5
Post by: 3dwannab on 2016-09-21, 14:49:10
Nice build guys!!

LUTs for me need to be part of the VFB and not hidden in the render dialog.

And the ability to pick a folder where you store your LUT files and for it to recurse through that directory to find those .cube files is something that would work perfectly.

This would allow using the up/down arrow to flick through them at will in a dropdown box in the VFB.

Or maybe this is the plan?
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-21, 20:34:37
Now the LightSelect elements can have Denoising applied, should this be on by default? I was thinking yes, but interested to see what others think.
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-09-21, 20:42:52
There was one similar report recently and the solution seemed to be removing localappdata/CoronaRenderer content. At least it supposedly stopped happening after doing so.
Here are the instructions, maybe it's worth a try: https://coronarenderer.freshdesk.com/support/solutions/articles/12000015667
yes this method solved the problem. Thank you
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-09-21, 22:13:07
Hi again,

I'd like to suggest something which will be very useful. It will be great if we have option of loading exr into corona frame buffer specially the corona exr which is being used in resuming render because it has all data and elements. This add will give us more control if we want to play with lightmix , bloom and glare in different shots after the render is finished. What I do now is activating autosave and resume the render from saved end files then cancel. It works but in this method I should open the original max file and load the exact camera with the same resolution and this is not good If I want to adjust shots from different files or even If I don't have the original max file.

another issue :it will be good If the Lightmix button in system tab could detect the instances lights and put each group in 1 element. It will be optional of course because sometimes we need to separate light elements even if they are instances.

Thanks
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-09-21, 22:25:48
Now the LightSelect elements can have Denoising applied, should this be on by default? I was thinking yes, but interested to see what others think.
I agree with you will we get a control of the denoising amount after the render is finished ?
Title: Re: Daily Builds 1.5
Post by: cecofuli on 2016-09-22, 00:00:02
If I remember correctly, they are working on a standalone application for open the Corona exr file and play with de-noise, glare, vignette  etc.. offline.
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-09-22, 00:16:50
If I remember correctly, they are working on a standalone application for open the Corona exr file and play with de-noise, glare, vignette  etc.. offline.
That is sounds good. From where can I get that application ?
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-09-22, 04:15:10
If I remember correctly, they are working on a standalone application for open the Corona exr file and play with de-noise, glare, vignette  etc.. offline.
never heard about that. but sounds so delicious :D
will no need another application for handling simple post pro.
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-22, 09:03:24
The standalone EXR converter/viewer application is still in experimental stage and not public yet. The plan for this application is to basically serve as a standalone VFB with the ability to change all the post-processing settings as well as performing on-demand denoising.

We hope to have an experimental public version available when 1.5 is released, but as always I can't/don't want to make any hard promises on that.
Title: Re: Daily Builds 1.5
Post by: johan belmans on 2016-09-22, 09:43:19
The standalone EXR converter/viewer application is still in experimental stage and not public yet. The plan for this application is to basically serve as a standalone VFB with the ability to change all the post-processing settings as well as performing on-demand denoising.

We hope to have an experimental public version available when 1.5 is released, but as always I can't/don't want to make any hard promises on that.

Great news!
It will be awesome if we can save all the settings (values for glare, bloom, highlight compression, .....) to an xml file and load whenever we had to re-render the specific render due to changes.
Title: Re: Daily Builds 1.5
Post by: peterguthrie on 2016-09-22, 10:37:21
any news on vignetting? If not, i'd suggest removing it from the next major release. At the moment its just not up to scratch, at least on the daily building from about 3 weeks ago that we are using
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-22, 13:17:56
any news on vignetting? If not, i'd suggest removing it from the next major release. At the moment its just not up to scratch, at least on the daily building from about 3 weeks ago that we are using
new daily will have again circular vignetting, stay tuned
Title: Re: Daily Builds 1.5
Post by: casinowilhelm on 2016-09-23, 00:49:30
Hi there, just a quick one, sorry if it's been mentioned before - while max 2017 now supports 4k screens, it seems like you have a few problems with the vfb in 4k, or rather with scaling in windows. No spinners for example.

(windows 10, scaling set to 175%. Running on a laptop with 17" 4k so scaling is necessary!)

Probably not a priority for you now but these screens are going to start popping up everywhere before long...
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-23, 01:17:59
we are actually solving this right now ;)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-23, 07:40:28
So, this was long work night but satisfying :- ) The latest daily kicks ass. No issues on my side (though Dubcat might refer to LUT being applied in linear space instead of sRGB).

PBR is making the life so much easier, I kicked out all specular maps, converted glossy values with Dubcat's guide, with maps I just eyeball, no care much. Did few back-to-back renders, so far no issues or artifacts. Yay, now to convert the remaining billion assets.

Since the devs are hardly sleeping either I guess I'll cease request for 1.5 :- D What I wanted is there and works well. This will be pretty darn good release.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-23, 11:47:02
Same here - many thanks for the tons of small and big improvements.

PBR finally makes mapped glossiness a lot easier to work with, looks way more natural. Love the VFB improvements, too. IMO, the whole IR and VFB workflow should be the official blueprint for all other engines. Hopefully Autodesk will now improve the shading and rendering workflow on their end...

A question regarding old assets - will PBR turn on automatically on old asset materials or do I need to manually tick it on? Anything else that I need to be aware off besides the different glossiness map curve?
Title: Re: Daily Builds 1.5
Post by: Majeranek on 2016-09-23, 12:34:26
So guys, what's the correct workflow for pbr shader now? Reflection 1.0 225rgb IOR 1.6 and just diffuse, glossiness bump maps?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-23, 12:36:47
PBR mode will load unchecked for older materials so old scenes render with minimum changes. It currently alters 2 things: it turns on full GGX glossiness range, and changes fresnel from "bright edges for glossiness 0-1" to "bright edges for glossiness 1, neutral (non-bright, non-dark) edges for glossiness 0.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-23, 13:40:37
PBR mode will load unchecked for older materials so old scenes render with minimum changes. It currently alters 2 things: it turns on full GGX glossiness range, and changes fresnel from "bright edges for glossiness 0-1" to "bright edges for glossiness 1, neutral (non-bright, non-dark) edges for glossiness 0.

Thanks. I hope the conversion script gets a PBR switch like it did with the legacy mode in the past so it's easy to maintain old assets.
Title: Re: Daily Builds 1.5
Post by: arqrenderz on 2016-09-23, 14:30:24
Hi juraj, can you explain some about " kicked out all specular maps" is it wrong on pbr to use specular map? just glossines, how do we control the reflections now?
To the devs or some very good man out there: A small tutorial on how to Correctly use the new corona PBR will be great
Title: Re: Daily Builds 1.5
Post by: 3dwannab on 2016-09-23, 14:48:20
...converted glossy values with Dubcat's guide, with maps I just eyeball, no care much.
Which guide one Juraj?, he does so many ;)

https://forum.corona-renderer.com/index.php/topic,9489.msg61122.html#msg61122

https://forum.corona-renderer.com/index.php/topic,12547.msg81048.html#msg81048
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-23, 15:28:14
Guys, Corona PBR is not unique to other PBR shaders. Just google it :- ) There are whole wikipedias written on it (on Polycount for example) by now for artists.

