Author Topic: Corona Renderer 7 for 3ds Max - Daily Builds Changelog  (Read 43785 times)

2020-09-16, 17:03:48

maru

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*You can always get the newest build at the usual location [link]*
« Last Edit: 2021-07-21, 17:58:34 by maru »
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2020-09-16, 23:30:31
Reply #1

Ryuu

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This post is reserved to be used for compiling a full "all changes since v6" changelog as v7 daily builds get released.

2020-09-16, 23:32:20
Reply #2

Ryuu

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Note that all changes in this build will be released in v6 hotfix, so this is more of a hotfix preview than actual v7 daily build.
  • Fixed crash when Falloff Map with fresnel type and world - z axis direction is applied to refraction
  • Fixed DR being stuck when rendering second frame of an animation
  • Fixed the issue where having Norwegian locale lead to 3ds Max crash at startup.
  • Fixed: Scatter missed update in IR causing "popping" while scrubbing timeline
  • Fixed LEGION_STOP in scene with falloff + RGB multiply maps combo
  • Reverted behaviour of the no tiling mode in CoronaBitmap which was causing unwanted results when used as a mask

2020-11-06, 15:36:55
Reply #3

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  • Added support for Ornatrix v7 (the older versions are no longer supported)
  • Fixed scene parsing taking longer in each frame
    • Does not fix prolonging geometry parsing, this will be addressed in the future
  • Fixed crash of 3ds Max caused by our quad menu
  • Fixed falloff map built-in color mixing
  • Removed the old displacement method. Only 2.5d displacement method remains.
    • This currently breaks combinations of displacement + light emission and displacement + fast rounded edges mode. This will be fixed over the course of daily builds
  • In Corona Scatter, the parameter limiting number of instances displayed in the viewport is now colored when the limit gets exceeded.
  • Added displaced primitives to the VFB stats tab
    • Added new render stamp option: displacement primitives: %sd
    • Displacement primitives are also published in maxscript with getStatistic(15)
  • Fixed bug in Light solver precomputation that caused crashes in IR
  • CoronaBitmap now automatically removes NaNs and INFs from input images
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2020-11-13, 19:30:25
Reply #4

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  • Fixed: IR no longer crashes when deleting (model) object being instanced by Corona Scatter.
« Last Edit: 2020-11-13, 19:34:28 by rowmanns »
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2020-12-01, 20:05:37
Reply #5

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  • Fixed CIE to correctly apply B&G in case of cubemap panoramic renders.
  • Fixed rare issue where B&G might not be updated in VFB
  • Fixed crash in Aperture dialog when it is destroyed and update is still running
  • Fixed crash related to using map hierarchy with multiple fall off textures connected to each other
  • Fixed Corona Scatter not to crash in case of spline scattering with zero frequency set to models
  • Displacement:
    • Normal displacement is now properly clamped in 2.5d displacement - only [0, 1] interval from the map is considered
    • Fixed incorrect handling of blend material with empty sub-slots. When one of the 2 submaterials is now missing, the default wire color material will be properly displayed.
  • Uninstaller
    • Corona uninstaller now removes installation info from registry
    • Added an error window which is shown when the uninstaller fails to restart in an elevated mode
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2020-12-10, 17:18:23
Reply #6

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  • Added new grounds up PBR material - CoronaPhysicalMaterial
    • Renamed CoronaMaterial to CoronaLegacyMaterial
    • There should be no change in existing maxscript which uses CoronaMaterial
  • Fix of "No sockets could be bound!" DR failure
  • Fixed memory leak when rendering hair
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2021-01-04, 16:08:20
Reply #7

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  • CoronaPhysicalMaterial changes
    • Fixed the bug where multiple warnings may spawn when selecting a new preset value
    • Improved metalness tooltip to inform about the texture values
  • Displacement
    • Added support for light emission from displaced geometry
    • Added support for fast mode of rounded edges when displacement is enabled
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2021-01-08, 19:45:10
Reply #8

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  • CoronaPhysicalMaterial changes
    • Fixed problems (extreme memory consumption and crashes) caused by too low roughness value of sheen in Physical material
  • General Bugfixes
    • Fixed saving a render to disk (png,tif,tga) saving Alpha channel as black when Sharpening/Blurring is enabled
« Last Edit: 2021-01-08, 19:49:11 by rowmanns »
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2021-02-19, 16:22:44
Reply #9

