Author Topic: Spring 2015: Roadmap and Project Update  (Read 15563 times)

2015-07-03, 16:31:18

Ondra

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Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-03, 17:34:22
Reply #1

romullus

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Great! It was very exciting to read about future plans, but... i can't see anything about object space anisotropy fix in the roadmap. It was promised to be in v1.1, but now it's completely gone :/

Anyway, looking forward to displacement improvements!
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2015-07-03, 18:04:46
Reply #2

lacilaci

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faster sss? That sounds great.. But, i guess, no hair this year right?

2015-07-03, 19:10:45
Reply #3

pokoy

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For me, some of the productivity and workflow issues that need attention would be CoronaMultiMap inconsistencies fixes and a new seed parameter, a fix for glossy reflections through glass and object space anisotropy (I hoped this one would make it for 1.0). Next would be texture baking, it's simply a must. Revised displacement and faster SSS are nice, sure... but the missing stuff should be on this list somewhere, too.

Regarding the lowered costs or a new license version - both sound good to me. I'd actually pay for an additional low-end license for my home laptop without having to get a full featured version.

Looks like EUE was great this year, I really hope I can make it next time.

Edit
On second thought, it's admittedly very hard to cover all the needs within the short time from the release of 1.0 to 1.1, it's just not possible to make all of us happy, at least we have a roadmap to look at :) Keep up the good work!
« Last Edit: 2015-07-03, 19:53:21 by pokoy »

2015-07-03, 20:23:08
Reply #4

Ludvik Koutny

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For me, some of the productivity and workflow issues that need attention would be CoronaMultiMap inconsistencies fixes and a new seed parameter, a fix for glossy reflections through glass and object space anisotropy (I hoped this one would make it for 1.0). Next would be texture baking, it's simply a must. Revised displacement and faster SSS are nice, sure... but the missing stuff should be on this list somewhere, too.

Regarding the lowered costs or a new license version - both sound good to me. I'd actually pay for an additional low-end license for my home laptop without having to get a full featured version.

Looks like EUE was great this year, I really hope I can make it next time.

Edit
On second thought, it's admittedly very hard to cover all the needs within the short time from the release of 1.0 to 1.1, it's just not possible to make all of us happy, at least we have a roadmap to look at :) Keep up the good work!

It should be possible to make at least you happy. I agree with you that all the things you named (multimap consistency, seed, glossy artifacts through glass and UV anisotropy) should have already been done long time ago :)

2015-07-03, 21:33:50
Reply #5

Chakib

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Wow Faster SSS :D !  I tought it is already fast enough even with the legacy build, can't wait to see that new speed :p

Also can't wait for the new Adaptive sampling in next  version 1.3, fantastic news Ondra :D !

2015-07-03, 23:35:04
Reply #6

arqrenderz

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Is there going to be another hotfix update for corona bitmap stretching issues?

2015-07-04, 00:04:16
Reply #7

Ondra

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it wil lbe fixed in the next daily

BTW this is not the final list - other smaller stuff will be also added/fixed
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-04, 16:02:22
Reply #8

Nejc Kilar

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It sure is great to see that such a proactive approach has been taken in order to ensure everybody gets a chance to use the software. I most certainly am super pleased that you guys value the community's input on this - it really makes it FAIR SaaS. Big, BIG kudos!

I for one don't mind users having discounted access (I support it) based on the country of origin but that might create some problems since you won't be able to envelop all of the countries with a "lower" standard and that will probably create problems on where to draw the line. I do like the initiative and I do support it ... and the Greece thing, oh man, kudos for that aswell!

With regards to the renderering software itself I find it production ready myself, I don't really miss anything so nothing but praise there. The roadmap seems nice and the displacement improvements are on their way which is really great.

The roadmap is really warmly welcomed and what I value most is the devs ability to get the community involved into the development of the renderer.

Keep up the great work! :)
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2015-09-01, 16:04:18
Reply #9

elindell

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dang, no texture baking anywhere on that map, I'm really surprised this isn't a bigger priority especially since so many use corona for arch viz, this would essentially make flythroughs very cheap to render, and potentially great for some game engine uses.

2015-09-01, 17:31:23
Reply #10

Ondra

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dang, no texture baking anywhere on that map, I'm really surprised this isn't a bigger priority especially since so many use corona for arch viz, this would essentially make flythroughs very cheap to render, and potentially great for some game engine uses.
ok, you win, I will investigate what it would take ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-01, 17:53:56
Reply #11

pokoy

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dang, no texture baking anywhere on that map, I'm really surprised this isn't a bigger priority especially since so many use corona for arch viz, this would essentially make flythroughs very cheap to render, and potentially great for some game engine uses.
ok, you win, I will investigate what it would take ;)

That's great. Very interested in this, too.

2015-09-02, 14:57:36
Reply #12

Neph

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What about Corona blend mtl?

2015-09-02, 15:09:02
Reply #13

Ondra

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What about Corona blend mtl?
already implemented in daily builds ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-02, 16:21:29
Reply #14

Nekrobul

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What about Corona blend mtl?
already implemented in daily builds ;)

Wow, great news. Is it going to be more like vray blend scheme with multiple slots or like standert blend in blend in blend matrjowka style?
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2015-09-02, 16:31:03
Reply #15

maru

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It's called CoronaLayeredMtl and does pretty much what it says. You have a base material and multiple layers which can have masks and different opacities.
Marcin Miodek | chaos-corona.com
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2015-09-02, 21:17:43
Reply #16

elindell

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dang, no texture baking anywhere on that map, I'm really surprised this isn't a bigger priority especially since so many use corona for arch viz, this would essentially make flythroughs very cheap to render, and potentially great for some game engine uses.
ok, you win, I will investigate what it would take ;)

fantastic! I understand it probably a hefty feature to add so will be awhile (if at all) but I and I know others appreciate you looking into it, thanks!

2015-09-06, 21:38:48
Reply #17

sensey_alexey

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Hi
As the roadmap for v1.3 says, Corona Standalone will get update and ported to Linux. But to work with Blender it will still need a good exporter, right?

2015-09-06, 23:03:42
Reply #18

Ondra

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yes, exporter is needed because of blender license.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-07, 08:55:58
Reply #19

Bigguns

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Any news Ondra about the skin and hair shader? It was supposed to be ready for this summer but I guess it would not be and it's not sadly in the road map in  a near futur :( any idea when it would be ready?

2015-09-07, 09:29:49
Reply #20

Ondra

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sadly, 2016
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-15, 08:20:52
Reply #21

maxpyane_2k5

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Can you add offset animated object option in CScatter just like Multiscatter or Itoo Forest Pack Pro?

2015-09-15, 21:43:53
Reply #22

Bigguns

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sadly, 2016

Ho so sad :( why is it taking so long to implement ?