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Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: maru on 2021-07-21, 18:01:21

Title: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-07-21, 18:01:21
Corona Renderer 8 for 3ds Max daily builds discussion.

*You can always get the newest daily build in the usual location: [link] (https://support.corona-renderer.com/hc/en-us/articles/4402988754705)*
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-07-21, 18:49:17

Soon

(https://trello-attachments.s3.amazonaws.com/5457a7a662ee6a9bfd2d4758/60f8127341c2c40fb1db5ff3/85561ee116fafacfba89820b03208017/image.png)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-07-21, 19:52:59
I think it's a record, new features just couple hours after release of final version! :]
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-07-21, 21:27:30
There are usually some features being developed for further releases at the end of one cycle, this is definitely not the first time ;).

This time the timing was just right, if this was finished before the release, I would intentionally not publish it, because it would confuse people looking for this in v7
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-07-22, 10:50:14
Ondra can I put in a request while you're working on multimap? Can you please put a checkbox next to each map. This way we can load in all the maps we want, but easily disable them temporarily if needed (which is often, when testing, for which the primary colours assigned to each map are really helpful). Cheers.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-07-22, 11:09:10
+1 for checkboxes.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2021-07-22, 11:12:33
Same here, for consistency, these materials and maps don't have any while all the others do:
- materials: rayswitch material, shadow catcher
- maps: multimap, rayswitch
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-07-22, 11:18:06
Can you please put a checkbox next to each map.

Yes please, this.


Good Luck



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: PauloRosario on 2021-07-22, 13:56:38
Please, batch loader for corona select map.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-07-22, 15:47:33
Good work on getting the release out on V7.  I've just read the blog post and it says all 2.5D displacement issues have been fixed.  I've not had chance to test this with the official version, but did my issue in this thread get fixed https://forum.corona-renderer.com/index.php?topic=30877.540 the last response I had (Reply #541, Page 37) was just to provide a workaround and then as far as I can see, nothing else happened with it?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-22, 16:35:04
Good work on getting the release out on V7.  I've just read the blog post and it says all 2.5D displacement issues have been fixed.  I've not had chance to test this with the official version, but did my issue in this thread get fixed https://forum.corona-renderer.com/index.php?topic=30877.540 the last response I had (Reply #541, Page 37) was just to provide a workaround and then as far as I can see, nothing else happened with it?
Hi,

The niche case you highlighted is not resolved by any changes in 7 and you should continue to use the workaround in the meantime. On our side, we'll continue to investigate what can be done to improve this rare situation in future versions.

Thanks,

Rowan

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-07-22, 17:04:57
I think it's absolutely a subdivision based issue.  I managed to minimize it by adding a single horizontal edge loop if that helps.  However as I've mentioned previously, subdivision isn't always ideal, especially the modifier when used with CoronaWires for clays.  But everything else is looking really good in V7.  Good work.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-07-22, 17:05:54
And for what it's worth, I don't think it's a niche case haha, it's a flat piece of geo with displacement on :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-07-22, 17:25:17
Can we get some info on the Decals?
How will they work or is it too early to tell?
They are an object you apply a material with opacity mask to, that is it. No additional setup necessary
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-07-22, 17:37:47
Majority of Corona Material Library still uses the Legacy shader, can we expect updates for these materials to the Physical shader in RC8 v8?

Where it makes sense, it would be nice if UVWR maps in the Corona Material Library were linked with a bezier controller in RC8 v8(?)

EDIT: v8
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-07-22, 19:47:59
Hmm, are you aware that V7 is out? There won't be no more release candidates.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-07-23, 01:36:44
Sry, the terminology I used was incorrect - I am referring to version 8, the upcoming version for which this thread is dedicated. Same questions^
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-23, 08:32:10
Hi,

The materials will be updated over the coming versions, due to the amount of materials it wasn't possible to do them all for v7.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ArchSpideR on 2021-07-29, 11:58:46
hello. conversion error.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ArchSpideR on 2021-07-29, 12:01:48
1.42 don't error
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-07-29, 14:00:01
hello. conversion error.

You are probably using V-Ray 3 or older. You need V-Ray 4 or newer. We are working on some improvements to make it work with older V-Ray versions too, so stay tuned!
The solution for now is just downloading and installing V-Ray 4 or newer. You don't need a license. It only has to be installed.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-07-31, 23:03:21
Has anyone jumped onto v7 for live projects yet?
How are you finding the changes, specifically the changes to the material workflow?
Im on a long term project at the moment so dont want much downtime from having top get to grips with the new shader. Have you found yourself needing to do anything drastically differently?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-07-31, 23:52:53
It took a minute to get used to thinking about the shader mapping metalness directly in a metal-rough workflow; I'm so used to mapping reflection color / fIOR. The sheen also presents a sort of challenge if you are used to thinking about fabric shading in terms of falloff maps, etc; I'm not totally sold on sheen, but it can be pretty powerful if you map the sheen amount directly.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-01, 00:24:15
It took a minute to get used to thinking about the shader mapping metalness directly in a metal-rough workflow; I'm so used to mapping reflection color / fIOR. The sheen also presents a sort of challenge if you are used to thinking about fabric shading in terms of falloff maps, etc; I'm not totally sold on sheen, but it can be pretty powerful if you map the sheen amount directly.

These are precisely my worries about switching during production. It seems like a completely different approach to the way you think about materials. Its annoying to be unable to have two versions installed within max without a workaround.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-01, 00:43:34
Legacy shader is still supported though, so you don't have to implement physical shader in your workflow, yet, if you don't want to. Siger is still using legacy shader too.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-02, 15:59:16
Legacy shader is still supported though, so you don't have to implement physical shader in your workflow, yet, if you don't want to. Siger is still using legacy shader too.

Oh i know yeah its still there for now. I just dont want to switch because mid production its usually a stupid idea!
Im looking forward to trying it out alot!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-02, 21:56:30
Can we get some info on the Decals?
How will they work or is it too early to tell?
They are an object you apply a material with opacity mask to, that is it. No additional setup necessary

I have to admit the last time I was this excited for a feature was lightmix. This will improve the ease of use and quality of images so much
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-02, 23:50:18
wait, what about decals? Was this added already, how did I miss that?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-08-03, 00:35:56
wait, what about decals? Was this added already, how did I miss that?

I thought it was just me!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: twoheads on 2021-08-03, 01:07:31
Has anyone jumped onto v7 for live projects yet?
How are you finding the changes, specifically the changes to the material workflow?
Im on a long term project at the moment so dont want much downtime from having top get to grips with the new shader. Have you found yourself needing to do anything drastically differently?

I had the same impression on new material workflow but it turned out just fine, materials saved in v6 work as they should though. In ongoing project I left most legacy materials untouched but I changed some of them to physical material just to try them out. I enjoy roughness workflow a lot and corona physical is becoming my material of choice. Great thing is now I can finally use old roughness maps as designed. 
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-03, 01:22:49
Great thing is now I can finally use old roughness maps as designed.

Just want to echo this - it's really nice not having to invert maps for glossiness, especially with the invert vs. curves invert issues that was present awhile back; not sure if it's been corrected.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-08-03, 10:57:28
wait, what about decals? Was this added already, how did I miss that?
There might or might not be something done, but sadly because some of the users cannot understand that a feature might get postponed when unexpected complications occur, we will generally announce only features that are fully done ;)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-08-03, 11:16:06
Great thing is now I can finally use old roughness maps as designed.

Just want to echo this - it's really nice not having to invert maps for glossiness, especially with the invert vs. curves invert issues that was present awhile back; not sure if it's been corrected.

Hmm, i didn't notice any difference - expand advanced rollout in material, change roughness/glossines mode and contract the rollout, takes about the same time as expand output rollout in bitmap, check inverted and contract the rollout. It's a bit different if you have predominantly one type of microsurface maps and set your defaults accordingly, but i think that most 3ds Max users has mixed amount of roughness and glossiness maps.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-03, 18:24:19
Hmm, i didn't notice any difference - expand advanced rollout in material, change roughness/glossines mode and contract the rollout, takes about the same time as expand output rollout in bitmap, check inverted and contract the rollout. It's a bit different if you have predominantly one type of microsurface maps and set your defaults accordingly, but i think that most 3ds Max users has mixed amount of roughness and glossiness maps.

What I mean is that it's nice being able to plug in a roughness map directly, no fuss.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-08-03, 20:39:41
I know what you mean, but unless you have only roughness, or only glossiness maps in your library, you still need to change the mode occasionaly and it's not easier, nor harder than it was before, it's just controls now are in other place. Nothing has changed in that regard.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-03, 22:06:50
This (https://forum.corona-renderer.com/index.php?topic=28250.0) issue made it more complicated for me, at times, but not sure if it has been resolved.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-03, 22:58:12
This (https://forum.corona-renderer.com/index.php?topic=28250.0) issue made it more complicated for me, at times, but not sure if it has been resolved.

Wasnt there some discrepancy between how the inverted image looked in photoshop vs in max?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-03, 22:59:33

There might or might not be something done, but sadly because some of the users cannot understand that a feature might get postponed when unexpected complications occur, we will generally announce only features that are fully done ;)

Very much looking forward to heavily beta testing it if it makes it into the dailies. Ive got such a need for this over the next few months and currently im having to make gigantic layered materials.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lolec on 2021-08-04, 00:05:13
wait, what about decals? Was this added already, how did I miss that?
There might or might not be something done, but sadly because some of the users cannot understand that a feature might get postponed when unexpected complications occur, we will generally announce only features that are fully done ;)

Yeah, I feared that would happen damn.

If you ever open an "insider" program with a 0 tolerance for bitching and tantrums, count me in.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-04, 02:38:15
Really want to participate in any alpha preview that comes up for tonemapping - hands down my most anticipated feature.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-08-04, 10:02:12
I don't think that something has changed in terms of daily builds, we will still get new features to test as soon as they will be ready. What's changed though, is the team's attitude towards public roadmap - they are more reluctant to anounce planned features now, due to constant rage from certain users on the forum.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-04, 10:34:19
That feels like a 'minority practice, majority's burden' kinda thing
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-08-04, 11:44:17
Yes indeed, but try to put yourself in devs' shoes, how would you feel by having to read and address constant attacks about failed expectations, slow development, damage from merging with Chaos group, etc. It would be really sad and disappointing, should the team cease releasing public daily builds and would leave testing for selected trusty insiders. Instead they decided to tame expectations by limiting release of information on the roadmap. Maybe that's even better - now we'll more frequently get pleasant surprises along the way.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-04, 14:39:51
Yes indeed, but try to put yourself in devs' shoes, how would you feel by having to read and address constant attacks about failed expectations, slow development, damage from merging with Chaos group, etc. It would be really sad and disappointing, should the team cease releasing public daily builds and would leave testing for selected trusty insiders. Instead they decided to tame expectations by limiting release of information on the roadmap. Maybe that's even better - now we'll more frequently get pleasant surprises along the way.

Its probably a good idea to maintain a list of features that are on the dev radar and then jusct cross them off as they get released rather than promising  per release.
That way at least users can see if an idea is being considered before posting the request.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-08-04, 15:14:38
We tried, but the thing is that no matter how much we stress it, some people just cannot read. We just cannot announce "we would like to try these things for v8" becasue of this :/. Still even after something is on shortlist the continuing demand may play a role if we need to make a decision what to boot from the next release, so dont hesitate to support your favorite feature.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-04, 15:22:28
We tried, but the thing is that no matter how much we stress it, some people just cannot read. We just cannot announce "we would like to try these things for v8" becasue of this :/. Still even after something is on shortlist the continuing demand may play a role if we need to make a decision what to boot from the next release, so dont hesitate to support your favorite feature.

That makes sense and it is a shame. What i mean was more like maintaining the existing list of potential future ideas without saying what is coming and when. Just keep everything in that so at least people can see that its on your teams radar as an idea.  Maybe even a locked thread in the feature requests board so people know to check that first to see if someone else has posted an idea and youre already considering it.

Plus surprises are always nice :)

If i could vote decals three times i would :D Though the lightmix for materials would be an absolute game changer given no other renderer has the feature. It would almost certainly corner the interiors market. I imagine that would be a huge undertaking though.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-08-04, 18:58:17

There might or might not be something done, but sadly because some of the users cannot understand that a feature might get postponed when unexpected complications occur, we will generally announce only features that are fully done ;)

Very much looking forward to heavily beta testing it if it makes it into the dailies. Ive got such a need for this over the next few months and currently im having to make gigantic layered materials.

Agree. Decals look like they could be a big time saver. I'm also dealing wit huge layered materials and having to do some repeating patterns on a rug in Photoshop, and hoping they will fit just right when on the fabric.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-04, 22:36:52

Agree. Decals look like they could be a big time saver. I'm also dealing wit huge layered materials and having to do some repeating patterns on a rug in Photoshop, and hoping they will fit just right when on the fabric.

Huge time saver. Adding seams to fabric is going to be fantastic. Adding dirt and grime and imperfection too. Painted signage, window graphics, stickers etc. The possibilities are endless and its one of those features that just means the tools dont get in the way of the creativity.

@Ondra it would be amazing if decals could also be used to purely displace the underlying material (for seams on fabric, injection moulding marks and logos for product viz, embossed surfaces etc)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-08-05, 10:19:50
The pool of ideas is already here ;) https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2021-08-05, 18:58:22
Just out of curiosity, will the include\exclude on caustics include\exclude objects from calculation and thus speed things up?  Or is it more of a mask where all elements are still calculated but only certain elements show the caustics pass?  Basically just wondering if it will impact speed.

Thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2021-08-06, 13:19:06
+1 for decals.
I've been waiting for so long to able to add details ontop of the materials with ease, without setting up 101 material layers

There might or might not be something done, but sadly because some of the users cannot understand that a feature might get postponed when unexpected complications occur, we will generally announce only features that are fully done ;)

Very much looking forward to heavily beta testing it if it makes it into the dailies. Ive got such a need for this over the next few months and currently im having to make gigantic layered materials.

Agree. Decals look like they could be a big time saver. I'm also dealing wit huge layered materials and having to do some repeating patterns on a rug in Photoshop, and hoping they will fit just right when on the fabric.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-08-06, 14:24:32
Just out of curiosity, will the include\exclude on caustics include\exclude objects from calculation and thus speed things up?  Or is it more of a mask where all elements are still calculated but only certain elements show the caustics pass?  Basically just wondering if it will impact speed.

Thanks!

The idea is something like "you can now disable receiving caustics from this specific water surface on this specific wall". I guess it should also make rendering faster in most cases, but I am not 100% sure, so will find out and let you know.

Update: yes, it should speed things up.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-06, 16:53:32
I noticed on the trello a mention of a curvature map. Would this just be a native equivalent to using the data channel to generate the vertex colour map?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-08-06, 17:01:23
I noticed on the trello a mention of a curvature map. Would this just be a native equivalent to using the data channel to generate the vertex colour map?

It will be a Corona feature just like Corona AO.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-06, 17:09:45

It will be a Corona feature just like Corona AO.


Sorry yes thats what i meant but would it fulfil the same purpose as i described above? i.e. would you be able to derive different channels from the single map as in concave/convex?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2021-08-07, 04:11:12
Just out of curiosity, will the include\exclude on caustics include\exclude objects from calculation and thus speed things up?  Or is it more of a mask where all elements are still calculated but only certain elements show the caustics pass?  Basically just wondering if it will impact speed.

Thanks!

The idea is something like "you can now disable receiving caustics from this specific water surface on this specific wall". I guess it should also make rendering faster in most cases, but I am not 100% sure, so will find out and let you know.

Update: yes, it should speed things up.

That’s exciting :) thanks for the update!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-08-10, 08:16:45
Hello everyone.

The shadow shifts on low poly objects. This is very noticeable on tree branches, on sofas and when the normal map is used. The normal map begins to work aggressively in places with bends and a low number of polygons. A black outline appears on the branches of trees. It is clearly visible on Megascans models, an example is provided by the user cjwidd in this topic https://forum.corona-renderer.com/index.php?topic=31748.15 (https://forum.corona-renderer.com/index.php?topic=31748.15). Changing the Shadow shift value to 0.5 partially solves this problem, but then we get grid artifacts. I made some examples with captions and comparisons

corona-8-3dsmax-daily-2021-07-28 | 3dsmax 2021.3
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-08-10, 11:50:18
Hello everyone.