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  • Optimizations
    • Significantly improved rendering quality for scenes far away from origin by internally shifting the scene so the camera sits at origin. No changes to scenes are needed. https://corona-renderer.com/comparer/FGMmnT
    • Improved the High Quality denoiser speed by 20% on average, up to 60% in extreme cases
    • Optimization of multiple transparent hits resolving - achieves up to 30% speedup in scenes with opacity and media
    • Global medium is now enclosed by a sphere - which should result in more predictable and consistent behavior. This also fixes the following:
  • General Bugfixes
    • Fixed extreme parsing times in scenes with large numbers of instances and displacement (introduced in earlier v7 daily builds)
    • Fix crashes on second render of a scene with some specific material configuration
    • Fixed issue in CoronaDisplacementMod where displacement map was not taken from the material, even if it was requested
    • Fixed image texture cache. This improves memory usage when the same image file is referenced multiple times using different file paths (e.g. when symlinks are involved).
      This also resulted in some internal changes which unfortunately break backwards compatibility of the Corona Standalone exports.
    • Corona Standalone now gives a more relevant error message when trying to load a file of unsupported version.
    • Enabled PhoenixFD Foam and Particle maps in the material editor
  • Toolbar/Quad Menus
    • Actions on the Corona Toolbar have been renamed and reordered to be more unified (applies only after deletion of the toolbar in Main Menu > Customize User Interface > Toolbars; or for new Corona installs).
    • Removed old Corona usermacros - as a result, user-defined menus entries/quad menu entries/toolbar items which use those macros will not work anymore. They can be safely removed from the UI and replaced by entries executing actions exported by our C++ action system (available since Corona 6), which are better integrated to 3ds Max
« Last Edit: 2021-02-19, 16:36:05 by maru »
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2021-02-26, 15:19:06
Reply #10

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« Last Edit: 2021-02-26, 16:09:47 by rowmanns »
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2021-03-05, 17:48:34
Reply #11

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  • New
    • Added possibility to have a camera’s origin as an input to distance texture
      • Hence, in Corona Scatter it can now define density falloff based on distance from the camera’s origin (by plugging such texture into the density slot).
  • General Bugfixes
    • Fixed incorrect rendering when a refractive CoronaPhysicalMtl is inputted above any other PhysicalMtl base material
    • Fixed NaNs in certain scenes by enforcing minimal focal distance in camera
    • Fixed loading of 4K/UHD caches precomputed in older builds
      • This fixes a slowdown in rendering times compared with earlier daily builds when a UHD/4k cache file generated with an older daily build was used in a newer build.
    • Fixed few bugs in scene export introduced in recent builds
    • Fixed normals element in camera space which was broken in recent builds
    • Fixed licensing server not loading in the daily build 2021-02-26
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2021-03-22, 18:11:04
Reply #12

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  • PBR Material
    • If clearcoat bump map is not supplied, clear coat does not use any bump-mapping (previously it used bump map from base layer)
    • Added accurate Fresnel for metals into Physical material
    • Added translucency color
    • Fixed thin glass mode
    • Modified presets to use edge + base color based on metal complex IOR, lowered some high albedo values
    • Changes to UI:
      • Introduced edge color and translucency color, moved parameters around accordingly
      • Moved plug slot for maps in slate editor to more correspond to the old legacy material
      • Moved maps in the common dialog to correspond to their new positions in slate editor
      • Fixed some enable/disable issues
    • CoronaConverter now converts all materials to the new CoronaPhysicalMtl.
    • CoronaConverter now converts CoronaLegacyMtl to CoronaPhysicalMtl.
  • New
    • CoronaDistance map can now compute distance from any scene object.
      • Note that due to 3ds Max limitations the include/exclude dialog supports only adding geometry objects. Other objects (e.g. camera) can be added only using the "+" button.
    • Added options for propagation to some render elements (Mask, ID, Wire color, Zdepth, Texmap)
  • General
    • We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes.