Of course tutorials will come, I plan some too but there are tons of resources out there now.
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-23, 17:02:34
If I use the Color inside option in CoronaDistance with a map in the Distance Scale Texmap, I get unexpected results if that Distance Scale Texmap includes pure black. This clears up if there is no black and 1,1,1 is used instead (or if Color inside is unchecked, then the effect also disappears even if there is pure black in the Distance Scale Texmap). Expected, or a bug?

Title: Re: Daily Builds 1.5
Post by: snakebox on 2016-09-23, 17:03:15
Is anyone getting dark splotches / errors when using DR in the latest daily build 23rd? 

I'm trying to figure out it if it's machine specific but so far it has felt really random.  Everything renders fine until the passes from the nodes gets added, sometimes it will add once or twice before suddenly having dark triangles random places. 

Just curious if anyone else has noticed something.
Title: Re: Daily Builds 1.5
Post by: PROH on 2016-09-23, 17:18:48
Hi. Thanks for such a great daily :) The light mixer keeps getting more and more awesome, with a potential to be a real game changer, but there's still some minor bugs to get rid of.

When using more than one light mixers (render elements), any change of parameters in mixer number two will cause a shift to mixer one, making both mixers settings identical. Since we can load more light mixer render element, we should also be able adjust them independent in VFB.

Keep up the glorious work :)
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-23, 19:22:13
Is anyone getting dark splotches / errors when using DR in the latest daily build 23rd? 

I'm trying to figure out it if it's machine specific but so far it has felt really random.  Everything renders fine until the passes from the nodes gets added, sometimes it will add once or twice before suddenly having dark triangles random places. 

Just curious if anyone else has noticed something.

Hi, I did DR all night, on bunch of scenes. Didn't encounter such behavior.

What I encounter though....is the damn DR takes 10 minutes to join. It hangs at "transforming vertices" for 8 minutes. The same scene on master host, take 5 seconds on that stage.
But this isn't particular to this daily :- )
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-24, 02:57:18
Hi. Thanks for such a great daily :) The light mixer keeps getting more and more awesome, with a potential to be a real game changer, but there's still some minor bugs to get rid of.

When using more than one light mixers (render elements), any change of parameters in mixer number two will cause a shift to mixer one, making both mixers settings identical. Since we can load more light mixer render element, we should also be able adjust them independent in VFB.

Keep up the glorious work :)

Totally agree ) + independent and re-adjustable post settings tied to each of the light mixers is a must too, well I keep repeating myself about that, but, oh well, wouldn't be the first time ))
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-24, 14:48:00
Is it something wrong on my side or do the lightmixer elements containing exr dumps saved from latest dailies cannot be opened by photoshop anymore ? even with Arionfx with it's proExr like plugin installed ...

Edit: not only Photoshop cannot open them but any other 32 bit hdr\openExr capable app (tried Picturenaut and some others) cannot open them as well.
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-09-24, 15:55:35
Guys, Corona PBR is not unique to other PBR shaders. Just google it :- ) There are whole wikipedias written on it (on Polycount for example) by now for artists.

Yeah, but all of them deal with fresnel, IOR, energy conversation... and all of these Mental ray, Vray, Corona (and all others) have built in. Even "The Comprehensive PBR Guide" which can be downloaded from polycount is basically the same article as in Max help about creating Arch&Design materials that master Zap wrote years ago (which is actually even more comprehensive).
I, and I believe most users, will need a ELI5 on this Coronas "PBR" mode and correct workflow.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-24, 16:11:55
Select IOR of choice ( 1.52 for 95perc. of materials, 1.333 for liquids and other stuff), pure white specular. Deal done. For metals keep doing what what you were doing (selecting color and no IOR/random high IOR, or SigerFresnel,etc..).





Title: Re: Daily Builds 1.5
Post by: blank... on 2016-09-24, 17:29:57
Select IOR of choice ( 1.52 for 95perc. of materials, 1.333 for liquids and other stuff), pure white specular. Deal done. For metals keep doing what what you were doing (selecting color and no IOR/random high IOR, or SigerFresnel,etc..).

Soooo, keep doing everything exactly the same? :D
At least in my case, I never used reflection maps (which is what I'm guessing you refer to as "specular" maps?).
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-24, 18:03:55
Select IOR of choice ( 1.52 for 95perc. of materials, 1.333 for liquids and other stuff), pure white specular. Deal done. For metals keep doing what what you were doing (selecting color and no IOR/random high IOR, or SigerFresnel,etc..).

Soooo, keep doing everything exactly the same? :D
At least in my case, I never used reflection maps (which is what I'm guessing you refer to as "specular" maps?).

Yes exactly. I dunno what kind of hocus-science people expect now to do. The whole point was to do LESS work. Creating non-metals now require almost zero-work. The default material needs albedo and glossy value. Done, physically plausible material right there.

And same is not the same. The idea of self-dimming Fresnel was discussed here to death. Previously if you made material 50perc. glossy, you had to lower the specular reflectance value ( "reflection" ) to match it, and it would still look wrong at grazing angle. Now you don't have to do anything. You decide by eye how rough the material is supposed to look (and we now have the whole range, from completely rough, to fully mirror, previously it was clamped) and voila. You have it.

The whole point of simplified PBR is for artists not do use potato values out of their ass and tinker with material until it looks correct, but never being quite sure if it is. Idiotic values like IOR 2.0 and specular level 0.6 are gone-by. Wood ? 1.52  1.0(255). Plastic ? 1.52 1.0 .  Mirror plastic ? Same. Matte plastic ? Same. People no longer need to have Bertrand-Benoit like eyes to judge if material looks correct. Now even my grandmother could make them.

Title: Re: Daily Builds 1.5
Post by: Majeranek on 2016-09-24, 18:34:07
The whole point of simplified PBR is for artists not do use potato values out of their ass and tinker with material until it looks correct, but never being quite sure if it is. Idiotic values like IOR 2.0 and specular level 0.6 are gone-by. Wood ? 1.52  1.0(255). Plastic ? 1.52 1.0 .  Mirror plastic ? Same. Matte plastic ? Same. People no longer need to have Bertrand-Benoit like eyes to judge if material looks correct. Now even my grandmother could make them.

Great explanation :)
Juraj what about fabric shaders? I assume that we still need to use falloff trick with really low value of glossiness?
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-24, 18:43:21
The whole point of simplified PBR is for artists not do use potato values out of their ass and tinker with material until it looks correct, but never being quite sure if it is. Idiotic values like IOR 2.0 and specular level 0.6 are gone-by. Wood ? 1.52  1.0(255). Plastic ? 1.52 1.0 .  Mirror plastic ? Same. Matte plastic ? Same. People no longer need to have Bertrand-Benoit like eyes to judge if material looks correct. Now even my grandmother could make them.

Great explanation :)
Juraj what about fabric shaders? I assume that we still need to use falloff trick with really low value of glossiness?

I think the diffuse falloff is still the best approach for them. I've seen them created like that even with shaders that support "sheen" (introduced retrograzing reflection like we had previously on all materials), like Unreal4 and RenderMan PrxSurface.

