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Topics - maru

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2
Hello there, fellow Chaos Documentation enthusiasts!

This video highlights some of the features that can help you when browsing the Chaos Documentation portal: from tips on how to find the information you need quickly and effortlessly, to how to optimize the display of the info.


We hope this video helps you toward an effortless documentation experience.
Feel free to drop your comments and questions right here in this thread.


Please keep in mind that you can also access a separate Corona Help Center, which focuses mainly on how-to's and troubleshooting and lets you connect with our support team by submitting a ticket.



3
Hello there, fellow Chaos Documentation enthusiasts!

This video highlights some of the features that can help you when browsing the Chaos Documentation portal: from tips on how to find the information you need quickly and effortlessly, to how to optimize the display of the info.


We hope this video helps you toward an effortless documentation experience.
Feel free to drop your comments and questions right here in this thread.


Please keep in mind that you can also access a separate Corona Help Center, which focuses mainly on how-to's and troubleshooting and lets you connect with our support team by submitting a ticket.



4
Not really a daily build feature, since Corona 10 is already released, but we didn't have a dedicated playground thread for this, and we are super curious about your results, so here it is!

If you are rendering a scene where highlights are blurred due to depth of field (distant city lights, interior lighting, reflective/refractive objects), you can enable the new DOF Highlights Solver to get faster rendering.

You will find the checkbox in Render Settings > Corona > Performance settings. You don't have to change the Budget and Reprojection values as the defaults work well (but you are welcome to test them if you wish!).


You also need a camera with depth of field enabled.

Example 1 - Same render time - Click to open interactive comparison




Example 2 -Same render time - Click to open interactive comparison




You can learn more about the new Highlights Solver and DOF in general at:
- Corona Help Center
- Corona Documentation

 

5
Not really a daily build feature, since Corona 10 is already released, but we didn't have a dedicated playground thread for this, and we are super curious about your results, so here it is!

If you are rendering a scene where highlights are blurred due to depth of field (distant city lights, interior lighting, reflective/refractive objects), you can enable the new DOF Highlights Solver to get faster rendering.

You will find the checkbox in Render Setup > Performance > Performance settings. You don't have to change the Budget and Reprojection values as the defaults work well (but you are welcome to test them if you wish!).


You also need a camera with depth of field enabled.

Example 1 - Same render time - Click to open interactive comparison




Example 2 -Same render time - Click to open interactive comparison




You can learn more about the new Highlights Solver and DOF in general at:
- Corona Help Center
- Corona Documentation

 

6
News / Chaos Corona 10 Benchmark
« on: 2023-08-08, 15:03:27 »
With Corona 10, we released a new version of the Corona Benchmark app. 

The Corona Benchmark is an application based on the Corona 10 rendering core which measures your system performance by rendering a scene with Corona 10 without having to run (or even install) any other software. It can be used to measure how well your system performs when rendering with Corona and you can compare your score with other users' results to make sure your hardware is running as at its full capacity or just for fun!

Some other uses include:
- Comparing what improvements (if any) result from changing something about your hardware, BIOS settings, or Operating System settings
- Making an informed decision on what hardware to buy by making sure it gives you a notable performance improvement
- Stress testing the machine to make sure that the cooling can keep up with your CPU when it is hard at work (via command console)

Check out the following resources:
- the blog article - https://blog.corona-renderer.com/chaos-corona-10-benchmark-released/
- the documentation - https://docs.chaos.com/display/CRBENCH/Corona+10+Benchmark+Help
- the Benchmark download page (Windows and Mac) - https://corona-renderer.com/benchmark
- user scores - https://benchmark.chaos.com/corona/v10/scores




7
News / Corona 10 for 3ds Max and Cinema 4D released!
« on: 2023-06-23, 10:38:29 »
Chaos Corona 10 for 3ds Max and Cinema 4D released!
Let yourself be driven by creativity, thanks to Corona 10's focus on giving you a smoother workflow and more artistic options so that you can achieve the results you want!