See our blog article which explores the new material in depth: https://blog.corona-renderer.com/behind-the-scenes-the-physical-material/
« Last Edit: 2021-03-23, 09:52:08 by rowmanns »
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2021-03-30, 20:27:26
Reply #13

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  • Added support for 3ds Max 2022
    • Fixed crash during initialization of scatter UI in 3ds Max 2022
    • Fixed crash related to render setup dialog in 3ds Max 2022
  • Optimizations of rendering speed
    • Up to 30% speedup in empty scenes (both interactive and non-interactive)
    • Up to 10% speed up in standard rendering in our real world testing scenes
  • Changed the way the bucket rendering is applied
    • It is applied from the beginning only in IR+subsampling or DR slave renders
    • In all other cases we start with the old progressive render and switch to buckets after 5 passes.
    • General
      • Fixed: CoronaConverter no longer duplicates nodes in SME - only for 3ds Max 2020 and newer
      • Fixed Bad allocation exception/Crash in 2.5D Displacement for extreme number of verticies
      • “Propagate element” checkbox in render elements which support this functionality renamed to “Allow propagation through reflection/refraction” to better indicate its meaning + added explaining tooltip
      • Removed VCM, VPL, PPM, LightTracer algorithms
    « Last Edit: 2021-03-30, 20:31:30 by rowmanns »
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    2021-04-21, 17:59:40
    Reply #14

    rowmanns

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    • CoronaConverter:
      • Fixed the Converter to not delete maps such as refraction color, but materials containing these maps may require some manual tweaking after conversion.
    • Physical material:
    • General
      • UI of Corona Scatter got polished and condensed.
      • CoronaLight is now correctly rendered in the viewport in 3ds Max 2022
      • Denoising time added to render stamp (%ptd)
    « Last Edit: 2021-04-22, 10:10:55 by rowmanns »
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    2021-05-10, 17:18:40
    Reply #15

    rowmanns

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    • CoronaPhysicalMtl
      • Added IOR mode to Physical material. It has two options
        • 1/ IOR - material behaves like before
        • 2/ Specular - all IOR inputs (base, clearcoat) are replaced with Specular inputs
      • Moved CoronaPhysicalMaterial in the material editor to be the first Corona material displayed, for easier access
      • Fixed volumetric scattering controls not becoming active when opacity is lowered
      • Improved hybrid glass - it now looks much closer to real glass (caustics on) and changing roughness from 0 to 0.001 does not result in significant change in a look.
      • Improved thin glass - now it blurs refraction depending on the roughness value. It also correctly simulates bouncing within the thin glass.
      • Changing IOR from 1 to 1.001 no longer results in drastic change of look (previously it did especially for high roughness values).
      • Examples:
    • Converter
      • Conversion from VRayLightMtl to CoronaLightMtl correctly propagates "Two Sided Emission" parameter, Shellac material is converted to CoronaLayeredMtl, the conversion process might be more performant in some cases.
    • General
      • Fixed object list spinners in Corona Scatter to show correct values in case they are animated and time on the timeline changes.
      • Updated Intel Denoiser to the latest version - fixes some bugs, especially the denoiser adding “ghosts” of objects that should not be visible due to lack of lighting
      • Fixed licensing server UI log not showing anything
      • Fixed a “reset to default” button in pop-up window warning users that not all logical cores are used during rendering. Until now it did not work as expected during interactive rendering.
      • Fixed possible NaNs when rendering Skin and Hair materials
      • Fixed problems with NaNs caused by some scenes with degenerated matrix
      • Fixed occasional crashes when rendering Corona Layered material
      • Added warning when a scene previously saved in a stable version gets overwritten in a daily build
        • The problem with this is that a scene saved in a newer version causes all sorts of problems when opened in an older version. The motivation of this is to prevent overwriting production scenes when experimenting with daily builds.
          Unfortunately we can’t cancel the 3ds Max saving process, so we just offer a chance to backup the original save file to another location before it is overwritten.


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    2021-05-14, 17:36:00
    Reply #16

    rowmanns

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    • Corona Converter:
      • Greatly improved accuracy of conversions from VRay2SidedMtl.
      • Resulting shading networks might be simpler in some cases.
      • The conversion process might be more performant in some cases.
      • Improved detection and printing of conversion-related warnings.
    • OptiX (NVIDIA GPU AI denoiser) updated to version 6.5.0
      • All OptiX files are now part of the regular Corona installer, no longer requiring any additional download.
      • Requires NVIDIA GPU driver version 436.02 or later.
      • No change in supported GPUs, it should still work with Maxwell and later.
    • General
      • Added maxscript function to bake lightmix settings into the scene (same as clicking the corresponding button in VFB) - CoronaRenderer.CoronaFp.bakeLightMix
    « Last Edit: 2021-05-14, 17:42:01 by rowmanns »
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    2021-05-19, 08:21:00
    Reply #17