Getting off-topic ;- )
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-09-24, 19:24:24
Mirror plastic ? Same. Matte plastic ? Same. People no longer need to have Bertrand-Benoit like eyes to judge if material looks correct. Now even my grandmother could make them.

And now we wait for another "it's the end of the industry" wave :D
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-24, 19:48:51
Mirror plastic ? Same. Matte plastic ? Same. People no longer need to have Bertrand-Benoit like eyes to judge if material looks correct. Now even my grandmother could make them.

And now we wait for another "it's the end of the industry" wave :D

:- ) This would the best reaction it could get though. I do fear for lot of old-time professionals it will look like unnecessary nerdy stuff, something "real artists" don't need. I've seen that sentiment often, particularly against Corona.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-24, 21:26:28
 Yeah - those "REAL PROS" "can do beautiful renders even with scanline not to tell when using a "pinnacle of creation" vray which is "all" a "real pro" needs if he "KNOWS" how to do it "RIGHT" - hell, am I tired of hearing that crap too, especially when it's coming from a seemingly reasonable people.
 Of course they are right to a degree but the simple truth is - there's no "pinnacle of creation", no perfection anywhere (at least the last time I checked there were none)) and especially nowhere near softwares and the workflows tied to their current generation - more or less, everything is crap\workarounds and that's the point cause perfection is unachievable and being unachievable, perfection has no point, thus there are no perfect workflows or tools\software too, only the subjectively best ones for the current technological timeframe and Corona is surely one of those for the current one ))
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-26, 18:09:36
If I use the Color inside option in CoronaDistance with a map in the Distance Scale Texmap, I get unexpected results if that Distance Scale Texmap includes pure black. This clears up if there is no black and 1,1,1 is used instead (or if Color inside is unchecked, then the effect also disappears even if there is pure black in the Distance Scale Texmap). Expected, or a bug?
fixed
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-26, 19:27:36
TY :)
Title: Re: Daily Builds 1.5 - LightMixer
Post by: jacobhutson on 2016-09-27, 05:13:17
Its a very cool feature. Im getting some renders pretty much coming out as i photoshop them which is great.

Im getting the multiple lightmixer applies to every lightmixer effect as well. on the 27/9 build.
be great to have a variety of outcomes available using multiple lightmix channels
Be nice to also not have bloom glare process on the channel as an option as well, so we can post the effect.

With more control heading to the frame buffer could i point out the power of the lightroom control panel.
The thing i want most is a shadow light booster. The env multiplier in Mixer kinda does that but a shadow adjustment like highlight compress would be great

I make heavy use of the RGB curve, black / white level and highlight recovery and shadow boost adjustment as well as shoving colour luminance and saturation sliders around to grade the image. Be good to get the luminance power of LR and the colour tools would just be swell tooo...........

Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-27, 14:37:47
Any thoughts on whether the LightSelect elements should have Apply denoising on by default? Personally I'll likely be switching that on in every case :)
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-27, 16:22:19
"Added save/load functionality to the lightmix tab" - well, that's definitely a good start )) Tested it a little, well, it makes life easier already, still, I think, it could benefit from a few things if it is possible to add\make those :

1 - Post settings should be saved along with the lighmix's presets - exposure, tonemapping and no less important white balance temperature. To alleviate the possibility of differences in brightness and sampling in different renders of the same scene, Corona should probably ignore the settings of exposure and tonemapping saved\active for lightmix element while doing it's initial pre render MSI stuff, and only use the ones' set up for beauty pass or more specifically in render setup or camera mods. How to do that ? I'm not entirely sure but maybe loading those presets only when lightmix element is active\selected in vfb could work. Probably Corona does that already but, for now, post setting are not saveable\loadable so it can be a big thing if you decide to add this functionality - imagine the difference in sampling when one accidentally renders the scene set up for a daylight with a night lighting preset active - that could be a mess when one changes it back to daylight during or after the render, so this thought crossed my mind and I decided to share it too ))

2 - Perhaps it would be better if those presets could be saved in some internal scene's settings\helper (not sure how that works in other cases of saved values for other things in max) rather than in separate preset files - those work too but might produce quite a lot of confusion with scenes undergoing some changes as development\design goes on and new lighmix elements are added, deleted or lamps\lights contained within are changed. So if those could be stored internally with the scene that could be much more easier to manage, plus I don't see any possible usage scenario for loading those for different scenes akin to render presets.

3 - If 2 could be done or maybe even if it couldn't be - some sort of window with a list or dropdown menu for quick selection, loading, saving and updating of already saved presets would surely be welcome - it could reside at the bottom of the lighmix tab and be there always - thus added scrolling of the lighmix elements wouldn't move it.

Those are my thoughts on that matter.

Another thing - strangely enough but in my case 27 09 build is ram hungry again, maybe that's again something on my end but the scene which rendered yesterday using less than 19gigs of ram today wants 27 and more from the same cameras\views thus making my 24gig DR nodes completely useless - nothing changed within the scene itself but this behavior is not new for me as I experienced it before. All I did is to install some software which came with some C++ redistributables which were installed along - may that be the case, and if it is could you recommend the right C++ version which is Corona compiled for\expects to use ? Or maybe that's something completely different or even intended - please let me know if it is as it is driving me nuts more than usual ))
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-27, 16:29:03
#1: just finished saving postproc parameters ;)
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-09-28, 03:34:50
#1: just finished saving postproc parameters ;)
yeayy!!
I know I just did an ugly comment but sorry I cant hold that words any longer.. it hurts me inside :D
Title: Re: Daily Builds 1.5
Post by: 3dwannab on 2016-09-28, 04:54:42
Will the lut directory have a checkbox for recurse directory (just I've luts organised in different subfolders) and will the lut dropdown make it's way to the vfb for 1.5?
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-29, 00:16:23
  • DOF is now disabled for free views
May i ask why is that? Not that i used DOF without camera very often, but still...
Title: Re: Daily Builds 1.5
Post by: cecofuli on 2016-09-29, 00:18:00
I did the same question to Ondra =)
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-29, 00:24:09
mostly because of IR and test renders - tweaking focus distance in free viewport is quite awkward, so the proposed new workflow is "observe the model in free views without DOF, switch to camera to get the final DOFed image". Plus the parameter for DOF view focal distance was quite un-intuitive - people were often mistaken about what it does
Title: Re: Daily Builds 1.5
Post by: dubcat on 2016-09-29, 02:36:31
Everyone who has used Octane/fStorm know how awesome this little button is.

(http://i.imgur.com/PeVb53X.png)
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-09-29, 11:34:18
Hmm, a focus picker sounds awesome actually.
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-09-29, 12:12:38
Hmm, a focus picker sounds awesome actually.

https://forum.corona-renderer.com/index.php/topic,2703.msg82778.html#msg82778

?

Good Luck


Title: Re: Daily Builds 1.5
Post by: JG_monomiru on 2016-09-29, 15:34:48
I know there were some changes with Color handling between DB 18th September and DB 28th September (even 23rd Sept). Newer Releases show much brighter Renderresults.

Is there some math behind to set up Contrast/Highlight compression or other settings to achieve similar results?

Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-09-29, 15:43:43
The new contrast is carbon copy of Photoshop/ACR. So proper S-curve in 2.2 gamma space, without any of the artifacts of the older one (darkerning, black crush,etc...).