The shadow shifts on low poly objects. This is very noticeable on tree branches, on sofas and when the normal map is used. The normal map begins to work aggressively in places with bends and a low number of polygons. A black outline appears on the branches of trees. It is clearly visible on Megascans models, an example is provided by the user cjwidd in this topic https://forum.corona-renderer.com/index.php?topic=31748.15 (https://forum.corona-renderer.com/index.php?topic=31748.15). Changing the Shadow shift value to 0.5 partially solves this problem, but then we get grid artifacts. I made some examples with captions and comparisons

corona-8-3dsmax-daily-2021-07-28 | 3dsmax 2021.3

Hi, is this in any way related to Corona 8? Is it any different in Corona 7, 6, or older?

As you correctly noted, we do this to get rid of the sharp blocky shadows on low poly geometry.
When this feature is off - the blocky shadows will be visible.
When this feature is on - the blocky shadows will not be visible, but the shading will be slightly different.

The assumption is that the shading difference is not noticeable in most cases, and its drawbacks are less important than the sharp blocky shadows. One thing I can recommend is not using low-poly objects. This generally isn't a good idea since they are not realistic.

Is this any different in other renderers?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-08-10, 12:25:27
Hello everyone.

The shadow shifts on low poly objects. This is very noticeable on tree branches, on sofas and when the normal map is used. The normal map begins to work aggressively in places with bends and a low number of polygons. A black outline appears on the branches of trees. It is clearly visible on Megascans models, an example is provided by the user cjwidd in this topic https://forum.corona-renderer.com/index.php?topic=31748.15 (https://forum.corona-renderer.com/index.php?topic=31748.15). Changing the Shadow shift value to 0.5 partially solves this problem, but then we get grid artifacts. I made some examples with captions and comparisons

corona-8-3dsmax-daily-2021-07-28 | 3dsmax 2021.3



Hi, is this in any way related to Corona 8? Is it any different in Corona 7, 6, or older?

As you correctly noted, we do this to get rid of the sharp blocky shadows on low poly geometry.
When this feature is off - the blocky shadows will be visible.
When this feature is on - the blocky shadows will not be visible, but the shading will be slightly different.

The assumption is that the shading difference is not noticeable in most cases, and its drawbacks are less important than the sharp blocky shadows. One thing I can recommend is not using low-poly objects. This generally isn't a good idea since they are not realistic.

Is this any different in other renderers?

If you carefully look at the image that I attached, you will see that I showed how it works in v-ray. Plus, for v-ray, the strength of the normal bump map does not depend on the shape of the mesh ;)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-08-13, 16:31:21
We will look into this.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-13, 23:43:39
@maru Is there something that can be done about this? The thread @EugeneDa pointed to basically concluded on a normal map tangent space discrepancy.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mvshabeer on 2021-08-16, 07:56:25
I see decals in development!! Is the idea same as decals in unreal engine?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-08-16, 15:47:32
@maru Is there something that can be done about this? The thread @EugeneDa pointed to basically concluded on a normal map tangent space discrepancy.

It's reported for our devs to investigate. Sorry, but right now I do not have any instant answer for you.
I think it might be working different in V-Ray because they are two different renderers. I think all path tracers like Corona need some kind of workaround for low-poly shading to look better (like our terminator shift).
But we will see if we can improve this, or if there is some good technical explanation, or a workaround.

(Report ID=CRMAX-897)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-17, 20:02:30
Dumb question, but Corona Renderer 7 ships with ~20-50% increased rendering speed in a number of scenarios, I'm wondering how much faster can Corona Renderer really go (on the software side) at this point?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-08-17, 20:24:14
Dumb question, but Corona Renderer 7 ships with ~20-50% increased rendering speed in a number of scenarios, I'm wondering how much faster can Corona Renderer really go (on the software side) at this point?

Nobody knows :) There's always new research on new algorithms, and no-one knows what those might be until they are discovered/created/completed, and nobody knows what speed increase it brings until it is put into practice. Rendering has been going at least since the 80s, and here we are still finding new ways to make significant speed increases, so who knows how much faster things can get?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-17, 21:08:11
I sort of assume that the dev team is *always* looking for ways to increase rendering speeds for Corona Renderer, but there is a lot on their plate at the moment - especially with tonemapping on the docket, etc. - so I assume rendering speed gets deprioritized from time to time, as development goes.

Is it fair to say that there is a particular feature(s) that is really at the core of the dev team's focus for Corona Renderer 8?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-08-17, 21:56:19
The roadmap is the source of all information we can share about what is going to be in 8:
https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max


Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-08-17, 22:32:21
I sort of assume that the dev team is *always* looking for ways to increase rendering speeds for Corona Renderer, but there is a lot on their plate at the moment - especially with tonemapping on the docket, etc. - so I assume rendering speed gets deprioritized from time to time, as development goes.

Is it fair to say that there is a particular feature(s) that is really at the core of the dev team's focus for Corona Renderer 8?

Ive wondered the same thing on occasion. I would hope that speed increases are sometimes lower down the list than new features that make artists lives easier or increase productivity. The amount of time that passes between major versions of corona isnt enough for there to be much significant increase in hardware capability except by throwing more processor cores at it *Coughs in AMD* so all of the speed improvements are going to need to be through grinding away at the codebase which i imagine takes alot of dev time. Features that reduce the complexity of scene setup (decals being one of them) are always great too and im excited to see what comes of that.

Id personally rather see a new feature that makes another area of the production process easier and faster and more flexible so maybe the speed increase isnt as necessary. Like lightmix layers for textures and materials. A small speed increase wouldn't matter there because if you only have to render once to be able to get multiple versions of a render, you're saving time by not having to render over and over again. Theres your speed increase. Same goes for decals. Using complex layered materials is incredibly slow and from my experience drastically affects viewport performance. so the decal system will provide a secondary speed increase in that part of the pipe just by existing.

In my opinion id love to see users stop focussing on and voting for increasing the speed of rendering and start recognising at the bigger picture of the volume and flexibility of work we can produce with the tools available or with with one click of the render button.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-08-21, 01:07:03
It's reported for our devs to investigate. Sorry, but right now I do not have any instant answer for you.
I think it might be working different in V-Ray because they are two different renderers. I think all path tracers like Corona need some kind of workaround for low-poly shading to look better (like our terminator shift).
But we will see if we can improve this, or if there is some good technical explanation, or a workaround.

(Report ID=CRMAX-897)

Hey @Maru, not inquiring about a solution, per se, but just curious what exactly is the issue in this case and how it relates to normal map shading - just trying to understand the issue in more detail. I've had issues with Corona Renderer and low poly shading from day 1, particularly as it pertains to normal map shading of low poly objects, mismatched tangent basis, etc. (the linked posted from EugeneDa contains more illustrative examples).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lzanlorenzi on 2021-08-27, 15:21:33
Hi Guys!
any possibility to create a CoronaToonMat or a compatibility with VrayToon? I believe this will be a good approach to keep the Corona renderer more artistic for Archviz or animations.

Thanks for all your hard work. Awesome!!!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-08-29, 15:09:06
Hello everyone.

When I change the roughness parameters greater than zero with overriding enabled, a single map environment starts to appear. Please take a look at the screenshot! 😉

CoronaRenderer 7hotfix1 | 3dsmax 2021.3
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2021-08-29, 19:01:08
Hello everyone.

When I change the roughness parameters greater than zero with overriding enabled, a single map environment starts to appear. Please take a look at the screenshot! 😉

CoronaRenderer 7hotfix1 | 3dsmax 2021.3
I believe this was always the case - lighting and reflection can not be totally separated so that the material reflects only the override map. there will always be some contribution to reflection from the map used for lighting.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-08-30, 09:25:29
I believe this was always the case - lighting and reflection can not be totally separated so that the material reflects only the override map. there will always be some contribution to reflection from the map used for lighting.

Thanks :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-08-30, 10:30:53
@EugeneDa - I can see that your reports are very specific and detailed, which is great, but it seems some of them are not really related to Corona 8.
Instead of posting in this thread, could you please report the issues you find as separate forum threads in the Bug Reporting forum section? (link: https://forum.corona-renderer.com/index.php?board=2.0 )
Thank you in advance.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: junchien on 2021-09-05, 15:35:01
Some of the content of the voting and attention in the forum will cause the development team to fall into a kind of bondage because some voters do not understand the logic itself. I feel that the internal discussions you said will be easier to achieve a goal and give the development team a sense of recognition. , This is helpful for future things; I want to ask a stupid question. I am very excited to see the improvement of CR7.0's proxy reading speed. The capable developers of the development team will consider optimizing the viewport operation corona Is the agent's display mode mechanism? (The same proxy display mode of CR VR, the model with the same number of faces, will have a 10%-15% difference in FPS) When I frequently use models with a high number of faces, I can clearly feel the subtle difference with Vray5.0, maybe I am stupid and don’t know what’s going on behind this, but it will be very helpful for some huge scenes that require details. What I want to say is similar to UE5’s "nanite" to relieve scene pressure and release More creative possibilities, maybe my expression is very confusing, this is just an expectation brought by my long-term use of Corona
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-09-07, 03:16:19
Hi guys, something realy strange its going on with latest build, Here is an screen shot, its a distributed rendering between ryzen 370 and 3990 both 128 gigs of ram, this image doesnt take more than 20 min to do and it been more than two hours, also the VFB its really slow and freezes, this doesnt happens with previos daily, ill try to upload the scene later, same thing happened with an exterior shot, this one i stopped because it start ok and then increased the time to 16 hous estimate so i decide to render this one as a test..
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-07, 08:34:57
Hi guys, something realy strange its going on with latest build, Here is an screen shot, its a distributed rendering between ryzen 370 and 3990 both 128 gigs of ram, this image doesnt take more than 20 min to do and it been more than two hours, also the VFB its really slow and freezes, this doesnt happens with previos daily, ill try to upload the scene later, same thing happened with an exterior shot, this one i stopped because it start ok and then increased the time to 16 hous estimate so i decide to render this one as a test..
Hi,

Please let me know when you have uploaded the scene and we will investigate.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-09-07, 11:33:27
Hi, i just uploaded the scene to dropbox, heres an screenshot for a test same resoluiton same scene same camera, same file but on one machine only no DR and the times are similar to previous daily version and CPU usage is close to 100% and seems to need less passes


EDIT: Here is an screenshot with 39 passes, almost finished, no DR, tiem less than half from DR
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-07, 14:15:39
Hi,

thanks for the scene and the further information. I will test it here.

Can I ask what your network setup is also?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-09-07, 16:12:26
yes of course, my network its a gigabit arrangement, al the maps are stored individually on each machine ssd and only the final result its sored on a separate server with an ssd also
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-08, 11:30:30
yes of course, my network its a gigabit arrangement, al the maps are stored individually on each machine ssd and only the final result its sored on a separate server with an ssd also
Thanks for the info, I can reproduce this somewhat sporadically and I will continue to investigate.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-09-08, 15:46:47
Great to help, also the same issue happened on a new scene i worked yesterday from scratch, if it helps let me know to upload it too.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-08, 16:08:28
tx files are not loading as it says in changelog
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-08, 18:22:15
tx files are not loading as it says in changelog
Hi,

They should load just fine, you have to select "all files" in the file load drop down menu to be able to see them.

Let me know if you still have issues.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-08, 23:45:27
no sir its not working
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-09, 01:04:49
my render goes slow after rendering sometimes 14 passes and some times 40 passes it uses low cpu or shows ram error i have 96 gb ram and start using 100% hdd where the file is saved i am not using distributed rendering
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-09, 11:14:07
Great to help, also the same issue happened on a new scene i worked yesterday from scratch, if it helps let me know to upload it too.
Hi,

If you have a simple scene where you can reproduce this it would be really useful too. If not, then I'll try and simplify the one you already sent through.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-09, 11:15:09
no sir its not working
Hi,

I'll look into this. EDIT: If you drop the .tx texture into the load section of the coronaBitmap then it will load the file. (As in my screenshot). It doesn't load through the dialog due to us using the 3ds Max file open dialog and through this you can only load file formats which Max already supports. We will look into creating our own dialog in the future to work around this. But for the moment you will have to load the .tx files as I suggested earlier. I have also updated the changelog accordingly.

my render goes slow after rendering sometimes 14 passes and some times 40 passes it uses low cpu or shows ram error i have 96 gb ram and start using 100% hdd where the file is saved i am not using distributed rendering
This sounds like you are running out of memory, is it quite a large scene you are working on?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-09, 12:55:31
before updating to current version it was rendering fine i have no issue for rendertime but it needs to render at highest cpu usage. i already have vraybitmaps with tx even if i convert it doesn't load the scene is not that huge i have rendered bigger scenes earlier
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-09, 12:57:56
currently i have returned to corona 7.1 and i am rendering it i also brought my scenes to default settings hope it works
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-09, 13:00:35
before updating to current version it was rendering fine i have no issue for rendertime but it needs to render at highest cpu usage. i already have vraybitmaps with tx even if i convert it doesn't load the scene is not that huge i have rendered bigger scenes earlier
In this case please can you send over the scene? Instructions on how to do so can be found in my signature.

Cheers.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-09, 13:16:35
ok i will share the file in some hours
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-09, 19:49:19
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-09-10, 03:10:17
Hi, ive uploaded the new scene, not to simple but less elaborated compared to the previous one, hope this helps.

VK


Great to help, also the same issue happened on a new scene i worked yesterday from scratch, if it helps let me know to upload it too.
Hi,

If you have a simple scene where you can reproduce this it would be really useful too. If not, then I'll try and simplify the one you already sent through.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-10, 09:33:25
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi, ive uploaded the new scene, not to simple but less elaborated compared to the previous one, hope this helps.

VK
Thanks guys, I will investigate.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2021-09-10, 18:24:01
If you are using a CoronaDistance map in the Opacity slot to do a render-time boolean cutting operation and then move the 'cutting' object while IR is running it crashes every time.  I can provide a scene if necessary but it's not scene specific.

Running the latest and greatest DB and Max 2021 on Windows 10.

Thanks!
Daniel
Title: Volume Fog Seetings with Camera in the Volume
Post by: DustinMoore on 2021-09-13, 01:52:08
Ive noticed that the fog looks wonderful except when I move the camera into the volume and the fog effect disappears. Is it Step Size that fixes this issue? First image is with fog slightly above the camera position. Second is in volume.
Title: Re: Volume Fog Seetings with Camera in the Volume
Post by: GeorgeK on 2021-09-13, 10:30:42
Ive noticed that the fog looks wonderful except when I move the camera into the volume and the fog effect disappears. Is it Step Size that fixes this issue? First image is with fog slightly above the camera position. Second is in volume.

Hi Dustin, I am afraid this is expected. Volumetric effects may not render as expected (may disappear completely, produce artifacts, or cause excessive noise or other unwanted issues) if:

    - The camera is placed inside the medium (e.g. inside a Phoenix FD object, or inside a mesh with CoronaVolumeMtl applied)

Please refer to: https://coronarenderer.freshdesk.com/support/solutions/articles/12000040687-volumetric-fx-known-bugs-and-limitations
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-09-13, 10:41:02
If you are using a CoronaDistance map in the Opacity slot to do a render-time boolean cutting operation and then move the 'cutting' object while IR is running it crashes every time.  I can provide a scene if necessary but it's not scene specific.

Running the latest and greatest DB and Max 2021 on Windows 10.

Thanks!
Daniel

Hello,

unfortunately I haven't been able to reproduce your issue, could you please share your scene with us and maybe some more specific reproduction steps?

Thank you in advance,
Kris
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-09-14, 02:00:02
Hi guys, something realy strange its going on with latest build, Here is an screen shot, its a distributed rendering between ryzen 370 and 3990 both 128 gigs of ram, this image doesnt take more than 20 min to do and it been more than two hours, also the VFB its really slow and freezes, this doesnt happens with previos daily, ill try to upload the scene later, same thing happened with an exterior shot, this one i stopped because it start ok and then increased the time to 16 hous estimate so i decide to render this one as a test..

Hi, I am having the same issues with DR! The rendering goes on but everything is blocked (UI + VFB)!!!
If I turned of the DR Salve returns back to normal operation.

Any clues on this?

Thanks,

Dionysios -
Title: Phoenix FD Smoke
Post by: DustinMoore on 2021-09-14, 04:24:45
I can render  smoke directly from output (.aur) but cant adjust its color with a Volume Material applied to the grid or using the built in Render Setting controls for the SIM. Do I have to use a Volume Grid with .vdb for this?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-14, 10:59:14
Hi guys, something realy strange its going on with latest build, Here is an screen shot, its a distributed rendering between ryzen 370 and 3990 both 128 gigs of ram, this image doesnt take more than 20 min to do and it been more than two hours, also the VFB its really slow and freezes, this doesnt happens with previos daily, ill try to upload the scene later, same thing happened with an exterior shot, this one i stopped because it start ok and then increased the time to 16 hous estimate so i decide to render this one as a test..

