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Messages - maru

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1
So just to be sure - if I have 8k texture in my scene but the object in camera appears far away, OOC will create let's say 256x256 image version and will discard anything above that?
Yes, and you get RAM saving from this.

Quote
Also, do we know how much RAM does this conversion process eat? As in, if the texture is 1k or 8k and it needs to be downscaled to 256x256. Does it impact render times in any significant amount?
There should be no RAM penalty at all, or nothing significant.
There can be a small hiccup at the beginning of the rendering when OOC loads the needed textures from the disk.
The creation of the different variants happens at scene opening and it happens regardless if OOC is on or off.
This is scene-dependent and we don't have any specific measurements. I guess testing it with OOC on and off is one way to find out. :)

update: fixed broken quotes

2
Hi, good question. Here is the answer from our dev team:

In rendering, textures undergo something called pre-filtering. Let's assume that the original texture resolution is 1024x1024. Then Corona creates variants of this texture in 512x512, 256x256, 128x128 and all the way down to 1x1px. We then select which variant to use depending on how close the camera is to this texture, is it seen through refraction, etc. The purpose of all of this is to prevent getting noisy results.

When using the Corona Out of Core textures option, we create all those variants and save them on the disk. Then we load into RAM only those variants which are needed during rendering.

If you manually make the textures smaller, for example 512x512 and disable OOC textures, you do not have to deal with the 1024x1024 variant anymore, but you still need to keep the 256x256, 128x128 and all the way down to 1x1px variants in RAM. Also, if your texture is close to the camera, it will get blurry.

So in short:
- with OOC on, we smartly pick the variant of the texture which is needed and only this variant is kept in RAM
- with OOC off, we lose the "smartly" part and all variants are loaded into RAM, even if we manually reduce the texture resolution

Note: the thing with storing multiple texture variants in RAM with OOC off is not specific to Corona only. It happens in any renderer.

3
[Max] I need help! / Re: Rendering Issues
« on: Yesterday at 12:45:46 »
What resolution are your texture files? You are rendering them zoomed in, in 4K resolution. Perhaps they are just originally too small?

4
Not sure why it's not detecting the other 3ds Max versions for you. I am not aware of similar reports. Perhaps reinstalling 3ds Max could help, but I understand this is not the preferred solution...

5
General CG Discussion / Re: disappointment with corona 13
« on: 2025-06-27, 18:00:54 »
Also do let us know which features you would find useful by voting on them or logging your own ideas: https://chaoscorona.ideas.aha.io/

6
[Max] General Discussion / Re: IR splotches
« on: 2025-06-27, 17:57:50 »
This is expected and caused by the adaptive light solver or environment sampler (I can't remember which one right now). But maybe there is a way to get rid of it, so I will report it. :)

7
[Max] I need help! / Re: Height Based Texture Blending
« on: 2025-06-27, 17:53:00 »
That video is 6 years old so sorry, but there is no way I can get the files back.

8
Hi, you can use the unpack option in the installer. In the unpacked folder, you will find a readme file explaining how to install Corona manually.
If you continue to have some problems, please contact us at https://support.chaos.com/hc/en-us/requests/new

10
Can you show the top of the VFB window where it says what is the current rendering resolution? Also, can you share all other render settings? Are you by any chance using upscaling?

11
My argument against setting any denoiser as a default would be that most likely you would get flickering when rendering sequences.

Corona defaults are supposed to be safe and with as little bias as possible while keeping reasonable render times.

Also, consider these posts:

There are limitations though which aren't obvious:
- Complicated shader trees tend to resolve detail (bump, procedural details in noise maps etc) at a later stage in the render progress. With only a few passes the result will be less surface details.
- Some of Corona's sampling-based maps like AO and Curvature will also refine at later stages. I got some heavy differences between the two images where AO was much less pronounced and detailed in the downsampled image (with less passes). If you're using those kind of maps, it's best to still allow more samples.
- Refraction details also tend to take a bit longer, so you trade sharper details (implying more detail) for less actual detail and accuracy.

(...)We're finding significant detail boost at lower passes using this method, and that's without actually rendering at 2x scale and downscaling back down.(...).

So maybe that video isn't as revolutionary as it sounds. :)

12
I guess Tom accidentally edited your post instead of quoting it. Happens to the best of us! :)

13
If you have any scenes where the issues can be reproduced (for example the "no sky" or "no objects"), please contact us here and attach your scenes: https://support.chaos.com/hc/en-us/requests/new
Thanks in advance!

15
As a workaround, (perhaps) you can use a Corona Physical Material with self illumination.

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