I don't believe there is any exact setting to match the previous one, which should just never have existed. Why would you want it ? The previous contrast was absolutely terrible in every aspect, I am surprised anyone used it.
If the current result is too bright, just lower the exposure.

There was no change in Highlights compression I am aware of.
Title: Re: Daily Builds 1.5
Post by: maru on 2016-09-29, 15:54:39
Yes, it looks like it's because of contrast. You also have different vignette settings between the two images, and the vignette was slightly changed too (afaik it was circular, then elliptic, then circular again).
Title: Re: Daily Builds 1.5
Post by: JG_monomiru on 2016-09-29, 16:28:51
Thanks Maru / Juraj

No it was just out of curiosity... i had played with 18th september DB on a current project, but thats over for now and won't probably come back. Competitions! :D
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-09-29, 16:53:43
#1: just finished saving postproc parameters ;)

 Tested that quite extensively over the days, well, what to say - again, it makes life a lot easier but I would still prefer if those post processing presets would be somehow linked or could contain lighmix's ones too, that would be way easier to manage. If it is, for some reason, impossible to do then at least making those presets file extensions different might be a good idea and could make it a little more usable and a little more foolproof solution, so loading and saving post process preset wouldn't see lightmix's ones and vice versa thus eliminating possibility to accidentally overwrite one with the other, which happened to me a couple of times already ))
 Still I think it would be better to have one type incorporating both lighmix and post presets - when saving lighmix's ones the post settings would be saved automatically with it and the other way around - if lighmix render element is not present in the scene then simply ignore those values and save only post ones, same could go for loading lighmix\post preset saved from lighmix containing scene into one where it is not enabled - corona could simply ignore those that's all )

About my earlier complaints with ram usage increase in earlier dailies - well first of the recent installer builds fixed that, so probably that was indeed some crappy versions of C# or something else installed with some other soft, well, am I glad it's fixed + now I know how to fix that if it occurs in the future and, I'm most sure, it will ))
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-29, 19:05:41
Didn't see that mentioned before, does anybody observed anomalies with colour picker in DB? I'm on a latest daily and colour picker, default as well as Corona's enchaced one, behaves somehow odd - hue value sticks to certain intervals and keeps reseting no matter what. I'm on a urgent project right now, so can't afford jumping between builds, but i suspect it could be due to new colour picker have been introduced. Can anybody test it and confirm? And compare with pre Corona colour picker build (september 16?)? Not a bug. See explanation in #581 post.

Oh, and i don't like fact that default picker accepts values in linear while Corona's picker does that in sRGB. Very confusing. Could we have switch like in CoronaColourMap?
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-09-29, 20:37:47
+1 for values in linear, pleeeeeaaaaase!
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-29, 20:52:46
Quick question - should the "Rest (unassigned)" in the LightMix always be created, even if it is empty (that is, all lights are assigned)?
Title: Re: Daily Builds 1.5
Post by: dubcat on 2016-09-29, 21:28:08
Oh, and i don't like fact that default picker accepts values in linear while Corona's picker does that in sRGB. Very confusing. Could we have switch like in CoronaColourMap?

+1 for values in linear, pleeeeeaaaaase!

Would be great to have 3 circles where you could choose between sRGB (for color maps), RGB (for technical maps) and Linear Values (easier to use when mapping material functions).
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-29, 23:31:01
Quick question - should the "Rest (unassigned)" in the LightMix always be created, even if it is empty (that is, all lights are assigned)?
there are a lot of things that could go into the unassigned slot, such as self-illum, fakes, shadowcatcher, volumetrics, ..., so I decided to always show it
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-09-30, 00:30:27
TY! Just wanted to be sure it was all part of the plan :)
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-30, 08:58:49
I like UI rearagement you did lately. Feels much cleaner and more logical now. And everything fits in render setup window without scrolling again, even despite that stupid Autodesk's decision to move renderer selection controls to top. Good job!
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-30, 09:16:20
Errr... where devel/debug settings are gone? Cannot find it anywhere.

Also, do you plan to ship at least few luts with Corona installer, right now warning message about missing luts pops out whenever i try to activate lut checkbox.

And lastly, now, that glare&bloom has checkbox, maybe it's worth to set glare and bloom spinners to some other values than 0 by default. 1 should be good.
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-09-30, 09:21:25
Errr... where devel/debug settings are gone? Cannot find it anywhere.

The enable checkbox for this is in the new system settings dialog. With the changes in global settings, it was probably reset to default (disabled) state.

Also, do you plan to ship at least few luts with Corona installer, right now warning message about missing luts pops out whenever i try to activate lut checkbox.

We wanted to add some default LUTs in the latest release, but I managed to introduce some last minute bug which prevented us from doing so. Unless I screw up again, there should be LUTs in the next installer :)
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-30, 09:45:45
The enable checkbox for this is in the new system settings dialog. With the changes in global settings, it was probably reset to default (disabled) state.

Ah, found it, thanks!

Didn't see that mentioned before, does anybody observed anomalies with colour picker in DB? I'm on a latest daily and colour picker, default as well as Corona's enchaced one, behaves somehow odd - hue value sticks to certain intervals and keeps reseting no matter what. I'm on a urgent project right now, so can't afford jumping between builds, but i suspect it could be due to new colour picker have been introduced. Can anybody test it and confirm? And compare with pre Corona colour picker build (september 16?)?

Scratch that, i think i find what's causing this. It's just at very low RGB values, it takes quite a lot of shifting hue and/or saturation to affect RGB by one digit. Strangely i never noticed that before. I guess dubcat's proposal of Corona picker to be available in linear in 0-1 range, would solve that.
Title: Re: Daily Builds 1.5
Post by: VASLAVO on 2016-09-30, 16:36:21
some strange behavior with backburnner, it seems to render fine but if you click on the vfb it turns darker and the resulting images stays like that and also the next ones that servers is assigned.
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-09-30, 21:36:45
Some problem exist with 1.5 RC1 on max 2016///
With interactive render mod, material editor don't show all active editable material's///
It's problem only for me, or even someone else happens the same?///
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-09-30, 21:47:25
Some problem exist with 1.5 RC1 on max 2016///
With interactive render mod, material editor don't show all active editable material's///
It's problem only for me, or even someone else happens the same?///

Happens here too.

Dionysios -
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-09-30, 22:10:53
Some problem exist with 1.5 RC1 on max 2016///
With interactive render mod, material editor don't show all active editable material's///
It's problem only for me, or even someone else happens the same?///
can you show what you mean exactly? And can you make sure you dont have mtl editor disabled for interactive rendering
(new system settings)?
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-09-30, 22:30:21
Some problem exist with 1.5 RC1 on max 2016///
With interactive render mod, material editor don't show all active editable material's///
It's problem only for me, or even someone else happens the same?///
can you show what you mean exactly? And can you make sure you dont have mtl editor disabled for interactive rendering
(new system settings)?

