Chaos Corona for 3ds Max > [Max] Feature Requests

The most wanted feature?

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lupaz:
+1


--- Quote from: marchik on 2023-11-06, 06:47:56 ---I remember that someone seem to have already asked in this thread, but I can’t find if the request was logged

https://quixel.com/blog/2020/1/22/blending-megascans-assets-in-ue4?utm_campaign=Tutorials&utm_source=youtube&utm_medium=social&utm_content=Goddess%20Temple%20in%20UE4:%20Lighting%20%26%20Blending

It would be very nice to get a blend-shader, I’m now doing more and more exteriors and fitting individual assets into the environment can be very time-consuming.



Now, we can do this by using CoronaDistance, but if you want to do so - you need to create a Layered mtl each time for each object, that you want to organically fit into the environment. If a more complex material is applied to the ground, which already contains Layered mtls, the shader tree turns into a mess. Plus we can't get proper normal blending, CoronaRoundEdges Map doesn't work well in this case.

It would be convenient if, right in the “advanced options” section, each material had a checkbox that would enable mixing with environmental materials, without the need to change the material tree and add objects manually to CoronaDistance.

- this section could have a numeric distance/radius parameter;
- a map slot similar to the "Distance scale" slot in the Corona Distance map (there we could insert a height map from an object that we embed in the environment or some noise map);
- a checkbox for mixing normals, which will either use a separate radius or take it from the main distance parameter.
- texture coordinates can be projected directly from the parent (ground) object.

P.S. This will undoubtedly complicate the structure of CoronaPhysicalMtl, especially for the newcomers.
And in general I am not a supporter of the approach of a universal all-in-one shader for all use cases. So I would prefer to have an additional map (or a reworked corona distance map with the second "mode") that would contain all these parameters and would connect to a special map slot in corona physical mtl, if necessary.

--- End quote ---

LE DON:
Will there be corona noise maps in the future?

marchik:

--- Quote from: LE DON on 2023-12-01, 16:22:36 ---Will there be corona noise maps in the future?

--- End quote ---
Just out of interest, why do you need a proprietary noise map? It seems to me that built-in procedural maps, third-party plugins and OSL ones completely cover all possible needs. I would rather prefer to have more advanced "advanced wood" map :D, since Corona is primarily a renderer for architectural visualizations in which wood appears regularly, and the built-in map and the OSL-option have some limitations and an insufficient number of parameters.

In general, it would be good, given the ideology of the engine, to add more “narrow” features for the archvis by processing them into the “Corona-way”. They could replace some of the outdated built-ins in Max, making the workflow more convenient for regular users.
A good example of such a narrow feature are clouds in the sky model, they are not needed in general for the render engine, because they can be replaced with background, proper HDRI or vdb clouds, but having them for quick results is so convenient

Dalton Watts:
To me, performance improvements in interactive rendering could be implemented (perhaps restricting GPU calculations to interactive rendering?). Maybe it would help to have quicker initial feedback with something like Cycles "Denoise at first sample"

Additionally, it would be nice to have improvements in VFB to make it more flexible in terms of resizing, similar to V-Ray's with features like clipping warning and such.

arqrenderz:
Hi, all the last corona releases had some user input from this board, is it no longer the case ?
Im sorry for Over simplify things but corona 12 dont seems that good for 6 months of development

New vfb skin (most of the code comes from vray)
scatter timm as checkbox (code comes from vray)
Curved decal (code comes from vray)
Scatter painter (code comes from vray)

We are left with corona specifics:

Unify cosmos and corona library (i guess this is mostly done by some artist re doing shaders?
Crypto by material
Material converter imporvements
Support sending scene to vantage (this is high on people minds, is just that corona is not that compatible with vray scenes and MATERIALS right now, and you guys did the blind eye to the industry trend of PBR / USD and all of that (conversion from corona mats to unreal is no existent in datasmith, USD is not even planned )

I really hope for the list to grow, i love corona for its simplicity, but the industry is moving fast, right now i feel that we are waiting 50%  of the time for the render to start, and the other working..




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