Hi, I am having the same issues with DR! The rendering goes on but everything is blocked (UI + VFB)!!!
If I turned of the DR Salve returns back to normal operation.

Any clues on this?

Thanks,

Dionysios -
Hi,

We are still investigating the cause of this issue. If you have a reasonably simple scene where this is reproduceable I will be happy to test it.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Alexandre Besson on 2021-09-14, 11:57:49
Hi,

Curve editor have an issue when rendering  (no effect ) on last DB


regards
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-14, 12:18:24
Hi,

Curve editor have an issue when rendering  (no effect ) on last DB


regards
Hi,

Which curve editor are you talking about? There are a few ;)

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Alexandre Besson on 2021-09-14, 13:04:52
curve editor tone mapping vfb
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-14, 16:49:36
curve editor tone mapping vfb
Hi,

I just tested this and it seems to be working fine for me.

Can you provide some more details and clear instructions on exactly what is not working correctly?

Please take a moment to read this guide on what information we ask for when reporting bugs: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-15, 10:45:27
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi,

We have managed to reproduce this one. We will keep you informed of the progress.

Rowan

(Report ID=CRMAX-940)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-15, 12:05:55
that was fast
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-09-15, 15:29:59
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi,

We have managed to reproduce this one. We will keep you informed of the progress.

Rowan

(Report ID=CRMAX-940)

Hi Rowan, excuse me but I was busy and Iread right now your answer.
So, the problem you were able to replicate was the one with the unresponsive UI during DR rendering?

Thanks! :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-09-15, 15:45:16
Hi guys, ive  found 3 things related to material editor, the first one is that its very but very slow on big scenes, taking more than 20 min or more sometimes to delete a material or a tab  and even hangs 3dsmax, the second is that the waves map hangs 3dsmax when its applied to a corona material after some adjustments (not at first, just when you spend time adjusting the map) when interactive its active it almos inmediatly hangs and crashes max when you close the interctive render windows, and final point i set some screenshots here, when you pic a mateiral from an object it ges semi hanged (the material) it doesnt says thats its applied to the object and also cant select by material , i have to close the material windows and open again to get that function working.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-15, 17:06:10
Hi Rowan, excuse me but I was busy and Iread right now your answer.
So, the problem you were able to replicate was the one with the unresponsive UI during DR rendering?

Thanks! :)
Hi,

Yes we were able to reproduce that issue, but in quite a large scene. If you have a reasonably light scene I would be interested in testing that too.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-09-15, 17:11:58
Hi Rowan, excuse me but I was busy and Iread right now your answer.
So, the problem you were able to replicate was the one with the unresponsive UI during DR rendering?

Thanks! :)
Hi,

Yes we were able to reproduce that issue, but in quite a large scene. If you have a reasonably light scene I would be interested in testing that too.

Thanks,

Rowan

Nope, mine is quite large as well! :(
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-09-15, 18:23:38
Hi Rowan, excuse me but I was busy and Iread right now your answer.
So, the problem you were able to replicate was the one with the unresponsive UI during DR rendering?

Thanks! :)
Hi,

Yes we were able to reproduce that issue, but in quite a large scene. If you have a reasonably light scene I would be interested in testing that too.

Thanks,

Rowan



hi sir  - hope issue of
1. unresponsive UI during DR rendering
2.my issue - render goes slow after rendering sometimes 14 passes and some times 40 passes it uses low cpu shows ram error i have 96 gb ram and start using 100% hdd where the file is saved i am not using distributed rendering also tx files no loading

considered as 1 issue
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cgiout on 2021-09-17, 09:39:18
Hi guys.
After upgrading to very latest daily when i go saving all the render layers, 3dsmax suddenly crashes.
It's happening with a heavy scene with camera dof (still image rendering) but before this latest release i never encountered this problem.

BR
Raf

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-09-17, 13:50:40
With crashes, always best to send in the minidump - https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-17, 16:11:00
Hi guys.
After upgrading to very latest daily when i go saving all the render layers, 3dsmax suddenly crashes.
It's happening with a heavy scene with camera dof (still image rendering) but before this latest release i never encountered this problem.

BR
Raf
Hi,

Are you able to send over the scene in question? Secondly which format are you saving and what render elements do you have in your secene?

Instructions on how to send the scene to us are in my signature.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-09-22, 10:39:12
Hi!

The today's last Daily Build, includes any fixes about the DR problems we've encountered lately?

UI and rendering process freezing

Thanks,

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-22, 12:41:09
Hi!

The today's last Daily Build, includes any fixes about the DR problems we've encountered lately?

UI and rendering process freezing

Thanks,

Dionysios -
Hi,

All changes are mentioned in the changelog. Unfortunately that one is a little tricky, and we are still working on it.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-09-22, 13:25:56
Curious why the Adaptive Solver checkbox was moved from the Performance rollout to the Development rollout(?)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-09-22, 13:55:20
Because it pretty much never needs to be disabled, so it doesn't have to take up real estate among things that get turned on and off and adjusted regularly :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-09-22, 14:02:02
Nice!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-09-24, 00:08:04
Today I discovered 2 strange moments:

    1. As far as I know Corona uses OpenGL format of normal maps, considering this, I exported normal maps from Substance Painter in DirectX format and inverted the green Y channel, but in the last daily build I found that now the surface looks correct if I leave the green channel without inversion and it looks wrong if I invert it. Am I missing a nuance or is this a bug?

    2. In the last daily build, the Specular parameter does not work correctly, if you set the value to 0.5, then the appearance of the shaderball does not coincide with that when using IOR 1.5, in addition to this, now using the specular parameter it is impossible to completely disable reflections by setting Specular to 0, all values ​​are less than 0.5 look the same. But at the same time, if I add a black color map, then the reflections are turned off as before, I checked on version 7 stable and there it clearly behaves differently.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-09-24, 00:24:46
Eh, I've thought for years Corona Renderer uses DirectX?

Pretty sure you can disable reflections by setting IOR = 0 with 0.0 gloss / 1.0 rough
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-09-24, 01:44:38
Eh, I've thought for years Corona Renderer uses DirectX?

Pretty sure you can disable reflections by setting IOR = 0 with 0.0 gloss / 1.0 rough

I suspect I can be wrong about Corona's native format of the normals, but I would be glad to hear confirmation from the development team to close this question.

As for the specular parameter, yes, I understand that I can turn off reflections using 0 ior, I don't even need to touch the roughness parameter, but before I could do it using specular mode and now the behavior of this parameter when entering numeric values ​​has definitely changed in the latest daily build
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-09-24, 04:28:40
[...] 3ds Max by default uses DirectX (-Y) normal maps, so Corona Team wisely decided to stick with that as default [...]
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-09-24, 10:02:22
[...] 3ds Max by default uses DirectX (-Y) normal maps, so Corona Team wisely decided to stick with that as default [...]
yeah, got it, so it is a bug in my brains :D but the second question is still on the spot
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-09-24, 10:34:14
    2. In the last daily build, the Specular parameter does not work correctly, if you set the value to 0.5, then the appearance of the shaderball does not coincide with that when using IOR 1.5, in addition to this, now using the specular parameter it is impossible to completely disable reflections by setting Specular to 0, all values ​​are less than 0.5 look the same. But at the same time, if I add a black color map, then the reflections are turned off as before, I checked on version 7 stable and there it clearly behaves differently.

Hi and thanks for reporting this, it seems like something was broken, reporting it.

(Report ID=CRMAX-996)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-09-24, 15:47:23
There is no native format of normal maps, it is a matter of very simple to change processing in single place (NormalMap). Corona AFAIK uses what 3dsmax uses, or what somebody requesting the feature originally recommended
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ronaldjung on 2021-09-27, 21:42:58
I don't know if this has being already reported.
But using the corona-8-3dsmax-daily-2021-09-21 after the first time I initialize render (or preview render) the viewport gets very slow in the navigation (pan, orbit, etc).
Returned to 7.1 to avoid this behavior.
Ronald
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-28, 08:33:37
I don't know if this has being already reported.
But using the corona-8-3dsmax-daily-2021-09-21 after the first time I initialize render (or preview render) the viewport gets very slow in the navigation (pan, orbit, etc).
Returned to 7.1 to avoid this behavior.
Ronald
Hi,

Could you provide an example scene? Also which version on 3ds Max are you using?

Instuctions on how to send a scene to us can be found in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ronaldjung on 2021-09-28, 19:11:39
Hi, rowmanns.

I downgraded the scene to the Corona 7.1 and the slow persist.

I'm using the 3ds Max 2022.2 (thinking about it now, this started after i've updated 3ds max)

The same file in the 3ds Max 2021 dont reproduce this behavior.

I will send the file.

Ronald
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ronaldjung on 2021-09-28, 19:19:27
Uploaded the file with the dropbox link and in the Private Uploader, name:
1632849454_Loft-Sibipiruna-Linea-Haus-Versao-A-13.max

The dropbox file have all the assts (3ds max archive file).

See ya
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-09-29, 12:36:06
Hi, rowmanns.

I downgraded the scene to the Corona 7.1 and the slow persist.

I'm using the 3ds Max 2022.2 (thinking about it now, this started after i've updated 3ds max)

The same file in the 3ds Max 2021 dont reproduce this behavior.

I will send the file.

Ronald
Hi,

Thanks for uploading the scene. However if it is indeed caused by 3ds max as you speculate I'm not sure how much we can do about it.

However I'll take a look and see. We'll let you know when there is some more info.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ronaldjung on 2021-09-29, 13:15:31
Hi, rowmanns.

As I told you yesterday, the problem persisted after I had reinstalled corona 7.1 (without uninstalling the daily build)

Today I tried to uninstal Corona and then install it again (7.1).
The problem is not happening anymore.
It seems that was something related with the daily build...
I'll keep using 7.1 by now.

Thanks

Ronald
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-01, 17:10:15
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi,

This is fixed in the latest daily build. https://forum.corona-renderer.com/index.php?topic=33839.msg190524#msg190524

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-10-01, 21:52:45
"New
Added include/exclude list to specify which object should (not) receive caustics. You can find it in the performance tab of render settings
https://corona-renderer.com/comparer/CGCGN8"

Amazing news!! Can't wait to try this! Bravo devs.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-10-03, 21:57:10
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi,

This is fixed in the latest daily build. https://forum.corona-renderer.com/index.php?topic=33839.msg190524#msg190524

Thanks,

Rowan

Hi Rowan,

it seems fixed yes but is still not perfect I think.
Everything goes on fine when DR is active but sometimes I get some random freezes here and there and after some seconds it get's back to normal.

I am not sure but I guess it happens when the master PC receives the calculated data from the DR Slave....

Thanks,

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-04, 09:40:06
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi,

This is fixed in the latest daily build. https://forum.corona-renderer.com/index.php?topic=33839.msg190524#msg190524

Thanks,

Rowan

Hi Rowan,

it seems fixed yes but is still not perfect I think.
Everything goes on fine when DR is active but sometimes I get some random freezes here and there and after some seconds it get's back to normal.

I am not sure but I guess it happens when the master PC receives the calculated data from the DR Slave....

Thanks,

Dionysios -
Hi,

Yeah I think this might be a slightly different issue. We are still looking into the issue with DR and I'll let you know when I have some more info.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-04, 11:45:16
Hi, rowmanns.

As I told you yesterday, the problem persisted after I had reinstalled corona 7.1 (without uninstalling the daily build)

Today I tried to uninstal Corona and then install it again (7.1).
The problem is not happening anymore.
It seems that was something related with the daily build...
I'll keep using 7.1 by now.

Thanks

Ronald
Hi,

I wasn't able to reproduce this with the latest daily build. Are you running the latest GPU drivers?

Maybe if you could record a video of exactly what you are doing it will be useful.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2021-10-04, 17:15:20
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi,

This is fixed in the latest daily build. https://forum.corona-renderer.com/index.php?topic=33839.msg190524#msg190524

Thanks,

Rowan

Hi Rowan,

it seems fixed yes but is still not perfect I think.
Everything goes on fine when DR is active but sometimes I get some random freezes here and there and after some seconds it get's back to normal.

I am not sure but I guess it happens when the master PC receives the calculated data from the DR Slave....

Thanks,

Dionysios -


thank you i will check
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-10-04, 18:27:05
Hi, just one question about the new daily build denoiser. the example that you provide , what's the amount used?, just for a better reference, thanks.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-10-04, 21:49:04
hi i have shared my files on dropbox - email id - deniskhiroya@icloud.com
Hi,

This is fixed in the latest daily build. https://forum.corona-renderer.com/index.php?topic=33839.msg190524#msg190524

Thanks,

Rowan

Hi Rowan,

it seems fixed yes but is still not perfect I think.
Everything goes on fine when DR is active but sometimes I get some random freezes here and there and after some seconds it get's back to normal.

I am not sure but I guess it happens when the master PC receives the calculated data from the DR Slave....

Thanks,

Dionysios -
Hi,

Yeah I think this might be a slightly different issue. We are still looking into the issue with DR and I'll let you know when I have some more info.

Thanks,

Rowan

FYI

I am attaching here 2 capture screens from Ryzen Master while my system gets in freeze state (while DR rendering is active) and then after in normal state.
As you can notice, in freeze state the CPU cores (Ryzen 5950X) are very unstable, the Peak Core(S) Voltage is very high and the PPT value gets unstable as well.

On the other hand during the normal process everything works fine.

Hope can help.

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-08, 13:36:22
FYI

I am attaching here 2 capture screens from Ryzen Master while my system gets in freeze state (while DR rendering is active) and then after in normal state.
As you can notice, in freeze state the CPU cores (Ryzen 5950X) are very unstable, the Peak Core(S) Voltage is very high and the PPT value gets unstable as well.

On the other hand during the normal process everything works fine.

Hope can help.

Dionysios -
Hi,

Thanks, we are still looking into this one. As of yet I don't have any new info. I'll let you know when I do.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-10-08, 17:28:29
Hi guys, latest build crshes almost 90% of the time and keeps restarting, heavy and small scenes, cpu AMD 3990, 128 gigs ram, ill try to upload the scene.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2021-10-09, 19:28:35
Hi guys, latest build crshes almost 90% of the time and keeps restarting, heavy and small scenes, cpu AMD 3990, 128 gigs ram, ill try to upload the scene.
We're experiencing some crashes with the latest build too, but not 90%. I'd say every 3-4th scene.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2021-10-09, 21:22:26
Running IR with the latest daily and for all these years I haven't seen the "v-ray" splotches.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-10-09, 22:10:10
I noticed that too. Maybe devs tweaked IR settings for it to be more responsive?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-10-11, 06:29:59
I don't want to derail the thread because users are reporting what appear to be very critical bugs, but I do want to chime in to request an update on tonemapping development. I believe tonemapping is unequivocally the next major feature update that users are interested expecting, along with tonemapping being nixed from the v8 release, but tonemapping has been absent from basically all of the latest daily builds over the last several months AFAIK(?)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-11, 09:41:14
Hi guys, latest build crshes almost 90% of the time and keeps restarting, heavy and small scenes, cpu AMD 3990, 128 gigs ram, ill try to upload the scene.
We're experiencing some crashes with the latest build too, but not 90%. I'd say every 3-4th scene.
Hi Guys,

At the risk of sounding like a broken record, please could you provide a scene and some reproduction steps so I can replicate these crashes?

Instructions on how to do this can be found in my signature.

Running IR with the latest daily and for all these years I haven't seen the "v-ray" splotches.

We are aware of this issue and looking into it.

(Report ID=CRMAX-1036)

I don't want to derail the thread because users are reporting what appear to be very critical bugs, but I do want to chime in to request an update on tonemapping development. I believe tonemapping is unequivocally the next major feature update that users are interested expecting, along with tonemapping being nixed from the v8 release, but tonemapping has been absent from basically all of the latest daily builds over the last several months AFAIK(?)
Hi,

We are still working really hard on this, the reason it's not in the dailies yet is that it's not ready yet. Unfortunately I can't give you a timescale of when it will hit the dailies other than hopefully soon :)

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-10-12, 17:12:42
Wow! "Added cdecal object - projects a selected texture on any geometry"? I love it.
Thank you!