Here is it-----
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-30, 22:43:17
Your material editor is disabled during interactive. You have to enable it.
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-09-30, 22:50:16
Thanks!!
But i think that material editor must be enabled by default in order to avoid such cases...
because it is needed mainly for Interactive mode:)
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-09-30, 23:11:58
I agree with you. Although i prefer it to be disabled, but for most that might be confusing, especially now when it's somehow hidden.
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-09-30, 23:52:13
I don't agree, that's the whole point of interactive. You can have the object rendered right there before your eyes as you tweak the material, why bother with little sphere preview.
Title: Re: Daily Builds 1.5
Post by: Juraj on 2016-10-01, 00:12:04
Heh that's funny, all I ever used interactive for was Light and Materials ( 50/50 ) not once did I  use it for geometry :- ) Wonder if IR could be made faster if it knew no geo could be changed, my mid-to-heavier scenes are one big lag-fest to point of it not being usable.
(although that thing with physical camera might have to do with it too, but what the heck ?)
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-01, 00:17:54
Another vote for material editor being on by default in IR, it's really the point of IR most of the time.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-01, 09:03:16
it is on by default, it was off in previous daily by mistake ;)
Title: Re: Daily Builds 1.5
Post by: blank... on 2016-10-01, 10:38:06
Damn, good to know, just turned it off :D
Title: Re: Daily Builds 1.5
Post by: Cheesemsmsm on 2016-10-01, 10:46:43
Hi Ondra,

Is it possible to save PostPros+Lightmix config in the same file? It would be very convenient.
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-10-01, 11:58:07
I find that vignette in RC build is way too weak. It looks like it dims most outer edges of image just by about 0,5 EV. IMHO that's not enough.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-01, 22:40:48
I find that vignette in RC build is way too weak. It looks like it dims most outer edges of image just by about 0,5 EV. IMHO that's not enough.
Same here. It could go well beyond 1 ;)

Some feedback on 1.5 RC1:

LUTs

- Something I'd love to see is if the LUT file dialog would have the very useful history drop-down menu. My LUTs are far away on the network and navigating is a pain once I accidentally hit the 'built in' button.
- The LUT name and drop-down list could be longer. There are commercial LUTs with descriptions/info in the filenames and they get truncated since the list box is too short.
- Is it me or are some of the LUTs coming with the installer too bright and harsh? Some commercial LUTs that I have behave well in terms of brightness mostly while some of the built in LUTs produce somewhat extreme results. When enabling them I need to decrease exposure by quite a lot.
- Love the b/w LUTs - wouldn't mind to see more of them ;)

UI

Good job with cleaning up the UI. It seems some settings are gone, I seem to remember reading a post that some settings are global now and are stored in a config file. Could we have a button to open the config file in order to change settings? Do we need to restart Max after changing the file? I'd like to change the material slot quality setting for example but without restarting Max... I probably missed something here but couldn't find a few parameters.

Bloom and Glare

Thanks for the On/Off checkbox! I still feel Color Intensity is the wrong term. I have no clue what it does internally but using it is only possible for artistic results. I would like to see a true saturation boost parameter since I find it's hard to produce really saturated effects from colored lights. I'd still like the current parameter but we should really get a true saturation control.
(I have some thoughts on improving glare and would like to come up with some examples but I guess you'd want to do this at a later point.)

Performance

I've been running a daily build from mid-September and RC cuts scene parsing time on a bigger scene from 40 to 20 seconds and RAM usage went down from 35GB to 17GB, so both were cut down by 50%. It also feels snappier. Don't know what kind of Voodoo this is, but either it was running crappy before or you did an amazing job on speeding up things. Whatever it is, I'm happy :)

You rock, thanks for an amazing point release!
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-10-01, 23:00:56
Good job with cleaning up the UI. It seems some settings are gone, I seem to remember reading a post that some settings are global now and are stored in a config file. Could we have a button to open the config file in order to change settings? Do we need to restart Max after changing the file? I'd like to change the material slot quality setting for example but without restarting Max... I probably missed something here but couldn't find a few parameters.

You can find those settings in render setup>system>system settings. And if you need access settings that aren't exposed in UI, enable devel/debug rollout (you can find it in same system settings window) and there you'll find open config dir button, which will lead you to config file. And you don't have to restart max session if you changed something in config file. Reset render settings is enough, either by dedicated button in scene tab or by changed renderer to some else and then back again to Corona.

Hope this helps.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-01, 23:04:00
I totally missed that button - thanks a lot! Everything's fine again :D
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-10-02, 01:50:57
@pokoy on performance - so I wasn't the only one who noticed it ) It was just that in my case it fluctuated quite randomly even during the same build yet different windows versions which I had to install due to the previous one dying suddenly due to a nasty bsod during windows update installation or even during after some C++ redistributables containing software installations, still wondering what it was C++ library incompatibilities or some internal Corona DB stuff, but I'm almost ready to bet it was C++ stuff )
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-02, 12:04:42
@pokoy on performance - so I wasn't the only one who noticed it ) It was just that in my case it fluctuated quite randomly even during the same build yet different windows versions which I had to install due to the previous one dying suddenly due to a nasty bsod during windows update installation or even during after some C++ redistributables containing software installations, still wondering what it was C++ library incompatibilities or some internal Corona DB stuff, but I'm almost ready to bet it was C++ stuff )

It's a good thing if there's a boost, of course. On the other hand, it makes me nervous sometimes because it's hard to tell if something is related to the C++ redist or if it's something different any you never know if Corona runs on 100%.

I just noticed that there were no changes to the LayerMtl and its handling of the opacity parameter, it's still functional only as long as there's no mask. Could we get the parameter to work at all times? I'd love to see this in 1.5 since it's really an important small fix. Related thread: https://forum.corona-renderer.com/index.php/topic,12085.0.html (https://forum.corona-renderer.com/index.php/topic,12085.0.html)
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-02, 19:56:00
LUTs

- Something I'd love to see is if the LUT file dialog would have the very useful history drop-down menu. My LUTs are far away on the network and navigating is a pain once I accidentally hit the 'built in' button.


We will look into ways how to do it for 1.6 (can you create a thread/mantis ticket for it so we dont forget?). In the meantime: Protip: try "mklink /J "C:/Program Files/COrona/LUT/mine" "D:/wherever"
Title: Re: Daily Builds 1.5
Post by: diogovb on 2016-10-03, 15:30:32
Hello, folks.
My 1.5 RC1 is really buggy... After some while rendering you cannot close the Frame Buffer, freezes the VFB. It keeps rendering and do not stop, then I have to reopen 3ds max.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-03, 15:36:38
by any chance... 3ds max 2017?

