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Messages - maru

Pages: 1 [2] 3 4 ... 903
16
[Max] Bug Reporting / Re: Nan
« on: 2025-05-19, 17:18:26 »
@Rigugegl - can you share your support ticket number?

17
[C4D] I need help! / Re: Node Connection Create New Node
« on: 2025-05-19, 17:14:07 »
Since this is a feature request, please log it at our Ideas Portal - https://chaoscorona.ideas.aha.io/

18
We have never ever supported this, it isn't possible due to technical reasons.

20
This is fixed in Update 2 Hotfix 1 - https://my.chaos.com/download/build?product=Corona

22
[Max] Resolved Bugs / Re: object transform bug during IR
« on: 2025-05-16, 18:28:31 »
This is fixed in Update 2 Hotfix 1 - https://my.chaos.com/download/build?product=Corona

23
This particular HDRI doesn't seem to be calibrated correctly. If you place a Corona Sun next to the sun in the HDRI and check their RGB values, you will see that the Corona Sun is about 2x stronger than the one in the HDRI. I don't think there was some cloud layer or haze in the air while capturing that HDRI, it looks clear. The sunlight intensity on the 3D objects appears much lower than for example on the church facade in the image. Note that this HDRI is provided by a 3rd party vendor.

24
5700X is not a high-end CPU, so 30 minutes for a reasonable quality may be expected.

If you'd like, you can contact us and send us a scene (archived with all assets) at https://support.chaos.com/hc/en-us/requests/new

Off the top of my head, I would try the following:
- Increase GI vs. AA value from 16 to 32 - I can see that you are dealing with strong noise in glossy reflections and this should help
- How are the long ceiling lights made? Are they Corona Lights, Light Material, or a material using self-illumination? If you would like them to illuminate the scene, use Corona Lights or Light Mtl (they should render the same). If you only want them to glow without actually casting much illumination into the scene, you should use self-illumination. Also check if they are not intersecting with other geometry or shining into the ceiling. That might produce lots of light bouncing around = noise.
- How is you glass made? If it's solid, maybe you could get away with "thin" glass? ("Thin shell (no inside)" option in Corona Physical Mtl)
- Make sure you are using the UHD Cache as the secondary GI solver. Your scene has lots of glossy reflections and light bouncing around so it will help with render times.

Other than that, I can recommend enabling denoising. From your description I wasn't sure if you are using it or not. The Intel AI denoiser has particularly good speed to quality ratio.

25
Hi, we took a closer look at this and there are definitely some issues with the scene itself:
1) The texture is not seamless or tileable. You can check that by opening it in Photoshop and offsetting it by 50%. So some seams are bound to appear no matter what mapping type you use.
2) The UVW mapping on the object is very random. You can check that by applying the Unwrap UVW modifier and looking at the editor. All faces are inverted (although I am not sure if that's a problem since ALL of them are inverted). If you improve the mapping, for example by using box mapping, the result looks better (although seams are still visible due to point 1).

This doesn't however explain why disabling autobump fixes the issue. We will look into this and share any findings with you.

26
[Max] I need help! / Re: Distributed Render blur/distortion
« on: 2025-05-16, 10:19:25 »
I am pretty sure this is a bug in 3ds Max which makes textures render differently with the OCIO color management mode and command-line / network rendering. The easiest way to verify this would be checking the same scene in Max 2026. We are on it.

27
Sounds like the elusive "lock icon" issue. Try this:
1. Open Render Setup window
2. Disable the little lock icon in the top-right corner
3. Select any viewport other than the one you want to render from
4. Select the viewport you want to render from
5. Enable the little lock icon again
6. Render

For me, 3ds Max sometimes disables that icon by itself, or perhaps it's a keyboard shortcut I press by accident.

28
General CG Discussion / Re: Have you seen Unreal Engine 5.5?
« on: 2025-05-15, 17:14:56 »
Envision is a 100% in-house Chaos product.

29
I'm not sure how the reference material "works" in real life but you can try:
1) Using a Gradient Ramp with Falloff to create this rainbowy effect (screenshot 1)
or
2) Actually giving your mesh some thickness (e.g. Shell modifier) and giving it a glass material with a crazy low dispersion value (screenshot 2)

30
If you launch the Corona Material Library from the Corona Toolbar, there is an option to download materials there as well.

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