But could you please add the support to the "use real-world Scale" for maps in Mask source "From material" use?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-10-12, 17:14:54
One more thing, it would be awesome to have a target for cdecol gizmo.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-10-13, 02:43:03
Decals are amazing, I wish we had separate button at the Corona Toolbar for CDecal object and the ability to add corona displacement modifier on top of CoronaDecal object, or simple override displacement spinners in CDecal parameters itself

P.S. And maybe in the future it will be cool to have an opportunity to assign "Corona Decal Modifier" to a custom geometry with proper UV coordinates, creating a "projection shell" to project for example stitches on the fabric, using one long stripe of polygons, detached from the original mesh
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-10-13, 04:30:34
^that's an interesting idea
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-10-13, 06:42:22
^that's an interesting idea
The main thing that now we have the "projection" itself, now it can be developed into modifiers, proper displacement mixing in the CoronaLayeredMtl, mapping type "projection" guided by a helper object in the CoronaBitmap parameters and so on. In fact i'm so happy that it finally appeared, thank you guys! :D
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: henk95 on 2021-10-13, 06:46:11
Why are the colors in corona color picker as if with the wrong gamma? I enter the color data (HSV) 147/51/53 and in the standard color picker - the color is what you need.
When I do the same in corona color picker, the color is dark. But if I add Corona Color Correct and enter gamma 2.2 into the frame instead of the standard 1.1, then the color matches.

It seems that the corona Color Picker does not put gamma 2.2 by default.
I don't know if it's a bug or I just didn't understand what I did wrong. But this has not been observed before. The colors in both color pickers were the same.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-10-13, 09:15:50
In the latest build, Corona Image Editor does not load CXR, crashes when loading.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-13, 10:16:55
In the latest build, Corona Image Editor does not load CXR, crashes when loading.
Hi,

I just tried with a simple cxr and it worked fine. Can you send over your CXR file and we'll investigate.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: karnak on 2021-10-13, 10:38:08
Why are the colors in corona color picker as if with the wrong gamma? I enter the color data (HSV) 147/51/53 and in the standard color picker - the color is what you need.
When I do the same in corona color picker, the color is dark. But if I add Corona Color Correct and enter gamma 2.2 into the frame instead of the standard 1.1, then the color matches.

It seems that the corona Color Picker does not put gamma 2.2 by default.
I don't know if it's a bug or I just didn't understand what I did wrong. But this has not been observed before. The colors in both color pickers were the same.

To have gamma correction on the Default Color Picker you have to go to Customize > Preferences... > Gamma and LUT.
Settings:
Enable Gamma/LUT Correction = check
Gamma = 2.2
Affect Color Selectors = check
Affect Material Editor = check

The Corona Improved Picker instead uses the checkbox sRGB to determine whether the numeric values you enter must be interpreted with or without gamma applied. There is a tooltip with further explanation if you hover the mouse on the sRGB checkbox.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-13, 10:42:36
Wow! "Added cdecal object - projects a selected texture on any geometry"? I love it.
Thank you!

But could you please add the support to the "use real-world Scale" for maps in Mask source "From material" use?
One more thing, it would be awesome to have a target for cdecol gizmo.
Decals are amazing, I wish we had separate button at the Corona Toolbar for CDecal object and the ability to add corona displacement modifier on top of CoronaDecal object, or simple override displacement spinners in CDecal parameters itself

P.S. And maybe in the future it will be cool to have an opportunity to assign "Corona Decal Modifier" to a custom geometry with proper UV coordinates, creating a "projection shell" to project for example stitches on the fabric, using one long stripe of polygons, detached from the original mesh
Thanks for the feedback so far, glad you like the new feature. I have logged it in our system and we'll let you know when we have more information.

Meanwhile we have created a dedicated Decals playground where we would be really happy to see some examples and continue to discuss feedback there. https://forum.corona-renderer.com/index.php?topic=34613.0

Thanks!

Rowan

(Report ID=CRMAX-1046)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-10-13, 10:57:34
Why are the colors in corona color picker as if with the wrong gamma? I enter the color data (HSV) 147/51/53 and in the standard color picker - the color is what you need.
When I do the same in corona color picker, the color is dark. But if I add Corona Color Correct and enter gamma 2.2 into the frame instead of the standard 1.1, then the color matches.

It seems that the corona Color Picker does not put gamma 2.2 by default.
I don't know if it's a bug or I just didn't understand what I did wrong. But this has not been observed before. The colors in both color pickers were the same.

here's your answer (look at the attachment).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-10-13, 10:59:48
In the latest build, Corona Image Editor does not load CXR, crashes when loading.
Hi,

I just tried with a simple cxr and it worked fine. Can you send over your CXR file and we'll investigate.

Thanks,

Rowan

Hello Rowan.
When installing daily-2021-10-12 I stop opening all the CXR, that I have stored from previous versions of Corona, to the latest.
Installing daily-2021-09-30 everything works well.

Upload 1634116118_living-room02-004.cxr.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-10-13, 11:06:09
Quote
P.S. And maybe in the future it will be cool to have an opportunity to assign "Corona Decal Modifier" to a custom geometry with proper UV coordinates, creating a "projection shell" to project for example stitches on the fabric, using one long stripe of polygons, detached from the original mesh
someting like this?
+1
It's planed on trello: Geopattern
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-10-13, 14:00:25
Hi guys, latest build crshes almost 90% of the time and keeps restarting, heavy and small scenes, cpu AMD 3990, 128 gigs ram, ill try to upload the scene.
We're experiencing some crashes with the latest build too, but not 90%. I'd say every 3-4th scene.
Hi Guys,

At the risk of sounding like a broken record, please could you provide a scene and some reproduction steps so I can replicate these crashes?

Instructions on how to do this can be found in my signature.

Running IR with the latest daily and for all these years I haven't seen the "v-ray" splotches.

We are aware of this issue and looking into it.

(Report ID=CRMAX-1036)

I don't want to derail the thread because users are reporting what appear to be very critical bugs, but I do want to chime in to request an update on tonemapping development. I believe tonemapping is unequivocally the next major feature update that users are interested expecting, along with tonemapping being nixed from the v8 release, but tonemapping has been absent from basically all of the latest daily builds over the last several months AFAIK(?)
Hi,

We are still working really hard on this, the reason it's not in the dailies yet is that it's not ready yet. Unfortunately I can't give you a timescale of when it will hit the dailies other than hopefully soon :)

Thanks,

Rowan


Hi Rowan, sorry for the late response, the scene tis the same i've uploaded before, had to go back to 7 to render it because it freezes continuously and it crashes ma with render, thins that didn't happened with 7, no extra memory consumption, actually it uses less than 80 gb of ram with displacement active, when i try to use latest build it crashes on interactive or it crashes when render, more than 200 gb of memory and no displacement active so its a huge difference of behavior.

if you need me to upload it again just let me know.
thanks.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: henk95 on 2021-10-13, 14:30:56
Why are the colors in corona color picker as if with the wrong gamma? I enter the color data (HSV) 147/51/53 and in the standard color picker - the color is what you need.
When I do the same in corona color picker, the color is dark. But if I add Corona Color Correct and enter gamma 2.2 into the frame instead of the standard 1.1, then the color matches.

It seems that the corona Color Picker does not put gamma 2.2 by default.
I don't know if it's a bug or I just didn't understand what I did wrong. But this has not been observed before. The colors in both color pickers were the same.

here's your answer (look at the attachment).

No, I tried turning on the srgb switch. Unfortunately, this does not solve the problem. Also gamma 2.2 is enabled in the settings, Affect color selectors/AFFECT Material editor are also enabled.

The colors in different color pickers differ, despite the fact that the above parameters are enabled. If you turn it off, there is an effect, but in the opposite direction, the colors become even darker.
I am almost sure that the exposed gamma 2.2 does not apply to the Corona Color Picker. That's why the colors exposed through it are darker. And if you add a gamma, 2.2, to the color displayed in Corona Color Picker, then everything becomes correct.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-10-13, 14:59:31
Here's the proof that sRGB switch is working as intended. Just remember that you need to look at RGB values, not at HSV, because for some strange reason Corona shows the former with respect to sRGB switch, but the latter are always displayed in linear.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: henk95 on 2021-10-13, 16:03:16
Here's the proof that sRGB switch is working as intended. Just remember that you need to look at RGB values, not at HSV, because for some strange reason Corona shows the former with respect to sRGB switch, but the latter are always displayed in linear.

Oh, I think I got it. HSV is not always converted to RGB correctly. But RGB and sRGB in the color picker and corona color picker are the same colors. Thank you very much!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-10-13, 16:19:42
No problem!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-14, 10:23:32
Hello Rowan.
When installing daily-2021-10-12 I stop opening all the CXR, that I have stored from previous versions of Corona, to the latest.
Installing daily-2021-09-30 everything works well.

Upload 1634116118_living-room02-004.cxr.
Hi,

Thanks, I reproduced this with your file. I have reported it to the dev team for further investigation.

Rowan

(Report ID=CRMAX-1054)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-14, 10:36:26
Hi guys, latest build crshes almost 90% of the time and keeps restarting, heavy and small scenes, cpu AMD 3990, 128 gigs ram, ill try to upload the scene.
Hi Rowan, sorry for the late response, the scene tis the same i've uploaded before, had to go back to 7 to render it because it freezes continuously and it crashes ma with render, thins that didn't happened with 7, no extra memory consumption, actually it uses less than 80 gb of ram with displacement active, when i try to use latest build it crashes on interactive or it crashes when render, more than 200 gb of memory and no displacement active so its a huge difference of behavior.

if you need me to upload it again just let me know.
thanks.

Hi,

You mentioned that this is happening also on some small scenes. Would you be able to send one of these through along with some reproduction steps and/or a video?

I have been testing your scene on the last daily build (2021-10-12) and it doesn't seem to crash for me.

Thanks,

Rowan

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-10-14, 11:50:37
hi
it seems to me that this function is completely useless / erroneous
the idea was that we could select one or several objects in the scene that will generate caustics - this will allow us to save CPU resources, not to count caustics from everything that has reflection-refraction, and now in the PBR era, all materials have reflection, count caustic from only one or more objects that really need caustic, such as water in a pool, glass in a house, vase on a table
I do not understand where you can apply the function - disable receiving caustics. This does not save CPU resources and does not allow the caustics to be calculated faster.
We need a function to disable / enable caustics for unnecessary / needed objects / materials
thanks

PS. thanks for CoronaDecal - the first tests look great!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-10-14, 11:58:37
hi
it seems to me that this function is completely useless / erroneous
the idea was that we could select one or several objects in the scene that will generate caustics - this will allow us to save CPU resources, not to count caustics from everything that has reflection-refraction, and now in the PBR era, all materials have reflection, count caustic from only one or more objects that really need caustic, such as water in a pool, glass in a house, vase on a table
I do not understand where you can apply the function - disable receiving caustics. This does not save CPU resources and does not allow the caustics to be calculated faster.
We need a function to disable / enable caustics for unnecessary / needed objects / materials
thanks

PS. thanks for CoronaDecal - the first tests look great!

Right now it looks more like an artistic tool rather than CPU helper. It allows you to control that you only want caustics to appear on certain objects e.g. a pool surround, ceiling, table etc. But I have to agree that it feels a backwards solution. In practice we're going to need to always exclude the entire scene models, and then selectively allow those few objects to remain. But as you build/change/increase the scene complexity as you work you're going to definitely forget to keep adding all the undesirable objects to the exclude list. It should just be reversed to an Include list.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-10-14, 14:57:30
Quote
Right now it looks more like an artistic tool rather than CPU helper. It allows you to control that you only want caustics to appear on certain objects e.g. a pool surround, ceiling, table etc. But I have to agree that it feels a backwards solution. In practice we're going to need to always exclude the entire scene models, and then selectively allow those few objects to remain. But as you build/change/increase the scene complexity as you work you're going to definitely forget to keep adding all the undesirable objects to the exclude list. It should just be reversed to an Include list.

now I cannot use caustics in my exterior scenes, even my AMD 3970X cannot cope with it
if I turn on caustics, the rendering speed drops several times, there is almost no caustics itself, or these are different spots, it looks like there are not enough photons in the scene for caustics, there are too many objects with reflections and they do not have enough rays to form caustics
I do not want to render caustics on all objects in the scene, I want to be able to select the object that I need and let my CPU calculate caustics only from this object
this will remove unnecessary load from the CPU, increase the speed and quality of caustics
Now I can hide the display of caustics from some objects, but why do I need it - if my PC cannot calculate it
to hide the caustics from the object - first you need to calculate the caustics)))
where is the logic?
now I can only get caustics on tests with teapots or hide everything from the scene and leave only the elements that will generate caustics and those on which caustics will be displayed - that is, to show the caustics in the picture, I need to make 2 final renders and collect it in layers in photoshop
now caustics are useless for me, too much extra time and actions )

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-10-14, 14:59:31
there is another problem - many (almost all) HDRIs do not have a sufficient brightness range, this makes the lighting not very good and in order to improve it, you need to use CoronaColorCorrect, increase the brightness and decrease the gamma - this makes the light better, but also does the HDRI not pretty for the background.
To fix it now - you have to have 2 variants of the same HDRI
The first is the HDRI setting for scene lighting
and the second one is HDRI configured to use slots with background replacement

I propose to make a new environment shader based on CoronaColorCorrect, which will have the same functions as CoronaColorCorrect, but there will be 2 versions inside!
The first set of settings for example will only work for lighting, reflection and refraction.
the second set of settings will work in the background,
 
we will put this shader in the environment slot and it will work separately for lighting / reflection / refraction / - the first settings and separately for the background - the second settings.
it will be very cool - we will be able to adjust the lighting without breaking the background, when for good light it is necessary to strongly distort the gamma or increase the brightness, while the HDRI, due to the gamma and brightness settings, looks terrible in the background

There is also a nice Volume effect function in CoronaSky, which only works with the corona sun so far, but most of the CG Artist uses HDRI for lighting, which makes the Volume effect function unavailable for them.
I suggest adding a Volume effect to the new environment shader so that we can use this cool effect in conjunction with HDRI lighting.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-10-14, 15:03:04
Not sure what you're doing in your scenes but we're not having anywhere near the trouble you seem to be with caustics: https://www.recentspaces.com/latham-pools-collection

I'm not going to pretend that we've had no issues with caustics and the workflow because we have, and of course bugs, there are plenty of them, but you can work around them if you're careful, and the results can be spot-on. As you can see above we've happily rendered tonnes of stuff including 4k Cinemagraphs and all sorts.

I'm not disagreeing with you that the workflow with exclude list isn't backwards, because I agree that it is. But... the new system still seems a great step forward by the devs. I think if you can barely achieve caustics on teapots right now then you have bigger challenges to solve first perhaps.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-10-14, 15:10:00
there is another problem [..]

There are enviroment overrides for direct, reflect and refract, there is also ray switch material. All the tools are already there to use different maps for lighting, reflections and background. Why would anyone want such frankenstein color correct map that you're proposing? That makes no sense to me.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-10-14, 16:16:08
hi
it seems to me that this function is completely useless / erroneous
the idea was that we could select one or several objects in the scene that will generate caustics - this will allow us to save CPU resources, not to count caustics from everything that has reflection-refraction, and now in the PBR era, all materials have reflection, count caustic from only one or more objects that really need caustic, such as water in a pool, glass in a house, vase on a table
I do not understand where you can apply the function - disable receiving caustics. This does not save CPU resources and does not allow the caustics to be calculated faster.
We need a function to disable / enable caustics for unnecessary / needed objects / materials
thanks

PS. thanks for CoronaDecal - the first tests look great!

Right now it looks more like an artistic tool rather than CPU helper. It allows you to control that you only want caustics to appear on certain objects e.g. a pool surround, ceiling, table etc. But I have to agree that it feels a backwards solution. In practice we're going to need to always exclude the entire scene models, and then selectively allow those few objects to remain. But as you build/change/increase the scene complexity as you work you're going to definitely forget to keep adding all the undesirable objects to the exclude list. It should just be reversed to an Include list.