I see they rolled out SP3 for 2017 and it started freezing my GUI randomly for a minute or so because of the pile of epicness known as Infocenter. I really hope this is not general problem with 2017 SP3, I really do not want to deal with all the bug reports of people thinking this is caused by Corona 1.5... :D
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-10-03, 15:39:05
If the issues are indeed caused by infocenter, then check the script in attachment. Put it into scripts/startup either in 3ds Max install folder or in AppData\Local\Autodesk\3dsMax\201X - 64bit\ENU\scripts\startup
Title: Re: Daily Builds 1.5
Post by: diogovb on 2016-10-03, 16:17:34
Yes it's 2017 here. Let's try this, thanks
Title: Re: Daily Builds 1.5
Post by: diogovb on 2016-10-03, 21:37:49
The issue keeps... I think it's not a max problem... Before 1.5 everything was ok
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-03, 22:05:04
is the whole 3dsmax UI frozen? If so, can you create a minidump and post it here?
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-10-03, 22:44:19

In some cases while rendering with using Bloom and Glare effect in VFB buffer a picture disappear to black///
1.5 rc1 max 2016///
Title: Re: Daily Builds 1.5
Post by: Cheesemsmsm on 2016-10-04, 07:51:29
I'm not sure if this is a bug. Corona system settings can't save and load with render presets/scene files.
I always enable autosave and rename the filename for each scene but now every scene uses the same name.
Also, the dialog box doesn't remember the position of previously opened.
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-04, 10:28:02

In some cases while rendering with using Bloom and Glare effect in VFB buffer a picture disappear to black///
1.5 rc1 max 2016///
is it reproducible? If so, can you send a scene?
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-10-04, 12:24:30

In some cases while rendering with using Bloom and Glare effect in VFB buffer a picture disappear to black///
1.5 rc1 max 2016///
is it reproducible? If so, can you send a scene?

here is the scene file with this problem/
With interactive render mode  always OK, but in Production render mode after several passes render disappear to black...
when switching channels image that appears and after that again
disappears///
perhaps this is due to the using Corona Output map over HDR image on background or Global Volume material in Corona environment slot or may be  it depends on the render resolution  ///
Without Bloom effect always OK///
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-04, 13:30:47
I'm not sure if this is a bug. Corona system settings can't save and load with render presets/scene files.
I always enable autosave and rename the filename for each scene but now every scene uses the same name.
Also, the dialog box doesn't remember the position of previously opened.
working on the dialog position. As for the autosave... see attached ;)
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-04, 16:08:29

In some cases while rendering with using Bloom and Glare effect in VFB buffer a picture disappear to black///
1.5 rc1 max 2016///
is it reproducible? If so, can you send a scene?

here is the scene file with this problem/
With interactive render mode  always OK, but in Production render mode after several passes render disappear to black...
when switching channels image that appears and after that again
disappears///
perhaps this is due to the using Corona Output map over HDR image on background or Global Volume material in Corona environment slot or may be  it depends on the render resolution  ///
Without Bloom effect always OK///
fixed
Title: Re: Daily Builds 1.5
Post by: cecofuli on 2016-10-04, 16:12:05
Hi,
"Reset color", "all to 1" and "all to 0"... Is there a possibility to avoid the "confirmation dialog"?
I know, it's a "no problem". But, when I work, this pop-up is a little bit annoying.

Thanks
Title: Re: Daily Builds 1.5
Post by: Christa Noel on 2016-10-05, 05:32:04
Hi,
"Reset color", "all to 1" and "all to 0"... Is there a possibility to avoid the "confirmation dialog"?
I know, it's a "no problem". But, when I work, this pop-up is a little bit annoying.

Thanks
when I have hundreds lights, I cant imagine if that lot of values I set got reset immediately right when I accidently press the reset button :)
Title: Re: Daily Builds 1.5
Post by: Dionysios.TS on 2016-10-05, 09:45:05
Saw the RC3, great job guys!!!!

Dionysios -
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-10-05, 21:00:33
Final Rc ... so no chance of getting one shared savable preset for both lightmix and post settings in final 1.5 ? If so, it's a pity, as it would be quite useful.
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-10-06, 00:02:05
Final Rc ... so no chance of getting one shared savable preset for both lightmix and post settings in final 1.5 ? If so, it's a pity, as it would be quite useful.

There would have to be switch between linking both presets together and keeping them unlinked, as them being unlinked is mostly desired. LightMix preset is scene specific where as post preset can be used in any scene. This doesn't make much sense in general, and can be useful only on very specific cases.

I don't think having to click load twice instead of once is such a big deal. It's not an action you will be doing dozens of times a minute.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-10-06, 14:35:11
 Well, I see your point but I do not agree, lightmix is scene specific, yeah but tweaking lightmix without post settings is well not to handy, accurate, realistic or even sensible way to do things to say the least. Especially when all lights are set up closely to the manufacturers specifications (ies, power, temperature, light source size) and when one does a day render without them and night or evening or both with them on, without going wild with the lightmix sliders intensities - I, for instance, tend to use only two positions 0-1 which is well the only way to go if you want to get +- close to real results preserving realistic light power consistency across the different light sources (except if you're planning to use some dimmable light sources or dim the environment for the evening render but that's another matter). So in that semi-simulation case the post settings needs to be tweaked for each lighmix preset (group of lights) regardless of what one wants, of course one could achieve some results tweaking lighmix element intensities and colors but that is unintuitive way to do things for such tasks and not consistent with interior photography in different lighting conditions - white balance, exposure, and yeah non present in cameras but still very needed highlight compress, needs to be set up for each shot (or afterwards) if one does not rely on automatic camera settings, not to say different requirements for glare and bloom for each of those lighting conditions.
 On the usefulness of Post presets across different scenes, well yeah that is the case but why not just simply ignore the lighmix settings saved from the scene where it was enabled when loading that preset to a different scene - either to the one not containing lightmix element at all (that would be the simplest) or the one containing different and differently named lightmix elements. Well those render elements are usually named differently across the scenes so I honestly don't see the problem with ignoring those which are not present in that scene and if there are the same named ones all the better (I could find a use for that too when using same light by the same manufacturers across the different scenes) - yeah I see the potential problem if people will accidentally leave some of them named by default but is that such a problem to fix that later after render and save the preset anew for that new scene ?
 And about the frequency of use, well that depends on the scene - did some interior recently where each camera required up to 6 lightmix presets for different lighting conditions\scenarios evaluation by the client - so yeah it is easy to get lost in all of those saved configs - there were 12of them 6 for lightmix and 6 for post, each named to be recognizable as the part of the other one like "interior night top lights only LIGHTMIX.conf" accompanied by the "interior night top lights only POST.conf" and so on, thus I needed to load them twelve times for each render no to big of a chore but still could be made easier to manage if they could share both settings + when the both of configs have the same extension it's too easy to accidentally overwrite the saved post preset with lighmix's one and vice versa which can lead to lots of frustrations when the deadline is near and there's a couple of views to render.
 If my chaotic writing still doesn't convince you what the shared presets are needed, then as a compromise I would suggest what at least the extensions of those configs should be made different - that would settle it for me, at least to some point ))
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-06, 16:15:30
Here's a show stopper, at least for me.

The  IR lag now happens with standard cameras with a CoronaCameraMod applied. Seems it was already the case with RC1 but I only now happened to render through camera views. Updated to RC4 and it's still there.
Any change of environment, light, sun etc. will result in a lag before IR updates while it's instant when rendering in a perspective view or without the CoronaCameraMod.

Also, shouldn't the Refresh button restart with IR? It doesn't do anything for me.
Title: Re: Daily Builds 1.5
Post by: 3dwannab on 2016-10-06, 16:37:33
IR for me is slow in scenes with 3million polys and obj in isolation mode.

Say when I isolate an object and fire up IR. It take 15-20secs to compute and start.

Should this be the case when the isolated object is not many polys at all? Seems the hidden geo is getting parsed too. I should of mentioned it before. My bad.