Full details and download: https://blog.corona-renderer.com/chaos-corona-10-released/


  • Easily add cracks, dirt, stickers, etching, embossing, and more thanks to individual control over the material channels (Diffuse, Displacement, Metalness, etc.) affected by a Corona Decal.
  • Fly cameras through smoke and clouds, or have them half-submerged in water with accurate rendering from Cameras inside volumetric materials such as those from Phoenix simulations.
  • Brighter, more accurate Caustics when rendering to large resolutions.
  • Greatly improved highlight blurring when using Depth of Field.
  • Easily find and adjust scatters, lights, proxies, displacement, and cameras using the new Listers.
  • Apply the same Triplanar, Color Correction, or Mapping Randomizer settings to multiple maps at once with new multi input and output options. No longer will you have to edit multiple nodes or spend time setting up control nodes to keep different maps in sync.

For this release, everyone gets a full 30-day trial period, even if you have used a trial before, to give you time to try out all the new features.
Remember, you can read about this release in detail over at https://blog.corona-renderer.com/chaos-corona-10-released/



8
This thread serves as a support team changelog, where we will be periodically listing our Help Center and Documentation Portal updates (and more).

New in Corona 10 daily builds:
- You can now control clouds color by adjusting sun color. Affected articles:
How to add daylight in Corona for C4D
How to use Corona Sky Clouds - C4D
Corona Sky

- You can now place a camera inside a volume (even if it's an object) or at the interface of multiple volumes (e.g. air and water):
New Volume Resolving in Corona 10
Camera inside volumes playground thread

- Updated NVIDIA AI Denoiser errors article:
NVIDIA GPU AI Denoiser Errors


Other:
- Added a guide, How to create basic materials in Corona for C4D:
How to create basic materials in Corona for C4D

- updated Corona for C4D activation guide:
Activating Corona for Cinema 4D

- We have started a forum cleanup process to make sure all important user reports are addressed correctly, move some threads to the appropriate forum sections, remove spam, etc.

- Created a new article covering issues with dot ( . ) vs comma ( , ) issues in the Corona VFB and how to resolve them (generally, there should be no issues with this anyway):
Entering decimal values in VFB Tone Mapping does not work

- Added a short Cosmos changelog in:
Chaos Cosmos

- other minor fixes


Note: if you spot any issues, something isn't working, or you would like to share any kind of feedback with us - please contact us here.



9
This thread serves as a support team changelog, where we will be periodically listing our Help Center and Documentation Portal updates (and more).

New in Corona 10 daily builds:
- You can now control clouds color by adjusting sun color. Affected articles:
How to add daylight to my scene in Corona for 3ds Max?
How to use Corona Sky Clouds - 3ds Max
Corona Sky Map

- You can now place a camera inside a volume (even if it's an object) or at the interface of multiple volumes (e.g. air and water):
New Volume Resolving in Corona 10
Camera inside volumes playground thread

- Updated FumeFX guides:
Volumetric FX - Known bugs and limitations
Unexpected FumeFX Error

- Updated NVIDIA AI Denoiser errors article:
NVIDIA GPU AI Denoiser Errors


Other:
- We have started a forum cleanup process to make sure all important user reports are addressed correctly, move some threads to the appropriate forum sections, remove spam, etc.

- Updated photographic exposure articles:
How to use photographic exposure controls in Corona for 3ds Max?
How to use Tone Mapping - 3ds Max

- Created a new article covering issues with dot ( . ) vs comma ( , ) issues in the Corona VFB and how to resolve them (generally, there should be no issues with this anyway):
Entering decimal values in VFB Tone Mapping does not work

- Added a short Cosmos changelog in:
Chaos Cosmos

- Other minor fixes


Note: if you spot any issues, something isn't working, or you would like to share any kind of feedback with us - please contact us here.



10
[Max] Daily Builds / Camera Inside Volumes Playground!
« on: 2023-03-02, 13:23:30 »
A new feature added in our Chaos Corona 10 for 3ds Max daily builds now allows you to place a camera inside volumes!

Add volumetrics to your scene such as smoke, fire, water, clouds etc in the form of a .vdb file (fire/smoke), or just an object using a Corona Volume Material (smoke/fog) or Corona Physical Material with refraction and some volumetric effects enabled (water/other liquids/glass). You can then place your camera inside the volume and it will render fine.
Optionally, you can enable ''Camera Physical Size'' in the Corona Camera. This lets you place your camera at the border of two or more volumes and see the volumetric effects as expected (an example of this is partially submerging a camera so that you can see what is outside of the water and underwater).