Hi,
do you know that you can switch it to include list in the exclude dialog, like all similar lists?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-10-14, 17:23:03
Quote
Hi,
do you know that you can switch it to include list in the exclude dialog, like all similar lists?
Hi Ondra
is there a way to select an object on which the caustics will be calculated?
for example, here we have 4 mirror objects - can we make the caustics generated from only one?
the function that is now, it works on the adoption of caustics, if I understand correctly, and not on the choice of the object that will generate
I am adding a test scene for 3dmax 2019
Thanks
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-10-14, 17:42:00
Quote
There are enviroment overrides for direct, reflect and refract, there is also ray switch material. All the tools are already there to use different maps for lighting, reflections and background. Why would anyone want such frankenstein color correct map that you're proposing? That makes no sense to me

I know that there are slots for replacing the environment / reflection / refraction - but this is not very convenient
you need to have 2 slots in the editor material, where you will have 2 variants of one and the same HDRI which will have different settings via CoronaColorCorrect
1 CoronaColorCorrect will be adjusted for light
2 CoronaColorCorrect will be set to replace the background
it is not very convenient to have 2 separate CoronaColorCorrect and it wastes more time
it is faster and more convenient to have both settings for both the light and the background in one shader, haven't you thought about that?
It is faster to work, takes up fewer slots in the material editor and it is more convenient to control

and how do you set up the volum effect for the HDRI which currently only works with the Corona sun?

I can tweak the effects through volumetric BUT we always strive for convenience and speed, adjusting the volum effect in Corona sun is easy and fast, and I would like to have this option for HDRI, because it is fast
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-10-14, 17:46:12
Quote
Not sure what you're doing in your scenes but we're not having anywhere near the trouble you seem to be with caustics: https://www.recentspaces.com/latham-pools-collection

I'm not going to pretend that we've had no issues with caustics and the workflow because we have, and of course bugs, there are plenty of them, but you can work around them if you're careful, and the results can be spot-on. As you can see above we've happily rendered tonnes of stuff including 4k Cinemagraphs and all sorts.

I'm not disagreeing with you that the workflow with exclude list isn't backwards, because I agree that it is. But... the new system still seems a great step forward by the devs. I think if you can barely achieve caustics on teapots right now then you have bigger challenges to solve first perhaps.

do you calculate the caustics on the final render, with all the objects at once?
or do an additional render, where you hide unnecessary objects and render only objects that generate and receive caustics?


Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-10-15, 06:50:42
do you know that you can switch it to include list in the exclude dialog, like all similar lists?

This changes everything! Haha... no, we didn't spot it. To be honest we've been going on Yuriy's remarks as we've not even had a chance to install the latest DB to check this out yet, that's a job for today. I would say though that to avoid confusion why not set it to Include mode in the first place? You could build in an error message to appear if you enable caustics but have nothing in the Include list, so the user has an idea why they're not seeing anything.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-15, 08:24:30
Quote
Hi,
do you know that you can switch it to include list in the exclude dialog, like all similar lists?
Hi Ondra
is there a way to select an object on which the caustics will be calculated?
for example, here we have 4 mirror objects - can we make the caustics generated from only one?
the function that is now, it works on the adoption of caustics, if I understand correctly, and not on the choice of the object that will generate
I am adding a test scene for 3dmax 2019
Thanks
Hi,

At the moment that's currently how it works. It is not possible to stop the caustics being generated from an object, it's only possible to stop objects receiving caustics.

We'll log this feedback and I'll let you know when we have some more information.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-10-15, 14:33:10
Quote
Hi,

At the moment that's currently how it works. It is not possible to stop the caustics being generated from an object, it's only possible to stop objects receiving caustics.

We'll log this feedback and I'll let you know when we have some more information.

Rowan

Hi
Thanks
It's a good news

I wrote my proposal on caustics a long time ago, then I was told that the idea is good and will be implemented later.
A lot of time has passed and I can see on the board in trello the item - "Include / exclude for caustics"
My first thought - is great! you finally did it! but after reading the description of the function, I was disappointed.
I hope you will make this feature soon.
as well as the new tone mapping, color spaces - we have been asking all this for not the first year.
I would like to see great development in the future.
Corona is an excellent engine, but unfortunately its development is extremely slow now ((
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-15, 16:01:22
Running IR with the latest daily and for all these years I haven't seen the "v-ray" splotches.
Hi,

The light leaks or "v-ray splotches" ;) are fixed in the latest daily build. Please try it out and let me know if you have any further issues. (Latest Build: https://forum.corona-renderer.com/index.php?topic=33839.msg190979#msg190979)

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-15, 16:02:34
In the latest build, Corona Image Editor does not load CXR, crashes when loading.
Hi,

Fixed in the latest daily build, let me know if you have some more issues with this. (Latest build: https://forum.corona-renderer.com/index.php?topic=33839.msg190979#msg190979)

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-10-15, 20:09:52
Hi, I found another mistake, when adding refraction in the physical material, something abnormal happens in the scene. I have met this glitch in my other projects, but this one is the most hardcore!

Found the root of the problem of this error:
In the Render settings, when the "refl/refr override" function is enabled

Sending the scene
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-10-15, 22:09:11
And I found another mistake by accident. It is ancient, as it exists in both physical and non-physical materials. Incorrectly interacts IOR reflection in two-dimensional objects.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-10-18, 23:40:11
Faced with a limitation that is not described in "Known bugs and limitations". SSS does not emit light.
Is this a known problem, or am I doing something wrong?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-10-19, 12:33:06
And I found another mistake by accident. It is ancient, as it exists in both physical and non-physical materials. Incorrectly interacts IOR reflection in two-dimensional objects.

This is actually a pretty strange one, granted it breaks under certain circumstances (0 thickness plane). I am reporting it to see if it's a limitation or if it can be improved.

(Report ID=CRMAX-1062)

Faced with a limitation that is not described in "Known bugs and limitations". SSS does not emit light.
Is this a known problem, or am I doing something wrong?

You will have to add some value of refraction for caustics or light to pass through, but I believe using Thin-shell with thin absorption color might be a better choice.

 
Hi, I found another mistake, when adding refraction in the physical material, something abnormal happens in the scene. I have met this glitch in my other projects, but this one is the most hardcore!

Found the root of the problem of this error:
In the Render settings, when the "refl/refr override" function is enabled

Sending the scene

This is a NaN error, thank you for uploading the scene I found it.

(Repord ID=CRMAX-1073)


Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-10-19, 14:33:20
Hi
DB 2021-10-15    IR + Forest Pack 7 = crash
Max 2021.3
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-19, 15:15:31
Hi
DB 2021-10-15    IR + Forest Pack 7 = crash
Max 2021.3
Hi,

Please can you send the scene and some reproduction steps over?

We really want to investigate this, but we need more information.

Pretty please follow this guide when reporting bugs to us: https://support.corona-renderer.com/hc/en-us/articles/4402983255313-How-to-report-issues-3ds-Max- it will make it much quicker and easier for us to investigate and fix the issue.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-10-20, 15:40:03
Hi
DB 2021-10-15    IR + Forest Pack 7 = crash
Max 2021.3
Hi,

Please can you send the scene and some reproduction steps over?

We really want to investigate this, but we need more information.

Pretty please follow this guide when reporting bugs to us: https://support.corona-renderer.com/hc/en-us/articles/4402983255313-How-to-report-issues-3ds-Max- it will make it much quicker and easier for us to investigate and fix the issue.

Thanks,

Rowan

Hi
My Windows 10 has updated and IR+FP is working fine now. Sorry, that was something on my side
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-20, 17:48:18
Hi
My Windows 10 has updated and IR+FP is working fine now. Sorry, that was something on my side

Hi,

Ok that's strange, let me know if you experience issues again.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Alexandre Besson on 2021-10-21, 12:52:04
New CoronaDecal : if decal material have displacement, displacement of support objects are disable.

Regards
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-10-21, 18:15:52
I'm sorry to post this without any evidence, but I'm just reaching out in case this is a known issue:

Has anyone else experienced bad render quality after switching to the latest daily (15/10/2021)?

I updated from daily 06/09/2021 and immediately noticed two interior scenes I was working on became very very splotchy (light leaks and dark spots in corners). I didn't have time to fuck around as I had deadlines (I know it's not advised to be updating mid-project but Corona is usually so damn stable that it's often tempting) so I reverted back to Sept 06 version and all is fine again.

I'm asking as I'd like to upgrade again (decals has me hooked already) but don't want to mess around again with poor quality. Is this a known issue somehow or has anyone else reported such findings?

Thanks.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-22, 09:41:52
I'm sorry to post this without any evidence, but I'm just reaching out in case this is a known issue:

Has anyone else experienced bad render quality after switching to the latest daily (15/10/2021)?

I updated from daily 06/09/2021 and immediately noticed two interior scenes I was working on became very very splotchy (light leaks and dark spots in corners). I didn't have time to fuck around as I had deadlines (I know it's not advised to be updating mid-project but Corona is usually so damn stable that it's often tempting) so I reverted back to Sept 06 version and all is fine again.

I'm asking as I'd like to upgrade again (decals has me hooked already) but don't want to mess around again with poor quality. Is this a known issue somehow or has anyone else reported such findings?

Thanks.
Hi,

The light leaks and splotches should have been fixed in the build from 15/10/2021. Maybe you will need to regenerate any secondary GI caches.

If you are still experiencing issues please let me know, and if possible submit a scene so we can investigate.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-10-22, 09:48:50
I'm sorry to post this without any evidence, but I'm just reaching out in case this is a known issue:

Has anyone else experienced bad render quality after switching to the latest daily (15/10/2021)?

I updated from daily 06/09/2021 and immediately noticed two interior scenes I was working on became very very splotchy (light leaks and dark spots in corners). I didn't have time to fuck around as I had deadlines (I know it's not advised to be updating mid-project but Corona is usually so damn stable that it's often tempting) so I reverted back to Sept 06 version and all is fine again.

I'm asking as I'd like to upgrade again (decals has me hooked already) but don't want to mess around again with poor quality. Is this a known issue somehow or has anyone else reported such findings?

Thanks.
Hi,

The light leaks and splotches should have been fixed in the build from 15/10/2021. Maybe you will need to regenerate any secondary GI caches.

If you are still experiencing issues please let me know, and if possible submit a scene so we can investigate.

Rowan

Ah! Great to hear. My bad, I actually installed daily Oct 12, not 15 as I said. So should be all good.

Thanks mate.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-10-22, 11:42:32
Quick test with the new Caustics include/exclude: These are all the Caustics element:

(https://i.imgur.com/P9jeJJN.jpg)

Great progress! But some thoughts and issues:

As you can see the caustics are significantly reduced on all objects not in the "include" list (the pool geometry/water etc.), but they're actually still receiving caustics, if you look at the exposure-cranked versions on the right. I think this might be because they are still appearing on reflective objects? So in other words all those other objects that are excluded might not be DIRECTLY receiving caustics but they are still indirectly reflecting them maybe. I think this is not ideal as really the point is to exclude them totally as a visual control.

Also since this is working through include/exclude list it doesn't work at all through XREFs which is a productivity/management killer. Ideally this would work through GBuffer ID and Layer system.

Rendertimes were pretty much identical with/without exclusions (which is expected I guess, but not ideal).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-10-22, 12:11:14
Quick test with the new Caustics include/exclude: These are all the Caustics element:

(https://i.imgur.com/P9jeJJN.jpg)

Great progress! But some thoughts and issues:

As you can see the caustics are significantly reduced on all objects not in the "include" list (the pool geometry/water etc.), but they're actually still receiving caustics, if you look at the exposure-cranked versions on the right. I think this might be because they are still appearing on reflective objects? So in other words all those other objects that are excluded might not be DIRECTLY receiving caustics but they are still indirectly reflecting them maybe. I think this is not ideal as really the point is to exclude them totally as a visual control.

Also since this is working through include/exclude list it doesn't work at all through XREFs which is a productivity/management killer. Ideally this would work through GBuffer ID and Layer system.

Rendertimes were pretty much identical with/without exclusions (which is expected I guess, but not ideal).

Hi Alex

Perhaps this is similar to what I raised a while back.  I noticed Caustics we still calculated even when turned off - perhaps the same thing/similar to what you're seeing here?  Here's the thread with responses from devs https://forum.corona-renderer.com/index.php?topic=31655.msg178961#msg178961
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-10-22, 12:22:28
I think it could be that, yeh. Although I think with an exclude you'd definitely expect and need it to act the way you would expect, i.e. be truly black/null. Hopefully the devs can find a solution, even a hacky one :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-10-22, 16:29:00
Did anybody notice unusual freezing when rendering is on and you try to interact with VFB? I'm using Oct 12 build and i start to get those freezes very often, somthing that almost never happened before. At the moment i don't have time to roll back to v7 and see if the issue would be gone, but i thought i will ask on the forum if anyone else having similar issues.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ihabkal on 2021-10-23, 12:13:07
Did anybody notice unusual freezing when rendering is on and you try to interact with VFB? I'm using Oct 12 build and i start to get those freezes very often, somthing that almost never happened before. At the moment i don't have time to roll back to v7 and see if the issue would be gone, but i thought i will ask on the forum if anyone else having similar issues.

same with latest daily build, and DR rendering, especially with it receiving passes. on th epositive the compute ris no longer stuttering.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-10-24, 01:38:48
Did anybody notice unusual freezing when rendering is on and you try to interact with VFB? I'm using Oct 12 build and i start to get those freezes very often, somthing that almost never happened before. At the moment i don't have time to roll back to v7 and see if the issue would be gone, but i thought i will ask on the forum if anyone else having similar issues.

same with latest daily build, and DR rendering, especially with it receiving passes. on th epositive the compute ris no longer stuttering.

This is something that me and someone else already logged here and this is the reason I am not using the 2 last daily builds unfortunately.
I hope it ca be fixed soon.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-10-24, 11:27:09
I'm too hoping for a prompt fix.

Request: Corona decals are not accessible through search 3ds max commands tool, default keyboard shortcut X. Please address it. And i think it would be nice if create decal button would be added to Corona toolbar.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: larry3d on 2021-10-24, 18:07:02
Did anybody notice unusual freezing when rendering is on and you try to interact with VFB? I'm using Oct 12 build and i start to get those freezes very often, somthing that almost never happened before. At the moment i don't have time to roll back to v7 and see if the issue would be gone, but i thought i will ask on the forum if anyone else having similar issues.
I have 3dmax freezes during interactive rendering. When I switch between cameras or just go to the material editor
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-25, 09:30:27
I think it could be that, yeh. Although I think with an exclude you'd definitely expect and need it to act the way you would expect, i.e. be truly black/null. Hopefully the devs can find a solution, even a hacky one :)
Hi Alex,

Thanks for bringing this up. We'll look into it :)

Rowan.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-25, 09:33:36
Did anybody notice unusual freezing when rendering is on and you try to interact with VFB? I'm using Oct 12 build and i start to get those freezes very often, somthing that almost never happened before. At the moment i don't have time to roll back to v7 and see if the issue would be gone, but i thought i will ask on the forum if anyone else having similar issues.
I have 3dmax freezes during interactive rendering. When I switch between cameras or just go to the material editor
Hi Guys,

I haven't noticed this. Can you send over a scene where this is reproduceable?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-25, 09:34:06
Request: Corona decals are not accessible through search 3ds max commands tool, default keyboard shortcut X. Please address it. And i think it would be nice if create decal button would be added to Corona toolbar.
Will log this, thanks :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-10-25, 22:21:38
If the topic has already gone about Caustics, they began to notice empty squares.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-10-27, 14:46:57
I have 3dmax freezes during interactive rendering. When I switch between cameras or just go to the material editor
Hi Larry3d,

Can you send this scene over to us?

Instructions on how to do so can be found in my signature.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-10-29, 16:33:42
Hey guys, any news about Tone Mapping? :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: larry3d on 2021-10-30, 10:33:57
I have 3dmax freezes during interactive rendering. When I switch between cameras or just go to the material editor
Hi Larry3d,

Can you send this scene over to us?

Instructions on how to do so can be found in my signature.

Rowan
Hi! I found a solution in another branch (https://forum.corona-renderer.com/index.php?topic=33948.0). The problem was solved by converting all bitmaps to corona bitmaps
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: tradstown on 2021-11-02, 09:22:57
Hey guys, any news about Tone Mapping? :)

I'm interesting too. V-Ray has ACES already a year. Geo Pattern - around 8 years. I think tone mapping will go to the pool of ideas as geo pattern again.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-11-02, 10:18:39
there will be a big update in november, we are preparing a blog post. Stay tuned.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-11-02, 14:33:44
Quote
there will be a big update in november, we are preparing a blog post. Stay tuned.
look forward to
I hope it will be something really big and interesting )
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: tradstown on 2021-11-03, 09:55:54
there will be a big update in november, we are preparing a blog post. Stay tuned.

Great to hear, thank you for reply! Can't wait.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GraceKellyPerfect on 2021-11-03, 12:43:25
there will be a big update in november, we are preparing a blog post. Stay tuned.
this is exciting
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-11-05, 11:39:47
If the topic has already gone about Caustics, they began to notice empty squares.

Hi Feodor,

Could you please send us your scene?