DB RC4
Title: Re: Daily Builds 1.5
Post by: Ludvik Koutny on 2016-10-07, 16:47:13
I've also noticed a lot of lag and UI freezing when using IR with slate editor in latest RC.
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-07, 16:58:22
I'm seeing VFB UI flashes in IR mode, I think this started with RC1 and is still visible in RC4 for me.
Title: Re: Daily Builds 1.5 LightMix and Denoise
Post by: denisgo22 on 2016-10-07, 20:49:12
Using Lightmix and Denoise system's together recently turned to me a major problem while rendering animation project////
Almost every light source in scene /in light set's/ need to turn on /Apply denoising/ option in render elements for correct result in LightMix,
whereby the time taken for denoise process can become virtually equal to the rendering process of the one frame, or even much more depending on the number of light sources...
For example:
Rendering of one frame in resolution HD 1920/1080 with only 3 elements /Environment, Corona Sun, 1 Corona Light,/ with 12 passes in my scene take 5 min without Denoise,
and only Denoise of all this Elements take 2 minutes/=7 --- almost HALF of all time --- only Denoise Filter///
I think this is also true for still images/// in resolution 4k and interior with 10 different lights sources, denoise process
may take ten times longer than the rendering process itself///
In this situation, it turns out that it is better not to use something, or Denoise, or LightMix, than does not give any advantage as no time and no quality of render/
hence the question of how to solve this problem?
is it possible to apply LightMix directly to Beauty element   and apply Denoise Filter only to Beauty Element - without denoising of all Light sources in scene???
Title: Re: Daily Builds 1.5
Post by: Avan on 2016-10-07, 21:01:14
Is it possible to add Layer Blend into new corona LUT feature? The opacity is quite useful but for me the using of blending modes helps to improve final image a lot. (In the PS).
Title: Re: Daily Builds 1.5
Post by: moadr on 2016-10-07, 21:24:49
When I render something in interactive render and than try to save an image out of the framebuffer, Max crashes on me. If you need any more info on that, please let me know.
Title: Re: Daily Builds 1.5
Post by: antanas on 2016-10-07, 21:29:57
@denisgo22 Don't think that's possible due to a how denoising works and that would probably destroy the other lighmix elements with some weird and I mean really, really weird denoise patterns coming from the beauty pass but that's only what I think how it works so it might not be the case. About speed, well I personally have no problems with that as my renders usually take from 1.5 to 3h each (and that's if i'm lucky) and denoising even when rendering 4k with 8 or more denoising enabled lighselect elements takes only a tiny fraction of that time - still it can probably be made quicker if corona's team could make it use openCl (hopefully not cuda for if cuda then it's no go for me and to many other non NVidia people out there) making use of gpu's too for the task - vray for instance does denoising pretty quickly because of that.
What I'm really wondering if adaptivity could be used for those lightselect passes too - that would surely take down rendertimes significantly. But I guess if that could be done as quickly as one wishes, Corona's team would have done that already ) Sadly, for now the difference in noise levels of the beauty pass and the lightselect ones is tremendous due to them being rendered the old way, well, without adaptivity, and that's probably even worsens the chances of a beauty pass's denoising to be usable for lightselect elements due to a difference of those noise patterns.   
Title: Re: Daily Builds 1.5
Post by: denisgo22 on 2016-10-07, 22:41:04
@denisgo22 Don't think that's possible due to a how denoising works and that would probably destroy the other lighmix elements with some weird and I mean really, really weird denoise patterns coming from the beauty pass but that's only what I think how it works so it might not be the case. About speed, well I personally have no problems with that as my renders usually take from 1.5 to 3h each (and that's if i'm lucky) and denoising even when rendering 4k with 8 or more denoising enabled lighselect elements takes only a tiny fraction of that time - still it can probably be made quicker if corona's team could make it use openCl (hopefully not cuda for if cuda then it's no go for me and to many other non NVidia people out there) making use of gpu's too for the task - vray for instance does denoising pretty quickly because of that.
What I'm really wondering if adaptivity could be used for those lightselect passes too - that would surely take down rendertimes significantly. But I guess if that could be done as quickly as one wishes, Corona's team would have done that already ) Sadly, for now the difference in noise levels of the beauty pass and the lightselect ones is tremendous due to them being rendered the old way, well, without adaptivity, and that's probably even worsens the chances of a beauty pass's denoising to be usable for lightselect elements due to a difference of those noise patterns.   

As I know in Vray exist possibility to apply Denoise Filter also to RGB channel /Beauty pass/, also only to elements /Reflection,Refraction and etc./ -- for you choice///
Why can not do the same in Corona only for LIghtMix???
And may be for still images it is not so important /in the end, exist opportunity wait for another 2 hours and render without any Denoise at all :)
 /but for animation /where most need Denoise option for "time and money"/--it particularly necessary.
I just want to say that at the moment it is very inconvenient...
In any case, the last word still for developers :)
Title: Re: Daily Builds 1.5
Post by: sevecek on 2016-10-07, 22:43:35
When I render something in interactive render and than try to save an image out of the framebuffer, Max crashes on me. If you need any more info on that, please let me know.
Hi, can you share a scene where this happens? I can't reproduce it :(
Title: Re: Daily Builds 1.5
Post by: sevecek on 2016-10-07, 23:05:09
Scratch that, reproduced.
Title: Re: Daily Builds 1.5
Post by: Dollmaker on 2016-10-07, 23:08:09
Multi-Sub Object materials still lags like hell in IR mode.. (Compact Mode) Max 2013.. 1.5 RC 1.. Same thing was in 1.4 too..
Title: Re: Daily Builds 1.5
Post by: tallbox on 2016-10-09, 19:36:40
With the 1.5 RC4 I have a feeling that the light mixer consumed a large amount of RAM when is used and maybe this isn't only with RC4. Does it start from 1.4 but I'm not really sure? Is there someone with the same experience?
Title: Re: Daily Builds 1.5
Post by: moadr on 2016-10-10, 07:57:22
Scratch that, reproduced.

Sorry, accidentally missed your first reply and didn't come back with more info on the topic. But for me it also didn't seem like something that is hard to reproduce as it happened quite often, when I forgot to rerender my image in the regular way before saving out some previews.
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-10-10, 09:29:13
With the 1.5 RC4 I have a feeling that the light mixer consumed a large amount of RAM when is used and maybe this isn't only with RC4. Does it start from 1.4 but I'm not really sure? Is there someone with the same experience?

Yeah, LightMix can be pretty memory hungry. For example for 4K resolution you have 256 MB RAM per each LightSelect element. If you have also denoising applied to this element, its 384 MB per element during the rendering + additional 384 MB per element during denoising (768 MB total per element). This scales linearly with the number of pixels, so for 8K resolution, you have up to 3 GB per LightSelect element.

