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Messages - brr

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1
[Max] I need help! / Re: Blotchy lights?!
« on: 2024-04-16, 08:35:37 »
Hi,
try to change the secondary solver to 4k cache instead of UHD. It should solve your issue.

2
[Max] Feature Requests / Re: New Unified UV Tile Control map
« on: 2024-04-09, 12:07:52 »
Is this not the same as the "multi output channels" that was added a version or two ago?

With Corona Triplanar/UVWRandomiser/ColorCorrect you can add additional inputs so that all bitmaps run through the same map
MultiOutput is less or completely not supported when you try to convert or export the shaders...

3
[Max] Feature Requests / Please add more bake elements
« on: 2024-04-07, 10:23:54 »
Hello Corona Renderer team,

In most modern projects, sooner or later, we increasingly encounter client requests where it is necessary to bake textures, especially for WebGL.

Corona has many excellent features, and some of them have been present in texture baking for a long time. For instance, Corona supports denoising for texture baking, which saves a LOT of rendering time (a feature that even latest Vray currently lacks).  But we really miss more bake elements...

The baking tasks are coming from all sides and when you did the scenes for product or interior stills in Corona (and love Corona), it is very frustrating when you cannot further work with it properly.

For example, recently, we worked on numerous interiors and product shots, and then the client requested some objects to be viewed in WebGL. This required us to bake beauty, roughness, normals, and opacity maps.

Currently,  we need to plug roughness to basecolor and save it via Corona_DiffuseColor, which is very annoying...

Opacity map can be extracted via alpha in VFB and then some corrections in PS.  but is is also far from optimal solution when you need to do more objects and some iterations...

I have found another thread related to baking elemets here: https://forum.corona-renderer.com/index.php?topic=31263.0
But there were no official answers at all :(

Hope this will be improved...

You can see in the attachment the currently available bake elements in Corona 11 HF1 and 3ds Max 2024.

Best Regards

5
+1 for having a functional interactive rendering feature while baking textures.

6
[Max] Daily Builds / Re: New VFB Skin and functionality
« on: 2024-03-17, 15:56:51 »
It would also be nice to have an option to change the VFB background color in Corona Renderer.
This was discussed previously here: https://forum.corona-renderer.com/index.php?topic=28172.0

It really helps a lot when you need to adjust the overall brightness level of the rendering, because with the current linear RGB 4/4/4 background color, it is easy to miss it.

7
Hardware / Re: Which Monitor is best?
« on: 2024-03-15, 22:23:48 »
I am using an 27 inch Dell U2723QE with 125% scaling since one year and find it great.
There is also bigger one U3223QE avaliable:  https://tftcentral.co.uk/reviews/dell-ultrasharp-u3223qe

also, some great articles:
Monitor selection guide: https://docs.google.com/document/d/1illeNLsUfZ4KuJ9cIWKwTDUEXUVpplhUYHAiom-FaDo
Jonny Elwyn reviews and main concepts of choosing right display: https://jonnyelwyn.co.uk/film-and-video-editing/affordable-colour-grading-monitors-2/

just 2 cent. who knows, maybe it helps :)


8
[Max] Daily Builds / Re: Corona Curvature Map playground!
« on: 2024-03-09, 12:26:36 »
Depends what exactly you mean. :)
We have "ignore bump" option in the newest daily: https://forum.corona-renderer.com/index.php?topic=41598.0


Hello Maru,

The "Ignore bump" option is a must-have, for sure.
I am also referring to my post at https://forum.corona-renderer.com/index.php?topic=35473.msg222493#msg211123 , where we get not only the "real" edges of the objects, but also unwanted edges such as backside with a curvature map.

Hope you can fix this as well.

9
[Max] Daily Builds / Re: Corona Curvature Map playground!
« on: 2024-03-01, 21:35:41 »
Hello Corona-Team,

Are there any potential plans for v12 to fix curvature-related issues?


Best regards

10
Now that almost 80perc. of my materials feature Randomizer and Triplanar, often both in row, that is not nice news. I did want better representation in viewport (just by taking any bitmap in chain), but if it's causing  performance issues now : /

Please check my reply here: https://forum.corona-renderer.com/index.php?topic=41834.msg221045#msg221045

I am sure it was scene/object/material specific, so no worries.
I have bunch of scenes and in 99.9% of them all material are set with Triplanar, MappingRandomizer combination, many of them with CoronaColorCorrect. The mentioned combination is preset for sure. None of them has ever caused slowdowns.

I even, just to be sure, dared to open one of the current production scenes of mine and applied to all objects the mentioned material with bad combination. Guess what - the viewport 40-50fps (heavy scene), with bad combination material is became faster.

So really nothing to worry about. I really believe this was scene specific, as tested and confirmed.

Glad to hear that this is a specific case. At the same time, I feel "lucky" because this scene was a part of my work project that I created in Corona 9. Then, I installed Corona 11 and immediately hit this bug.  :-/
Anyway, I hope you can resolve it.

11
Was this addressed in the recent hotfix? If not, are likely to get a second hotfix?  I'd say a large portion of us are using mapping randomizer.  Removing it just from the BaseColour isn't really a valid option.  I'd say that's the most important map slot for it to be used in.
Yes, it is Corona 11 and Corona 11 HF1 problem.

@Aram Avetisyan
Thanks for creating this thread !

12
Hello Corona team!

Sorry for the delay on my side. I just tested Corona 11 HF1, and the issue I described in Reply #5 is still present.
I have uploaded my scene with a recorded video and created a ticket with ID #197426.

Best Regards

13
Hello Simon Bourgeois,
Thanks for the script!

A small suggestion from me:
Is it possible to add an additional checkbox for selections?
Right now, it works on selected objects and material ID's, which cause limited functionality, especially if some material ID has CoronaLayeredMaterial. If the model is collapsed and consists of many materials in multisub mat- the user need to select id's first.
It would be much more flexible if we had an additional option to choose between selected objects, ID's and selected materials in slate material editor.

Please look at the attachment.

Best regards.

14
@brr @John.McWaters could you guys please contact us about this at https://support.chaos.com/hc/en-us/requests/new and ideally attach a sample scene (with all textures and assets) where this can be reproduced?

Also, if you have Scatter in your scene, it may be the culprit. There was a bug where isolating a Scatter object would cause a massive slowdown. You are describing something a bit different, but maybe it is related to Scatter as well? Just guessing for now.
That issue is fixed in the newest daily, so if you have the time you can test it out: https://forum.corona-renderer.com/index.php?topic=41598.0

Thanks in advance and if we get a sample scene we should be able to fix it or at least find out what is causing the slowdown.

Hello Maru,
I can provide only a stripped-down version of the scene and need to ensure first that the bug will be there. I think I can check it at the end of the week. Regarding the scatter- I have scatterring in the scene, in latest scatter version(from corona 11) - I have uninstalled Corona 11 but left the latest scatter version and have no performance issues with Corona 10 HF3.

Best Rergards


15
[Max] Feature Requests / Re: Tone mapping - Grouping
« on: 2023-12-16, 16:46:40 »
+1.

As an option, it would be great to have the chance to save VFB settings directly in the current presets menu. Of course, with the possibility to change the order, delete, and modify them.

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