    rowmanns

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    • Optimisation
      • CoronaBitmap now loads texture files in background after the scene file has been open, while you are already working with the scene. Reduces scene open times by 20-40% in most cases, up to 70% in some extreme cases.
    • Corona Converter:
      • Added an option to automatically treat all translucent objects as objects with "Thin shell". This improves conversion of scenes where translucency effects are frequently used - e.g. scenes with vegetation.
      • [REGRESSION] Property switchToCoronaRenderer renamed back to switchRenderEngine, to avoid breaking any user scripts which may use it
    • General
      • Fixed Corona Scatter not to cause repetitive restarting of V-Ray GPU IPR when a scatter object gets disabled.
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    2021-05-21, 11:24:40
    Reply #18

    rowmanns

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      • Corona Converter
        • Fixed a problem which sometimes occurred during conversion of V-Ray lights to Corona lights.
      • General
        • Updated embree to version 3.13.0 - various small bugfixes and optimizations
        • [REGRESSION] Lowered the amount of noise generated by optimization of multiple transparent hits
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      2021-06-01, 15:40:07
      Reply #19

      rowmanns

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      • Optimizations
        • Added asynchronous Corona proxy loading
          • On average between 10% and 30% speedup loading scenes which contain Corona Proxies
      • Corona Converter
        • Show selected objects maps in viewport now works with CoronaPhysicalMaterial and CoronaLegacyMaterial
        • Reset Material editor materials now resets materials to CoronaPhysicalMaterial
        • Fix bitmaps using “Mono Channel Output” now works with CoronaPhysicalMaterial
        • Removed legacy options and buttons
      • General
        • Open Image Denoise (Intel AI denoiser) updated to version 1.4.0 - various bugfixes and optimizations
        • Fixed possible crashes in Corona Scatter when some scattered instances get scaled to zero while using collision avoidance.
        • Improved warning message when setting presets in CoronaPhysicalMaterial
        • Fixed crash caused by memory overflow when rendering media
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      2021-06-03, 19:32:15
      Reply #20

      rowmanns

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      • Improved Sky model
        • Added final version of the improved sky model. Unlike the previous version this one contains additional parameters: altitude and turbidity.
          • Note: This may change the look of scenes which use the Improved Sky model
      • Displacement
        • Fixed bug where displacement was removed even if override material was off, added preservation of displacement from layered material
        • Fixed displacement map being clamped to [0,1] range
        • Fixed displacement being wrongly applied in cases where it shouldn’t be
      • PhysicalMtl
        • Added switch to system settings determining whether IOR or specular mode is used as a default
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      2021-06-10, 16:35:50
      Reply #21

      rowmanns

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      • Corona Converter
        • Simplified the shading networks generated by the conversion
        • VRayMtl is now converted to CoronaPhysicalMtl directly instead of using CoronaLegacyMtl as an intermediate step
        • Made the error log more readable by adding additional indentation and newlines
        • Added better warning when V-Ray is not installed
      • General
        • Fixed crashes in some cases when bump map is evaluated to NaNs
        • CoronaNormal - improved tooltip for the “Add gamma to input” checkbox
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      2021-06-18, 13:31:58
      Reply #22

      rowmanns

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      • Improved sky model
        • Added atmospheric shader
          • Current known limitation: This does not function well with multiple suns/skies.
        • Corona no longer needs improved sky model data to properly load. If the data is not found we automatically switch to Hosek&Wilkie model and show an error message.
      • Corona Converter
        • Fixed errors during conversion with V-Ray 4
        • Fixed errors when converting Mental Ray and V-Ray portals
        • Fixed duplicate CoronaColor nodes being generated in some cases
        • Removed "Fix Bitmaps using "Mono Channel Output" used as opacity maps" button from Corona Converter - this functionality already works without the need for fix
      • General
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      2021-06-23, 13:15:10
      Reply #23

      rowmanns

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      • Improved sky model
        • Fixed green haze
      • General
        • Optimized scene parsing in some rare cases (e.g. displaced light sources)
        • Fixed DrServer in command line mode ignoring output being redirected to a file.
        • Fixed V6 regression of LightMix render element not shown by default when starting render
        • Fixed crash during scene parsing when using Pro Optimizer modifier
        • Fixed some rendering artefacts caused by infinite values in textures (e.g. EXR)
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      2021-06-29, 16:56:44
      Reply #24