This is something I'd like to address in 1.6. I already have few ideas how to do it, now I just have to find the time to try and implement those ideas :)
Title: Re: Daily Builds 1.5
Post by: mahmoudkeshta on 2016-10-10, 11:45:49
There is confusing files names in dropbox daily builds. RC2 date is newer than RC4 . which one is newer ?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-10, 12:03:52
RC2 was a mistake, deleted
Title: Re: Daily Builds 1.5
Post by: Dom74 on 2016-10-10, 19:20:17
Hi Ondra,
my dropbox is full, I think it's time to clean up some olds stuffs, or is it just me ?
Title: Re: Daily Builds 1.5
Post by: Ondra on 2016-10-10, 19:53:43
will do
ps: you can selectively unsync the "old" folder, right?
Title: Re: Daily Builds 1.5
Post by: Dom74 on 2016-10-10, 23:01:48
I'm not sure, I guess only the admin can do that.
Title: Re: Daily Builds 1.5
Post by: Javadevil on 2016-10-11, 05:55:40
Hi Ondra,
my dropbox is full, I think it's time to clean up some olds stuffs, or is it just me ?

I'd say thats you, you need to delete your own stuff on dropbox or buy more storage :)
Title: Re: Daily Builds 1.5
Post by: Nekrobul on 2016-10-11, 11:39:01
Everything is perfect.

But one strange thing apearing. After the denoising is complete starts this saving+cleaning up thing and 3ds hangs. Not like not responding, something is going on but it is taiking twice as time it took to denoie.

Scene details 5.6 gb of RAM 4 layers of light mixer.

Corona version - release 1.5

Max version - 2014
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-11, 11:56:06
I read in a topic somewhere here that fireflies caused by different HDR maps for lighting and reflections should not occur with 1.5, but I'm still getting them all over low glossy metals.
Should this be resolved or is this still something that should be avoided?
Title: Re: Daily Builds 1.5
Post by: Ryuu on 2016-10-11, 13:00:23
Everything is perfect.

But one strange thing apearing. After the denoising is complete starts this saving+cleaning up thing and 3ds hangs. Not like not responding, something is going on but it is taiking twice as time it took to denoie.

Scene details 5.6 gb of RAM 4 layers of light mixer.

Corona version - release 1.5

Max version - 2014

Does that happen on any other scene or is it just this one? If it's just this scene, could you please share it with us for testing?
Title: Re: Daily Builds 1.5
Post by: Nekrobul on 2016-10-11, 14:26:12
Everything is perfect.

But one strange thing apearing. After the denoising is complete starts this saving+cleaning up thing and 3ds hangs. Not like not responding, something is going on but it is taiking twice as time it took to denoie.

Scene details 5.6 gb of RAM 4 layers of light mixer.

Corona version - release 1.5

Max version - 2014

Does that happen on any other scene or is it just this one? If it's just this scene, could you please share it with us for testing?

It happened yesterday with other scene, but it was RC2 and massive memory overload 35 gb scene.

I will upload scene with mark "Saving+cleaningup problem". May be it was somehow related to process priority+HDD overload.

PS - it happens only on one camera in the scene.

UPD - i lost dropbox link (again) can you pleas share it? Mantis does not alow files over 120MB
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-10-11, 15:28:25
UPD - i lost dropbox link (again) can you pleas share it? Mantis does not alow files over 120MB

https://corona-renderer.com/upload/
Title: Re: Daily Builds 1.5
Post by: AM_visualization on 2016-10-11, 16:29:50
Hi, i'm trying to use the CoronaVrWarp but i cant aundestrand how it works....there is some tutorial?
Title: Re: Daily Builds 1.5
Post by: TomG on 2016-10-11, 16:38:34
Not yet, but I will be working on one this week! Have you used the desktop Warp Editor previously? Also, as a note, the CoronaVrWarp helper is for Corona VR, so you'd need to be signed up for the beta of that (Android or GearVR currently, iOS to come).
Title: Re: Daily Builds 1.5
Post by: tallbox on 2016-10-11, 17:15:55
With the 1.5 RC4 I have a feeling that the light mixer consumed a large amount of RAM when is used and maybe this isn't only with RC4. Does it start from 1.4 but I'm not really sure? Is there someone with the same experience?

Yeah, LightMix can be pretty memory hungry. For example for 4K resolution you have 256 MB RAM per each LightSelect element. If you have also denoising applied to this element, its 384 MB per element during the rendering + additional 384 MB per element during denoising (768 MB total per element). This scales linearly with the number of pixels, so for 8K resolution, you have up to 3 GB per LightSelect element.

This is something I'd like to address in 1.6. I already have few ideas how to do it, now I just have to find the time to try and implement those ideas :)
I see, thanks. We'll wait for 1.6 and try to be careful using many light elements :)
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-10-11, 22:55:52
Well. I wrote about joining to corona vr but still didn.t get answer
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-10-24, 15:08:40
I don't know why, but Raytrace Messages window appears when Corona 1.5 is rendering
Title: Re: Daily Builds 1.5
Post by: pokoy on 2016-10-24, 15:32:52
I don't know why, but Raytrace Messages window appears when Corona 1.5 is rendering
This only happens if you have a raytrace material or map used within the scene. Are you sure you're not using them?
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-10-24, 15:41:48
i guess not... If I use Corona messanger would warn me... am I right?
Title: Re: Daily Builds 1.5
Post by: romullus on 2016-10-24, 15:47:23
Maybe it's some standard light object or some RTT leftover from older scene or something in enviroment and effects. 3ds Max is big and strange animal...
Title: Re: Daily Builds 1.5
Post by: Frood on 2016-10-24, 20:15:50
I don't know why, but Raytrace Messages window appears when Corona 1.5 is rendering

Because it was activated when switching to Corona I suspect. It happens allways when rendering even if there is no raytrace material/map used.

1. Change renderer to default scanline renderer.
2. In render setup choose "Raytracer", deactivate "Show Progress Dialog" and "Show Messages".
3. Switch back to Corona

That should do it.

Good Luck

Title: Re: Daily Builds 1.5
Post by: PROH on 2016-10-24, 20:26:28
It also happens if you're X-reffing a scene with this warning (message) activated. The procedure to remove it is like described by Frood, but since this messes up your Corona settings, it would be great to have a direct way to deactivate it, either in Corona or in the material/scene converter.
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-10-25, 00:18:34
I don't know why, but Raytrace Messages window appears when Corona 1.5 is rendering

Because it was activated when switching to Corona I suspect. It happens allways when rendering even if there is no raytrace material/map used.

1. Change renderer to default scanline renderer.
2. In render setup choose "Raytracer", deactivate "Show Progress Dialog" and "Show Messages".
3. Switch back to Corona

That should do it.

Good Luck

THANKS A LOT )) It helped
Title: Re: Daily Builds 1.5
Post by: GabaCGStudio on 2016-10-25, 09:21:02
1. Change renderer to default scanline renderer.
2. In render setup choose "Raytracer", deactivate "Show Progress Dialog" and "Show Messages".
3. Switch back to Corona

or you can use this maxscript:

RaytraceGlobalSettings showMessages:false showProgressDlg:false enable_raytracing:false enable_antialiasing:false enable_self_reflect_refract:false enable_atmosphere:false enable_objects_in_raytrace_objects:false enable_atmosphere_in_raytrace_objects:false enable_refract_special_effects:false enable_material_id_rendering_support:false
Title: Re: Daily Builds 1.5
Post by: scionik on 2016-10-25, 12:28:03
It works on one session with file working... I guess XREFs affects on appearing