Thank you in advance,
Kris
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ink Visual on 2021-11-08, 13:56:56
Hi guys,
Just noticed this in the newest Corona 8 Daily Build changelog:

"Removed Disable Displacement Maps button from Corona Converter - it is much better to globally disable displacement through the render setup menu"

Let me not agree with the above statement that it's much better to globally disable displacement through the render setup.
I find disabling displacement maps through Corona Converter very convenient.
Imagine the scene with large number of imported assets from 3dsky etc, as it's often the case, materials in these models are usually far from perfect, often having unnecessary displacement on.
In such case I can batch disable all disp maps through Corona Converter (without a need to go through hundreds of shaders to find the one that causes i.e excessive RAM consumption in the scene), and simply turn it on again only for specific materials that I do require it to by ON.

Why remove such a functionality? To me it starts to feel like corona converter is heading in the wrong direction.



 



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-11-08, 14:06:53
Quote
Let me not agree with the above statement that it's much better to globally disable displacement through the render setup.
I find disabling displacement maps through Corona Converter very convenient.
Imagine the scene with large number of imported assets from 3dsky etc, as it's often the case, materials in these models are usually far from perfect, often having unnecessary displacement on.
In such case I can batch disable all disp maps through Corona Converter (without a need to go through hundreds of shaders to find the one that causes i.e excessive RAM consumption in the scene), and simply turn it on again only for specific materials that I do require it to by ON.

Why remove such a functionality? To me it starts to feel like corona converter is heading in the wrong direction.

I think the guys from the Corona team meant this function
it globally disables and enables displacement in the entire scene
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ink Visual on 2021-11-08, 14:14:55
I think the guys from the Corona team meant this function
it globally disables and enables displacement in the entire scene


Hi Yuriy,
I know the Corona team meant the function from your screenshot.
What I'm saying is that these are two different things. If I disable displacement globally from the render setup window, it simply means all my shaders render without it.
Disabling displacement function from current version of Corona Converter allows me to first disable displacement on all my shaders, and then turn it on again for only some selected ones.
This is very helpful in debugging the scene and getting rid of unnecessary displacement from objects you don't want it to be on, while preserving it on the objects that should have it.
You simply cannot do the same with the render settings displacement checkbox.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-11-08, 14:19:10
Quote
Hi Yuriy,
I know the Corona team meant the function from your screenshot.
What I'm saying is that these are two different things. If I disable displacement globally from the render setup window, it simply means all my shaders render without it.
Disabling displacement function from current version of Corona Converter allows me to first disable displacement on all my shaders, and then turn it on again for only some selected ones.
This is very helpful in debugging the scene and getting rid of unnecessary displacement from objects you don't want it to be on, while preserving it on the objects that should have it.
You simply cannot do the same with the render settings displacement checkbox.

ah, sorry, I misunderstood
yes it really makes sense
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-11-08, 14:50:15
If I understand it right, now we no longer have the ability to apply fake round edges on thin objects as it was possible with legacy behaviour? If yes, then I am categorically against such an innovation :D
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: karnak on 2021-11-09, 10:44:00
Quote from: Daily Builds Changelog 08/11/2021
Physical material - fixed specular values not working properly below 0.5

Can you please explain this fix? What was the issue?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-11-09, 14:18:49
Quote from: Daily Builds Changelog 08/11/2021
Physical material - fixed specular values not working properly below 0.5

Can you please explain this fix? What was the issue?
Hi,

This got broken a few daily builds ago. Basically values under 0.5 rendered as if they were set to 0.5.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-11-09, 15:44:35
Good updates with decals and displacement, thanks.
Could you please add the Decal button to the Corona toolbar.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-11-09, 16:17:02
Good updates with decals and displacement, thanks.
Could you please add the Decal button to the Corona toolbar.
We're planning on adding it to the toolbar, stay tuned :)

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: karnak on 2021-11-10, 08:16:57
This got broken a few daily builds ago. Basically values under 0.5 rendered as if they were set to 0.5.

Thank you :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dalton Watts on 2021-11-10, 19:39:06
- Added option to drag&drop Bitmap, CoronaBitmap, or a bitmap file from windows explorer onto the "Fit to Bitmap" button of DecalObject. This triggers the sizing, same as if user clicked the button and selected the same texture.
I'm afraid this isn't working for me guys. If I drag and drop any bitmap it doesn't fit to its proportions.

- Added the option to drop bitmaps from Windows explorer directly into our material slots
This one is great!

I think it would also be useful to add a similar function to drag and drop any bitmap from windows explorer to CoronaDecal's mask source map slot.

Also, am i missing the decal order function or will it be added later?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-11-10, 23:11:04
Hello.
Is it possible to implement snap to react to the Decal object?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-11-11, 09:04:48
- Added option to drag&drop Bitmap, CoronaBitmap, or a bitmap file from windows explorer onto the "Fit to Bitmap" button of DecalObject. This triggers the sizing, same as if user clicked the button and selected the same texture.
I'm afraid this isn't working for me guys. If I drag and drop any bitmap it doesn't fit to its proportions.

- Added the option to drop bitmaps from Windows explorer directly into our material slots
This one is great!

I think it would also be useful to add a similar function to drag and drop any bitmap from windows explorer to CoronaDecal's mask source map slot.

Also, am i missing the decal order function or will it be added later?
Hi,

It looks like the 1st thing is indeed not working. We have it logged and will fix it.

We also, have a couple of issues logged with ordering. Could you elaborate on what you have in mind?

Cheers,

Rowan

(Internal ID=789448091)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dalton Watts on 2021-11-11, 23:52:49
Thanks, rowmanns!

I've put my suggestions over at CoronaDecals Playground! (https://forum.corona-renderer.com/index.php?topic=34613.msg191793#msg191793) just to make things tidier.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dalton Watts on 2021-11-12, 23:43:15
This last daily build also seems to have introduced a bug. I'm unable to delete a snapshot from render history without 3ds max crashing.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-11-15, 09:22:43
This last daily build also seems to have introduced a bug. I'm unable to delete a snapshot from render history without 3ds max crashing.
Hi,

Thanks for reporting this. I can reproduce it and I've sent it over to the devs for further investigation.

Cheers,

Rowan

(Report ID=CRMAX-1101)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-11-17, 13:11:43




it looks amazing!
I hope all this stays with us and gets into the final version of VBF, the whole list of functions that we see now!
all functions can be added several times and mixed like layers in Photoshop? Can I use several Luts in the picture and mix them up, how does it work now in Virey?
do we really have Aces? ))

PS. can't wait to test already
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-11-17, 14:43:47
Please note that depends on what you mean by "do we have ACES" - what is shown is the color curve for ACES, nothing more (ie no changes to output formats etc.)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-11-17, 16:08:38
Hi Tom,

I'd like to suggest a color picker for white balance like in photoshop's camera raw filter.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-11-17, 16:12:09
Hi Tom,

I'd like to suggest a color picker for white balance like in photoshop's camera raw filter.

It's already there. The second icon in the color picker, next to the regular one.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-11-17, 16:20:30
Hi Tom,

I'd like to suggest a color picker for white balance like in photoshop's camera raw filter.

It's already there. The second icon in the color picker, next to the regular one.

Thanks Maru. Are you getting that color picker by clicking on color tint?
I think it would be more obvious if there's a color picker next to white balance, since you're changing the frame buffer UI. It would be more user friendly in my opinion. Just a thought.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-11-17, 23:29:15
Please note that depends on what you mean by "do we have ACES" - what is shown is the color curve for ACES, nothing more (ie no changes to output formats etc.)

So we are seeing a kind of ACES emulation, then?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-11-18, 07:06:45
Hi guys

i get an error on the latest daily when activate the refraction override settings in the scene tab (set to black)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-11-18, 08:42:30
Hi guys

i get an error on the latest daily when activate the refraction override settings in the scene tab (set to black)

Hi, can you please clarify what type of error, is it NaN related? If possible, can you share a simple reproduction scene with us?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-11-18, 09:42:58
yes its a Nan error.  I will try to upload it tomorrow
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-11-18, 09:53:15
yes its a Nan error.  I will try to upload it tomorrow

Perfect, thanks! I believe we've reproduced and logged that one, but please do share your scene with us as well, as it might have a different reproduction.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: kino_unico on 2021-11-18, 14:20:18
random mode will be implemented in the triplanartexture?
by ID, face, element, instance, etc.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-11-18, 17:11:20
Hi Tom,

I'd like to suggest a color picker for white balance like in photoshop's camera raw filter.

It's already there. The second icon in the color picker, next to the regular one.
Thanks Maru. Are you getting that color picker by clicking on color tint?
I think it would be more obvious if there's a color picker next to white balance, since you're changing the frame buffer UI. It would be more user friendly in my opinion. Just a thought.

Correct. Use color tint for this and click on the inverse picker to specify which color should be considered as white.
This is in Corona 7 and older, I did not mean Corona 8 here.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: piotrus3333 on 2021-11-18, 17:16:23
Please note that depends on what you mean by "do we have ACES" - what is shown is the color curve for ACES, nothing more (ie no changes to output formats etc.)

So we are seeing a kind of ACES emulation, then?

just the tone mapping part.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-11-18, 18:48:58
Hi Tom,

I'd like to suggest a color picker for white balance like in photoshop's camera raw filter.

It's already there. The second icon in the color picker, next to the regular one.
Thanks Maru. Are you getting that color picker by clicking on color tint?
I think it would be more obvious if there's a color picker next to white balance, since you're changing the frame buffer UI. It would be more user friendly in my opinion. Just a thought.

Correct. Use color tint for this and click on the inverse picker to specify which color should be considered as white.
This is in Corona 7 and older, I did not mean Corona 8 here.

it's a bad idea to use a COLOR TINT to adjust the white balance. I would pay attention to how this is implemented in Fstorm, it's really very convenient ;)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-11-19, 09:45:45
Out of interest, has some development been made on the bright white spot error when using reflective/refractive override?

I see that I have a scene where this doesn't seem to be a problem...

However I'm now getting some weird bugs (in the IR at least) when I switch around my HDRi and reflective/refractive/direct environments. The whole scene gets very very overblown white and I can't do anything to fix it other than close the scene and open again.

Is this known? Is this all related?

I'm using daily Oct 15. See attachment. Thanks!

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-11-22, 12:53:52
hi corona team
When will you give us another DB with a new tone mapping?
we have been waiting for this for so long, I can't wait to try it))
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-11-22, 13:05:32
When will you give us another DB with a new tone mapping?

As soon as it is ready :) Can't project or estimate dates of features in dailies beyond that - you'll know the date, once it shows in the changelog ;)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-11-22, 13:10:30
Quote
As soon as it is ready :) Can't project or estimate dates of features in dailies beyond that - you'll know the date, once it shows in the changelog ;)

Thanks TomG )
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-11-22, 15:55:36
Out of interest, has some development been made on the bright white spot error when using reflective/refractive override?

I see that I have a scene where this doesn't seem to be a problem...

However I'm now getting some weird bugs (in the IR at least) when I switch around my HDRi and reflective/refractive/direct environments. The whole scene gets very very overblown white and I can't do anything to fix it other than close the scene and open again.

Is this known? Is this all related?

I'm using daily Oct 15. See attachment. Thanks!
Hi,

Issues with fireflies with overrides were fixed in the v8 dailies.

The second issue sounds strange, would you be able to provide the scene in question?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-11-22, 19:24:48
Hi,

Issues with fireflies with overrides were fixed in the v8 dailies.

The second issue sounds strange, would you be able to provide the scene in question?

Thanks,

Rowan

Has it been fixed?
I used to complain about this error, I sent this scene.
Now the last build, while the same NaN error.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-11-23, 08:27:49
Out of interest, has some development been made on the bright white spot error when using reflective/refractive override?

I see that I have a scene where this doesn't seem to be a problem...

However I'm now getting some weird bugs (in the IR at least) when I switch around my HDRi and reflective/refractive/direct environments. The whole scene gets very very overblown white and I can't do anything to fix it other than close the scene and open again.

Is this known? Is this all related?

I'm using daily Oct 15. See attachment. Thanks!
Hi,

Issues with fireflies with overrides were fixed in the v8 dailies.

The second issue sounds strange, would you be able to provide the scene in question?

Thanks,

Rowan

Great news about the fireflies! Thank you.

I'm pretty under the pump with deadlines at the moment, so if the bug happens again I'll try to replicate it and send it your way. It's a very heavy scene too at the moment, so we'll see!

Thanks again for your reply.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-11-26, 16:17:21
Hi, rowmanns.

As I told you yesterday, the problem persisted after I had reinstalled corona 7.1 (without uninstalling the daily build)

Today I tried to uninstal Corona and then install it again (7.1).
The problem is not happening anymore.
It seems that was something related with the daily build...
I'll keep using 7.1 by now.

Thanks

Ronald
Hi,

I wasn't able to reproduce this issue on either Corona 7 HF1 or the latest daily build. Would you be able to record a a video of the issue and send it over?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-11-29, 17:10:11
Hey guys, any news about the new build with new toys? :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-11-30, 09:25:25
Hey guys, any news about the new build with new toys? :)
We're working on it ;)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-12-02, 16:00:51
impossible to use last two daily builds, crash max in interactive render!I tested it in several scenes, do you have a new update? Thanksssss
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-12-02, 17:07:22
Hey guys, any news about the new build with new toys? :)
We're working on it ;)

Thanks!
Can't wait, I love when daily builds are released. They're like new toys for me.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-12-02, 17:51:01
impossible to use last two daily builds, crash max in interactive render!I tested it in several scenes, do you have a new update? Thanksssss

Are you getting any license activation issues along with the crashes? Can you please submit a ticket with some minidumps? Thanks.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-12-05, 14:36:12
No problem activation license!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-12-05, 16:56:26
I can't remember if anyone reported crashing when render history is deleted? Latest daily build, 3ds max 2016.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-06, 08:45:50
I can't remember if anyone reported crashing when render history is deleted? Latest daily build, 3ds max 2016.
Hi,

That one is reported.

Cheers,

Rowan

(Report ID=CRMAX-1101)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-12-08, 00:56:52
CORONA SLICER - I FEEL LIKE CRYING :))))))
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-12-08, 01:19:33
Quote
Enabled creating CoronaCamera from orthographic view
🙏
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2021-12-08, 13:18:27
the daily build 2021-12-06 is awesome specially the slicer shader.
but the interactive performance for me is a lot slower compare to corona 7 and 8 previous daily builds. it kind of stuck and do not start right away it take some time (almost 5-10 sec) to start every single time no matter how light the scene is. even with a very light product scene. it really weird I had not seen this issue in Corona IR ever. 

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-12-08, 13:29:58
the daily build 2021-12-06 is awesome specially the slicer shader.
but the interactive performance for me is a lot slower compare to corona 7 and 8 previous daily builds. it kind of stuck and do not start right away it take some time (almost 5-10 sec) to start every single time no matter how light the scene is. even with a very light product scene. it really weird I had not seen this issue in Corona IR ever.

Can you please make sure your render settings are reset to default?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2021-12-08, 13:43:52
I reset it many times. and on 2 system, one with windows 10 and one with windows 11. I had no other application open. additionally, it is not just starting the IR would stuck a few second, even stopping it using frame buffer stop button (or maxscript) trigger this and I need to wait few second to edit my scene again.
but there is no such issue with the ordinary production render and it start right away.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-09, 13:31:36
I reset it many times. and on 2 system, one with windows 10 and one with windows 11. I had no other application open. additionally, it is not just starting the IR would stuck a few second, even stopping it using frame buffer stop button (or maxscript) trigger this and I need to wait few second to edit my scene again.
but there is no such issue with the ordinary production render and it start right away.
Hi,

Please can you send over an example scene? Also what is the specification of your computer?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2021-12-09, 13:38:55
Sure I will send a scene tonight.
my spec is : motherboard ROG Strix X570-E Gaming, cpu AMD Ryzen™ 9 5950X, ram 64gb crucial 3200hz, gpu AORUS GeForce RTX™ 3060
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-09, 14:50:39
Sure I will send a scene tonight.
my spec is : motherboard ROG Strix X570-E Gaming, cpu AMD Ryzen™ 9 5950X, ram 64gb crucial 3200hz, gpu AORUS GeForce RTX™ 3060
Thanks. Please let me know the name of the scene when it's done :)

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-12-09, 15:24:49
With latest daily, Drserver.exe often crashes on my slaves. It didn't happen on v7.

globally, DR seems to be half working (cpu working at half speed, total passes remains strangely low etc)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-12-10, 18:17:14
Hi guys, im experiencing some extreme slow viewport performances with multiples corona lights on the scene, and even worst when those lights are ies, less than 2 fps and with ies on says inactive, cpu AMD 3990, 128gb ram, video card 1070Ti, 3dsmax 2022.3 (latest update), no effects on viewport set, its super basic, standard lights (2) no highlights no shadows nothing else on, no matter if its set to shade, wireframe, object color or texture on viewport, same results, don't know if this is a known issue but i've never experienced something like this before.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-12-13, 01:14:09
still getting those NAN errors when im clicking on refractive override
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-12-13, 08:38:00
still getting those NAN errors when im clicking on refractive override

I'm getting them quite often too. But the whole IR screen basically turns overblown white. Can't report as I'm 100% under the pump, but this is a true bug from my POV
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-12-13, 08:48:51
still getting those NAN errors when im clicking on refractive override

still getting those NAN errors when im clicking on refractive override

I'm getting them quite often too. But the whole IR screen basically turns overblown white. Can't report as I'm 100% under the pump, but this is a true bug from my POV

Hi, we are aware of this issue, and it is currently logged.