      rowmanns

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      • Improved sky model
        • Fixed the improved sky volume effect having incorrect color (usually a magenta tint) when viewed through refractive or transparent surface
        • Remapped Improved sky model turbidity, so its default value is now the same as for the other models (2.5)
          • Note that this will unfortunately change a look of scenes created in the recent daily builds
      • Corona converter
        • Improved propagation of reflection parameters from original materials to CoronaPhysicalMtl.
        • Fixed incorrect conversion when PhysicalMtl is set to use specular instead of IOR by default
        • Fixed asserts during conversions of some scenes
      • General
        • Open Image Denoise (Intel AI denoiser) updated to version 1.4.1 - fixes some crashes when denoising certain resolutions
        • Fixed rare crash caused by rounding errors when evaluating texture map for a given pixel
        • Fixed crash when the Corona improved color picker is launched from maxscript colorPickerDlg function
        • Fixed crash when a Falloff map in Fresnel mode is connected to an IOR slot of any material through another map
          • Note that Falloff map in Fresnel mode is not supported in the IOR slot by Corona and doing this will trigger a warning and the material will be rendered as if nothing was connected to the IOR slot.
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      2021-07-02, 16:34:03
      Reply #25

      rowmanns

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      • Improved sky model
        • Fixed new sky model being black below horizon in orthographic cameras
      • Corona converter
        • Fixed more problems when converting with having V-Ray 4 installed
        • When reporting problematic materials to maxscript listener, each material is now printed on a separate line, to improve readability
      • General
        • Added support for rendering newer Ornatrix objects
        • Fixed artifacts in the bloom & glare effect in some cases with very bright lights
        • Fixed some entries in viewport right click menu being disabled the first time this menu is open in a 3ds Max session
        • Fixed crash during 3ds Max startup when a Corona licensing log file cannot be opened for some reason
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      2021-07-14, 15:08:31
      Reply #26

      rowmanns

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      • Improved sky model
        • Fixed green/magenta tint in the new improved sky model volumetric effect when computed for short distances (under 200 meters)
        • Reintroduced fake horizon blur for Improved sky model. Default horizon blur is now 0, since the blurring should be controlled by the physically correct altitude parameter.
      • Corona converter
        • Fixed an issue with reflection parameters not being computed correctly when reflection map, IoR map or both were plugged to the original material.
        • Fixed asserts during conversion of some scenes in certain 3ds Max versions
        • Fixed “convert by class” not working for 3ds Max physical material
        • Fixed conversion not preserving the “show background in preview” option
        • Conversion now preserves material ID channel
        • Conversion from VRay2SidedMtl to CoronaPhysicalMtl now produces simpler shading networks
        • Polished the UI
      • General
        • Bucket rendering disabled for IR, because in some cases it is still too visually distracting.
          • Buckets are still enabled in production rendering after 5 passes, and in DR/Backburner/command line render from the render start, to get better performance. We'll experiment with IR buckets more in v8 to get some better solution.
        • Fixed render to texture not working
        • Fixed crash when using Forest Pack version 6
        • Fixed excessive rendering times and RAM usage in some corner cases caused by refraction
        • Fixed some checkbox labels being clipped in the render settings dialog
        • Added tooltip to randomization mode of MultiMap and UvwRandomizer mode, explaining that the "Instance" randomization is based on a node name and will change when the node is renamed
        • Added warning when proxy contains corrupted normals which cause it to render differently depending on whether the “keep in RAM” checkbox is checked.
      EDIT:
      • Material Library
        • Added 13 new metal materials
        • Added 13 new masonry materials
        • Added 9 new wood materials
          • All new materials are built upon the new physical material
        • Converted existing carpets, ceramic tiles, concrete and flooring materials to the new physical material
          • Note that this might result in a slightly different visual result, however existing scenes based on the previous versions of material library will be unaffected
      « Last Edit: 2021-07-14, 17:14:01 by rowmanns »
      Please read this before reporting bugs: How to report issues to us!
      Send me your scene!

      2021-07-16, 13:38:50
      Reply #27

      rowmanns

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      corona-7-3dsmax-RC7.exe
      • General
        • Fixed objects with displacement disappearing in IR if you immediately resize the VFB during parsing
        • Fixed possible crashes occurring when VRayBitmap is plugged as density map in Corona Scatter.
      • Corona converter
        • Fixed environment mapping type being changed when converting from CoronaBitmap to 3ds Max Bitmap
      Please read this before reporting bugs: How to report issues to us!
      Send me your scene!