See:
- New Volume Resolving in Corona 10 article in our Help Center
- C4D Playground Thread

Go ahead and share your results here. These are some of ours ;)











11
[Max] Daily Builds / New Corona Lister Feedback
« on: 2023-02-17, 18:06:41 »
Hi all,

In Corona 10 daily builds we introduce a reworked Corona Lister 2.0. Here are some of its features:
- The old version could only list lights, the new one lists lights and cameras in separate tabs.
- If an object has instances, they are displayed in a nested list where the top-level item controls the common parameters (such as light intensity).
- You can control instance name and selection individually per each sub-list item.
- You can select all instances by selecting the top-level item.
- You can hide and unhide columns.
Note #1: We are aware that the UI needs some more polishing - for example, some checkboxes should be centered.
Note #2: We already have some further improvements on our TODOs, so stay tuned for updates!

We are curious about your feedback: Is everything working as expected? Would you like to see some improvements in the UI and functionality? Is this something you will be commonly using in your projects?

Thanks in advance!







12
Chaos Corona 10 for 3ds Max Daily Builds Discussion

You can grab the latest build from: Daily Builds Changelog

13


For all information about the daily builds and the download link, see: Daily Builds FAQ


14
News / Corona Technical Documentation Released!
« on: 2022-10-18, 17:41:09 »
With the release of Corona 9, we have also released the very first version of Corona Documentation!

You can find it here:

https://docs.chaos.com/category/corona

While we do have some of Corona's features explained over at our Help Center (https://support.chaos.com/hc/en-us), the purpose of Docs is slightly different:
  • The Help Center content is like an advanced FAQ explaining how to achieve the desired results and avoid mistakes ("how to render volumetrics", "how to get rid of noise").
  • The Docs are a technical manual, listing each feature and covering its options one by one, with simple examples. Think of tooltips without the need to run the host software.

Currently some of the Zendesk and Docs content is duplicated, but we will fix this ASAP. We are also planning some other improvements.

Everyone is welcome to look around, and if you spot any mistakes or other issues, please do let us know in this forum thread or by submitting a support ticket at https://support.chaos.com/hc/en-us/requests/new

15
[Max] Daily Builds / Chaos Scatter Edge Trimming Playground!
« on: 2022-09-30, 14:38:39 »
Corona 9 RC1 comes with a new Chaos Scatter Edge Trimming feature!

Where to find it?
It's a new ChaosScatterEdgeTrimming map you can find in the material editor under the Chaos Scatter category.

How to use it?
You need to plug your Edge Trimming map into the opacity slot of the material of the object that you are scattering (in case of multiple objects - you need to plug this map into the opacity slot of every material used). If any part of the instance (any mesh element) falls outside of the area specified by the scatter, this part will be invisible. This area area can be specified using:
- The distribute-on target object itself (in case of scattering on a plane object, any instance part outside of the plane object will be invisible)
- Include splines (any instance part outside of the include spline will be invisible)
- Exclude splines (any instance part inside the include spline will be invisible)
There is no need to enable any special options in the Chaos Scatter object itself.

Where is this useful?
- Grass lawns - in case of using large grass clumps, no grass blades will be growing outside of the defined area (defined by the distribute-on object or by include/exclude splines)
- Carpets - in case of using large clumps of strands, no strands will be placed outside of the carpet area
- Pebbles, rocks, bark chippings, or any other objects which you need to distribute within some specific boundary and make sure no instances stick outside of that boundary.

What are the limitations?
- This feature comes with a certain precision. In case of distributing a model consisting of a lot of elements (think 10 000 elements or more), it would be too slow to check the position of each one of them. This means that trimming works best with models consisting of as few elements as possible, but at the same time, this limitation should not be a problem in usual scattering scenarios (scattering grass, trees, rocks, etc).
- When the distribute-on object is smaller than the model object itself, some issues may appear where the instances would stick outside of the expected area. The solution in this case is to make the scattered instances smaller. This also should not be a problem in usual use cases, because in practice it would mean having a smaller grass lawn area than a single grass patch.
- Currently, you need to manually (or using a script) connect the Edge Trimming map to the opacity slots of each of the materials you are using for your scattered instances. This can be challenging, especially in case of scattering models with many different materials. We are planning to improve this workflow.

Edge Trimming on:


Edge Trimming off:



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