(Report ID=CRMAX-1129)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-13, 12:12:18
Hi guys, im experiencing some extreme slow viewport performances with multiples corona lights on the scene, and even worst when those lights are ies, less than 2 fps and with ies on says inactive, cpu AMD 3990, 128gb ram, video card 1070Ti, 3dsmax 2022.3 (latest update), no effects on viewport set, its super basic, standard lights (2) no highlights no shadows nothing else on, no matter if its set to shade, wireframe, object color or texture on viewport, same results, don't know if this is a known issue but i've never experienced something like this before.
Hi,

Can you send over a scene? I just tried this here and I wasn't able to reproduce it. Can you also ensure that your GPU drivers are up to date.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-12-13, 14:49:19
Sorry for the delayed response, yes i will send the scene, and yes, drivers are up to date, try with two different drivers, the studio ones and the game ones, both same result.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-12-13, 15:38:59
Hi guys, im experiencing some extreme slow viewport performances with multiples corona lights on the scene, and even worst when those lights are ies, less than 2 fps and with ies on says inactive, cpu AMD 3990, 128gb ram, video card 1070Ti, 3dsmax 2022.3 (latest update), no effects on viewport set, its super basic, standard lights (2) no highlights no shadows nothing else on, no matter if its set to shade, wireframe, object color or texture on viewport, same results, don't know if this is a known issue but i've never experienced something like this before.
Hi,

Can you send over a scene? I just tried this here and I wasn't able to reproduce it. Can you also ensure that your GPU drivers are up to date.

Thanks,

Rowan


File uploaded
Successfully uploaded as 1639406257_problematics-lights.rar

just make another test with this files that have onli the lights and the same issue was presented.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-13, 18:00:42
Thanks I'll take a look
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-14, 09:11:26
Hi guys, im experiencing some extreme slow viewport performances with multiples corona lights on the scene, and even worst when those lights are ies, less than 2 fps and with ies on says inactive, cpu AMD 3990, 128gb ram, video card 1070Ti, 3dsmax 2022.3 (latest update), no effects on viewport set, its super basic, standard lights (2) no highlights no shadows nothing else on, no matter if its set to shade, wireframe, object color or texture on viewport, same results, don't know if this is a known issue but i've never experienced something like this before.
Hi,

Can you send over a scene? I just tried this here and I wasn't able to reproduce it. Can you also ensure that your GPU drivers are up to date.

Thanks,

Rowan


File uploaded
Successfully uploaded as 1639406257_problematics-lights.rar

just make another test with this files that have onli the lights and the same issue was presented.
Hi,

So I have investigated this and it looks like there is an issue with the viewport display of CoronaLights specifically in Max 2022. In Max 2021 the performance is much better.

We'll look into this and see if something can be done.

Thanks,

Rowan

(Report ID=CRMAX-1186)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-12-14, 12:38:20
Great, glad to help, thanks.

VK
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2021-12-14, 14:14:24
Hello,
Is this anything worth investigating?

Im not sure if it is worth your time, but well that something right?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-12-15, 18:09:05
Hello,
Is this anything worth investigating?
...

Im not sure if it is worth your time, but well that something right?

The same thing happens in Corona7. Applying rayswitchMtl to windows helps.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mvpetropolis on 2021-12-17, 17:40:31
Hi, I wanted some help on Corona Decals, I'm not able to separate the displacement from the base of the decals, like for me to use decals the material applied to it can't have displacement? I confess that I looked for tutorials on the internet explaining about the tool and I didn't find anything
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-12-17, 20:28:44
Hi, I wanted some help on Corona Decals, I'm not able to separate the displacement from the base of the decals, like for me to use decals the material applied to it can't have displacement? I confess that I looked for tutorials on the internet explaining about the tool and I didn't find anything

I'm not sure what exactly you are asking for, but with decals you have pretty extensive control over displacement. You can plug displacement map to either base, or decal material and only according parts of the material will be displaced. If you plug displacement to both, the base and decal, then you have an option to choose wether decal's displacement will replace base's displacement, or if it will be added on top of it. Nearly every combination is possible.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-12-17, 22:57:03
And just a note that there are no tutorials to be found because Corona 8 is in development - tutorials can't be made until a feature is finalized, and will usually only appear after the official release (as otherwise UI, feature set, etc. may still change).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mvpetropolis on 2021-12-17, 23:35:43
Thank you very much everyone for the feedback, I'll really have to poke around here to try to better understand how to use it!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mvpetropolis on 2021-12-18, 00:14:57
how do I make the base material not affect my decals? Like I have a material in the applied plane and another material in the decals, I want the displacement of the base material not to affect the displacement of the decals, who both have their projection of individual displacment, I didn't want these stone markings to affect the earth's displacemet, this is a test I'm doing to try to better understand how this tool works.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-12-18, 10:42:47
You need to turn on replace base displacement in decal object. Notice that both, base and decal materials has to have displacement, otherwise this option won't have any effect.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-21, 09:12:08
You need to turn on replace base displacement in decal object. Notice that both, base and decal materials has to have displacement, otherwise this option won't have any effect.
We're working on a fix for this one.

(Report ID=CRMAX-1161)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-12-21, 10:24:40
I though it's by design - if there's no displacement in either materials, then there's nothing to replace, or i'm wrong?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2021-12-21, 19:45:19
does anyone know why this happens - if the background is dark, then small elements, needles are visible
BUT if the background is light, then they partially disappear, the overall volume visually becomes smaller.
this problem has been for a long time, but before I did not pay attention to it, until I saw that my trees were left without needles and this became a problem.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-12-22, 09:24:29
I though it's by design - if there's no displacement in either materials, then there's nothing to replace, or i'm wrong?
Hey,

What would you expect in the following scenario? You have a base material with displacement, your decal doesn't have disaplacement but you have replace base displacement checked.

I attached some screenshots to demonstrate, I'm interested to know what you think.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-12-22, 10:24:04
does anyone know why this happens - if the background is dark, then small elements, needles are visible
BUT if the background is light, then they partially disappear, the overall volume visually becomes smaller.
this problem has been for a long time, but before I did not pay attention to it, until I saw that my trees were left without needles and this became a problem.

Hi Yuriy!

Thanks for mentiong this behaviour.
I have the same problem for a while now and I am curious to know what the dev team thinks about.

Cheers,

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-12-22, 10:33:02
I wish we have an option for decals - "displacement only" which would allow to turn off the influence of color and relf/refr (in other words disabling direct visibility) of the decal material, leaving only the effect of the displacement, is this teoretically possible?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-12-22, 10:43:39
I though it's by design - if there's no displacement in either materials, then there's nothing to replace, or i'm wrong?
Hey,

What would you expect in the following scenario? You have a base material with displacement, your decal doesn't have disaplacement but you have replace base displacement checked.

I attached some screenshots to demonstrate, I'm interested to know what you think.

Rowan

I think that current behaviour is logical. If i would want decal to cancel base mesh displacement, i would simply plug Corona color node into decal material's displacement slot, but i also see that your suggested fix could look more logical and expected to other users.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Neeraj Gajjar on 2022-01-12, 13:05:09
Hi,

Is someone else facing this problem after turning off cast shadow of sheer curtain as shown in attached image.

i am using 3ds max 2022.3 & latest DB


thanks :)

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2022-01-12, 17:44:01
Hi,

Is someone else facing this problem after turning off cast shadow of sheer curtain as shown in attached image.

i am using 3ds max 2022.3 & latest DB


thanks :)

This is an old bug existing since many versions back, it is not related to Corona 8.
You can find it here under "black highlights" - https://support.corona-renderer.com/hc/en-us/articles/4402699661585

If you need help rendering your image without these artifacts, please contact us here: https://corona-renderer.com/link/contact-support
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2022-01-12, 19:40:44
Or you can simply use rayswitcher material and leave the GI slot empty.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: fflasshh on 2022-01-13, 09:25:56
Hello,
I'm using currently the dec. 6 Build. I'm experiencing the issue again, that during network rendering, the rendertime is constantly growing. This was an issue with version 6, but with version 7 it was solwed. Now I'm rendering an animation, and the rendertime is growing over time. If I stop the process (stop all nodes) and restart the rendering again, the rendertimes become shorter again.
I'm using pulze render manager, but with Backburner it's the same...
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2022-01-14, 15:09:52
Quote
UVW randomizer and multimap can now use multiple randomization methods at the same time, instead of selecting just a single one. Note: The randomization seed has changed so scenes may render differently than in previous versions

This is great.
Any chance it can be added to scatter? I always felt that the randomization algorithm in Corona Scatter was not random enough.

Disclaimer: I'm not using Corona 8 yet.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2022-01-19, 22:18:51
does anyone know why this happens - if the background is dark, then small elements, needles are visible
BUT if the background is light, then they partially disappear, the overall volume visually becomes smaller.
this problem has been for a long time, but before I did not pay attention to it, until I saw that my trees were left without needles and this became a problem.

Are you using an override on the environment?
Could this just be an order of operations type thing where the background override is using the image alpha channel to apply the override and the finer needles have a much higher transparency level than the rest of the tree meaning that when the black background is applied it provides more contrast to those areas?

If you saved out your image as a png and layered it up a few times in photoshop, do you end up with the thicker looking foliage like in the black background example?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-01-20, 12:25:59
Hi guys, corona color picker is giving me problems on a dual screen, have all my 3dsmax setting on the left scrren, only material library on the right, i try to pick a colo like i always doit with previous versions and its giving me wrong colors, its like its picking the colos from other location of the screen, and also the color picker looks strange.

AMD 3990x, 256gb ram, RTX 3080TI
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-01-24, 14:54:56
Hello,
I'm using currently the dec. 6 Build. I'm experiencing the issue again, that during network rendering, the rendertime is constantly growing. This was an issue with version 6, but with version 7 it was solwed. Now I'm rendering an animation, and the rendertime is growing over time. If I stop the process (stop all nodes) and restart the rendering again, the rendertimes become shorter again.
I'm using pulze render manager, but with Backburner it's the same...
Hi,

Are you able to send the scene over to us?

Instructions on how to do this can be found in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-01-24, 14:58:21
Hi guys, corona color picker is giving me problems on a dual screen, have all my 3dsmax setting on the left scrren, only material library on the right, i try to pick a colo like i always doit with previous versions and its giving me wrong colors, its like its picking the colos from other location of the screen, and also the color picker looks strange.

AMD 3990x, 256gb ram, RTX 3080TI
Hey,

This is a long standing problem of the old Color picker. We are working on a new Color picker right now, so keep your eyes on the changelog :)

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-01-24, 16:52:36
Thanks, this is awesome

VK

Hi guys, corona color picker is giving me problems on a dual screen, have all my 3dsmax setting on the left scrren, only material library on the right, i try to pick a colo like i always doit with previous versions and its giving me wrong colors, its like its picking the colos from other location of the screen, and also the color picker looks strange.

AMD 3990x, 256gb ram, RTX 3080TI
Hey,

This is a long standing problem of the old Color picker. We are working on a new Color picker right now, so keep your eyes on the changelog :)

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2022-01-24, 17:41:19
I am using the daily build from January 4th and have started to notice an issue when I try to render out an image sequence within Max (not using Pulze\Backburner).  Basically the scene will parse forever unless I click on the render status window, and then it kicks into gear.  Had it stuck on a frame all night and parse time was reported as 7 hours or something.  Once I catch it and click on it, it seems to go fine then for a few more frames and then the same thing happens.

Anyone else experiencing anything similar?  Happening on multiple machines.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2022-01-24, 19:02:08
@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2022-01-24, 20:40:38
@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.

Ok, I'd seen reports about drserver freezing etc, just hadn't seen anyone solve it by just clicking around on the screen...seems like a windows 'focus' thing on my end.  But I bet it's all related.  Thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-01-25, 09:34:28
@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.

Ok, I'd seen reports about drserver freezing etc, just hadn't seen anyone solve it by just clicking around on the screen...seems like a windows 'focus' thing on my end.  But I bet it's all related.  Thanks!
Hi,

Are you using some remote desktop software?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2022-01-25, 13:17:25
I hope to see this checkbox filled in soon :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rozpustelnik on 2022-01-25, 13:37:27
In my opinion many people is seeing the new tone mapping as a game changer. I wouldn't set the hopes too high - it will not automagically change renders into photos... Just another, flexible tool.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2022-01-25, 13:40:49
@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.

Ok, I'd seen reports about drserver freezing etc, just hadn't seen anyone solve it by just clicking around on the screen...seems like a windows 'focus' thing on my end.  But I bet it's all related.  Thanks!
Hi,

Are you using some remote desktop software?

Rowan

I have similar issue and yes i use TightVNC software
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-01-25, 14:17:35
Quote
In my opinion many people is seeing the new tone mapping as a game changer. I wouldn't set the hopes too high - it will not automagically change renders into photos... Just another, flexible tool.

we understand it very well
those settings that are now - they are not enough, we need a lot more, tonemapping should be developed, now it is very primitive
and no one bothers to use it as before - in order to get the results that you liked before, so I don’t think you need to worry about changes, you won’t lose anything, but only gain additional features
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2022-01-25, 16:23:23
In my opinion many people is seeing the new tone mapping as a game changer. I wouldn't set the hopes too high - it will not automagically change renders into photos... Just another, flexible tool.

instead of a thousand words
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-01-25, 16:25:57
Same thing here, usint chrome remote desktop and ThightVNC, both same issue and not related to latest version, this happens since version 6 to 7

@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.

Ok, I'd seen reports about drserver freezing etc, just hadn't seen anyone solve it by just clicking around on the screen...seems like a windows 'focus' thing on my end.  But I bet it's all related.  Thanks!
Hi,

Are you using some remote desktop software?

Rowan

I have similar issue and yes i use TightVNC software
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2022-01-25, 16:28:09
In my opinion many people is seeing the new tone mapping as a game changer. I wouldn't set the hopes too high - it will not automagically change renders into photos... Just another, flexible tool.

instead of a thousand words

You know Corona works like this since 2012 (w.r.t. the green-red interreflections)? Have you tried recreating the cornell box scene?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: piotrus3333 on 2022-01-25, 17:22:56
instead of a thousand words

these comparisons are only spreading more misconceptions.

a video instead of words:

and there is noting primitive about Corona's tone mapping. all the tools are there.


Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-01-25, 17:38:06
Quote
these comparisons are only spreading more misconceptions.
you want to say that we don't need ASEC, it's a completely useless thing?
But then why do absolutely all renderers strive to support it?
Why does the entire film industry render in ASEC color space? are they doing something wrong?
and I don’t understand why many people are negative about ASEC, as if it will replace something, and after its implementation in CoronaRender it will no longer be the same
It must be understood that the ASEC color space will not replace what is now, ASEC is an addition, if someone does not like it, you can always work as before, without changes
Personally, I want more features, the options that I have now are not enough for me, I have been waiting for 2 years when they finally rewrite the frame buffer with tonemapping, add color spaces, the ability to overlay and mix Lut and other other goodies that are in many other renderers, for example, in the same Vray, its framebuffer is just great, it has a huge functionality and is very flexible, although I do not like Vray as a render engine

Quote
and there is noting primitive about Corona's tone mapping. all the tools are there.
one button is enough for someone to work, and for someone 1000 buttons are not enough
everyone's needs and desires are different
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2022-01-25, 17:57:16
Quote
In my opinion many people is seeing the new tone mapping as a game changer. I wouldn't set the hopes too high - it will not automagically change renders into photos... Just another, flexible tool.

we understand it very well
those settings that are now - they are not enough, we need a lot more, tonemapping should be developed, now it is very primitive
and no one bothers to use it as before - in order to get the results that you liked before, so I don’t think you need to worry about changes, you won’t lose anything, but only gain additional features

Not to start an argument or anything, but what's wrong with using Camera Raw in photoshop for all the tone mapping adjustments? I don't get it.
There's no way Corona can have more features than that.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: piotrus3333 on 2022-01-25, 17:58:24
Why does the entire film industry render in ASEC color space? are they doing something wrong?

to make the production smoother and future-proof the output. do you know why Corona uses wide RGB for internal color space?

nothing against ACES, quite the opposite. all against spreading misconceptions. not very constructive.


and please, indulge me: what is primitive in tone mapping in Corona? what is missing?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-01-25, 18:15:46
Quote
but what's wrong with using Camera Raw in photoshop for all the tone mapping adjustments? I don't get it.
There's no way Corona can have more features than that.
and in Corona you work blindly?
I can't work blindly, I need to adjust the tone mapping in the framebuffer - then I see what else I can improve, change the albedo in the material or the intensity of the light-shadow play
in photoshop you can't affect anything but the picture, and if you adjust the tonemapping in the framebuffer you can make changes to the scene to further fine-tune the picture and get a better result
So why do we need photoshop? I think it will be great if we get the final result already in the Corona framebuffer
I still get the final result already on the render, I don’t like to adjust the image in Photoshop, but when the tonemapping is rewritten we will get new features, is that bad?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-01-25, 18:22:36
Quote
and please, indulge me: what is primitive in tone mapping in Corona? what is missing?
I wrote about the shortcomings more than a year ago and not only me
incorrect operation in Log mode - shadow areas simply disappear, shadows are covered with a black film, compression gives an unpleasant result, and so on
you can look through the forum, there are topics with discussions of tonemapping problems
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2022-01-25, 18:22:44
I tend to do most of the settings in the VFB, often no PS at all. So the more i can do, the better
I also made my own lut's to have more subtle control of the gamma curve, and gamut, and colors. But it's a bit a pain this try and error process.
Ocio support would be great also.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-01-25, 18:25:59
Quote
Ocio support would be great also
it would be great
I'm waiting for this too )
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2022-01-25, 19:20:40
ACES might not give you a fundamentally different look in the end, that's why some say its urgency is blown out of proportion wrt Corona. Film industry is a bit different: with all the different image sources - different cameras for filming & CGI shots from 20 different VFX houses and different software used - they need some kind of a ground truth and consistency.

Also you need to ensure that all texture/color input is converted in to ACES... so implementing it needs you to lift a heavier weight than 'just' taking care of the final color transform.

OCIO... well Autodesk is trying to get this in, and it's better that way since any renderer could access it then, data would be easier exchangeable between renderers etc. As for progress, not sure where they are but the more people ask for it the more it will be seen as a priority. But people should really ask there, not here, otherwise nothing will change. Their roadmap was showing a few items that were removed recently... it's a mystery to me why people don't ask them why that happened and decide to complain about Max on their renderer's forum instead...
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: piotrus3333 on 2022-01-25, 20:48:31
Quote
and please, indulge me: what is primitive in tone mapping in Corona? what is missing?
I wrote about the shortcomings more than a year ago and not only me
incorrect operation in Log mode - shadow areas simply disappear, shadows are covered with a black film, compression gives an unpleasant result, and so on
you can look through the forum, there are topics with discussions of tonemapping problems

an example: tonemapper part of ACEScg>sRGB transform simulated with CIE. curve. it's just a curve. attached as LUT.




Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-01-25, 20:56:51
Quote
an example: tonemapper part of ACEScg>sRGB transform simulated with CIE. curve. it's just a curve. attached as LUT.
I'm sorry, but your example is very simple, there is no difficulty in such lighting, what difference can you see here?
If I had all the tasks like your approximate render, then I wouldn’t need anything either
but the whole difficulty is in different lighting scenarios in large outdoor scenes, when there are a lot of objects of different brightness, when you want to show a juicy bright picture, but at the same time so that the white places do not burn, and the shadows have a pleasant gradation from gray to black, and not just black
in general, for understanding - we need a more complex scene with a more complex lighting scenario
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: piotrus3333 on 2022-01-25, 21:08:24
lighting does not matter, a curve is a curve. what matters is how close these two are.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2022-01-25, 21:11:26
Quote
and please, indulge me: what is primitive in tone mapping in Corona? what is missing?
I wrote about the shortcomings more than a year ago and not only me
incorrect operation in Log mode - shadow areas simply disappear, shadows are covered with a black film, compression gives an unpleasant result, and so on
you can look through the forum, there are topics with discussions of tonemapping problems

an example: tonemapper part of ACEScg>sRGB transform simulated with CIE. curve. it's just a curve. attached as LUT.


Well, if it doesn't have any differents why Corona team spent more than one year for this development and explained why the dropped this feature for 8th release instead 7th?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-01-25, 21:19:22
Quote
lighting does not matter, a curve is a curve. what matters is how close these two are.
it all depends on how you use the opportunities given to you
color space is not only RGB but also work with a range of brightness
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: karlingermano on 2022-01-26, 18:09:38
Hi,

I am testing the new build (01.26) with Tyflow.
If I understand correctly now it supports render instancing.
For me particles are still invisible if the mesh node is set to render instance (see attachent).
Did I do something wrong or this per-instance time variation you mentioned in the changlog has something to do with this?

Thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2022-01-26, 18:18:47
@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.

Ok, I'd seen reports about drserver freezing etc, just hadn't seen anyone solve it by just clicking around on the screen...seems like a windows 'focus' thing on my end.  But I bet it's all related.  Thanks!
Hi,

Are you using some remote desktop software?

Rowan

I have similar issue and yes i use TightVNC software


Ah hah!  Yes I am using windows built in RDP to control nodes that don't have monitors attached.  I normally never render out animations this way but I was having issues with my farm software not playing well with PhoenixFD files for some reason.  Seems that it's missing the cache files despite the fact that the path is set correctly.  Anyway, long story short I'm sure that's it.  Cheers!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-01-26, 18:36:33
Curvature Map works pretty nice, i did some tests. But "ignore bump" option can be essential in some cases.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2022-01-26, 20:25:55
Hi devs, thank for new CurvatureMap, it works fine with black base color but doesn't with white. Please see attachment for more details... Or I do smt. wrong?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-01-26, 20:55:44
Very nice implantation of curvature map. it is very helpful, Thanks.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-01-26, 22:15:12
Hi,

I am testing the new build (01.26) with Tyflow.
If I understand correctly now it supports render instancing.
For me particles are still invisible if the mesh node is set to render instance (see attachent).
Did I do something wrong or this per-instance time variation you mentioned in the changlog has something to do with this?

Thanks!
same thing for me, motion blur doesn't work either
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-01-28, 09:03:10
Hi,

I am testing the new build (01.26) with Tyflow.
If I understand correctly now it supports render instancing.
For me particles are still invisible if the mesh node is set to render instance (see attachent).
Did I do something wrong or this per-instance time variation you mentioned in the changlog has something to do with this?

Thanks!
same thing for me, motion blur doesn't work either
Hi,

Which version of TyFlow are you using? Both motion blur and the mesh node being set to render instance are working for me.

Can you try updating to the latest beta and seeing if it is still an issue?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-01-28, 12:06:17
Hi,

I am testing the new build (01.26) with Tyflow.
If I understand correctly now it supports render instancing.
For me particles are still invisible if the mesh node is set to render instance (see attachent).
Did I do something wrong or this per-instance time variation you mentioned in the changlog has something to do with this?

Thanks!
same thing for me, motion blur doesn't work either
Hi,

Which version of TyFlow are you using? Both motion blur and the mesh node being set to render instance are working for me.

Can you try updating to the latest beta and seeing if it is still an issue?

Thanks,

Rowan

Yes, I'm using the latest 0,16135 build from Jan 26 and simple setup with spheres falling from tyIcon, nothing special
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-01-28, 12:51:02
Yes, I'm using the latest 0,16135 build from Jan 26 and simple setup with spheres falling from tyIcon, nothing special

Can you send the scene over?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: user116 on 2022-01-31, 14:38:33
Not technical here but it took me exactly 3 seconds to google a bunch of photos with similiar lighting conditions - coniferous trees on bright sky and it looks quite different. Since the engine is trying to mimic a camera I presume it should look similiar to camera. I seriously doubt photographers mask around or fiddle with this topic in any way.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2022-01-31, 15:35:35
Guys, please keep in mind this thread is ONLY for Corona 8 daily builds issues reporting and discussion. Please keep any other topics away from it.
Please stop commenting about compositing stuff against the sky unless there is some new issue in Corona 8.
Please stop your comments now, I will move all relevant posts into a new thread now, and we can continue the discussion over there.

Thank you.

The compositing thread: https://forum.corona-renderer.com/index.php?topic=35500.0
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mike288 on 2022-01-31, 19:07:49
Quote
UVW randomizer and multimap can now use multiple randomization methods at the same time, instead of selecting just a single one. Note: The randomization seed has changed so scenes may render differently than in previous versions

This is great.
Any chance it can be added to scatter? I always felt that the randomization algorithm in Corona Scatter was not random enough.

Disclaimer: I'm not using Corona 8 yet.
Hi, please, what exactly would you like to add?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2022-01-31, 19:39:25
Quote
UVW randomizer and multimap can now use multiple randomization methods at the same time, instead of selecting just a single one. Note: The randomization seed has changed so scenes may render differently than in previous versions

This is great.
Any chance it can be added to scatter? I always felt that the randomization algorithm in Corona Scatter was not random enough.

Disclaimer: I'm not using Corona 8 yet.
Hi, please, what exactly would you like to add?

I think I may have misinterpreted the changelog. If I understand the changelog correctly, there are different randomization methods (randomization algorithms?). If possible, it would be great to be able to scroll through a few different randomization algorithms in scatter, to switch between different ways elements are scattered. Not the seed, but the actual way items are randomized.  I don't know if this makes sense...
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-01-31, 21:36:34
No different algorithms - what the UVWRandomizer allows you to do is apply randomness based on object, instance, polygons, etc. so the same randomization algorithm is involved, just it is triggered to calculate a new random number when you are on a new polygon (that's the new randomization mode). That would not apply to Scatter though.

BTW in what way is the randomization in Scatter "not random enough", that part confuses me - an example of what you get vs what you would have wanted (some sample image from another source, whether that be photo or otherwise) would be handy to know what you mean.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2022-01-31, 22:45:52
No different algorithms - what the UVWRandomizer allows you to do is apply randomness based on object, instance, polygons, etc. so the same randomization algorithm is involved, just it is triggered to calculate a new random number when you are on a new polygon (that's the new randomization mode). That would not apply to Scatter though.

BTW in what way is the randomization in Scatter "not random enough", that part confuses me - an example of what you get vs what you would have wanted (some sample image from another source, whether that be photo or otherwise) would be handy to know what you mean.

Hi Tom.

Ok. It's not easy to explain, and I hope you don't think I'm crazy for showing this. But, attached I'm sending 3 images done with corona scatter and 3 done with Forest Pack (also a PDF file for comparing, and the Max file).
I changed only the random seed between each option.

In the Corona images there are several groups of 3, while in the forest pack images I found only one.
What I'm trying to say is that I noticed clusters in Corona scatter.
Also it seems to me that Corona doesn't use all colors as many times evenly (in this example few white ones), while Forest pack does. But this may be just my impression.

Edit: The same would go for MultiMap I think.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-02-01, 02:50:05
Yes, I'm using the latest 0,16135 build from Jan 26 and simple setup with spheres falling from tyIcon, nothing special

Can you send the scene over?

Rowan
Of course, maybe I just don't understand how it's supposed to work.

see the attachments (Max 2021)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-01, 15:33:52
Yes, I'm using the latest 0,16135 build from Jan 26 and simple setup with spheres falling from tyIcon, nothing special

Can you send the scene over?

Rowan
Of course, maybe I just don't understand how it's supposed to work.

see the attachments (Max 2021)
Hi,

Corona still currently doesn't support motion blur for objects with changing topology. Which is why the motion blur isn't working in this case.

It's something we have logged already.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-02-01, 19:06:11

Hi,

Corona still currently doesn't support motion blur for objects with changing topology. Which is why the motion blur isn't working in this case.

It's something we have logged already.

Thanks,

Rowan

but
will be done in v8

and

Hey,

Support for tyflow was released in todays daily build. You can grab it here: https://forum.corona-renderer.com/index.php?topic=33839.msg194357#msg194357

Cheers,

Rowan
it was your reply in "tyflow Motion blur" topic, so I thought it was solved in tyflow now, in current daily build, and I understand why it didn't work before
in this case, can you explain what exactly is "tyflow support"?

PS in the max scene itself, the parameter in the mesh operator is set to "render instances", and there is nothing on the render in this case.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mike288 on 2022-02-01, 20:27:25
No different algorithms - what the UVWRandomizer allows you to do is apply randomness based on object, instance, polygons, etc. so the same randomization algorithm is involved, just it is triggered to calculate a new random number when you are on a new polygon (that's the new randomization mode). That would not apply to Scatter though.

BTW in what way is the randomization in Scatter "not random enough", that part confuses me - an example of what you get vs what you would have wanted (some sample image from another source, whether that be photo or otherwise) would be handy to know what you mean.

Hi Tom.

Ok. It's not easy to explain, and I hope you don't think I'm crazy for showing this. But, attached I'm sending 3 images done with corona scatter and 3 done with Forest Pack (also a PDF file for comparing, and the Max file).
I changed only the random seed between each option.

In the Corona images there are several groups of 3, while in the forest pack images I found only one.
What I'm trying to say is that I noticed clusters in Corona scatter.
Also it seems to me that Corona doesn't use all colors as many times evenly (in this example few white ones), while Forest pack does. But this may be just my impression.

Edit: The same would go for MultiMap I think.
Hi lupaz,

thanks for your example. The thing is that in our Scatter we are using (or at least trying to use) uniform random distribution during instance generation. :-) In your example you have 8 cube types and 195 instances of them. If I have computed the math correctly for your case (using Markov chains) there is only about 6% probability that there will be NO triplet of same cube types in a row. In other words there is about 94% probability that 3 or more same cube types in a row will appear. Obviously, more instances you create, the latter probability gets increased (195 is already two-degrees larger than 3 and 8).

So from this point of view it is rather Forest Pack that does not behave 'randomly'. It clearly uses some non-uniform distribution. Or you were extremely lucky and hit those 6%, hehe. :-) Anyway, ATM it does not seem to me that our Scatter behaves differently than designed = uniformly. But I get your point and maybe we could offer some other distribution type(s) that might serve certain user scenarios better. I am taking a note for the future. ;-) Thanks.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2022-02-01, 20:43:06
I might be wrong, but i think Sini scatter has a feature "avoid similar neighbours" or something along the lines. Might be interesting to look at it closer.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2022-02-01, 20:44:09
But I get your point and maybe we could offer some other distribution type(s) that might serve certain user scenarios better. I am taking a note for the future. ;-) Thanks.

Great.
Thank you Mike!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2022-02-01, 21:13:18
Hi lupaz,

thanks for your example. The thing is that in our Scatter we are using (or at least trying to use) uniform random distribution during instance generation. :-) In your example you have 8 cube types and 195 instances of them. If I have computed the math correctly for your case (using Markov chains) there is only about 6% probability that there will be NO triplet of same cube types in a row. In other words there is about 94% probability that 3 or more same cube types in a row will appear. Obviously, more instances you create, the latter probability gets increased (195 is already two-degrees larger than 3 and 8).

So from this point of view it is rather Forest Pack that does not behave 'randomly'. It clearly uses some non-uniform distribution. Or you were extremely lucky and hit those 6%, hehe. :-) Anyway, ATM it does not seem to me that our Scatter behaves differently than designed = uniformly. But I get your point and maybe we could offer some other distribution type(s) that might serve certain user scenarios better. I am taking a note for the future. ;-) Thanks.

This reminds of the story about music streaming apps and shuffle playback. Truly random shuffling would mean that you could hear the same song twice in a row, or multiple songs even, which is not what people *expect* from random behavior - similarly, if for example someone was told to put flowers in a garden randomly, he would probably avoid putting the same type of plant next to each other because it wouldn't be random... while in fact it would.
Same here, whenever some random function comes up with the same thing too close to each other I change the seed. Not random enough :D
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-02-02, 08:23:30
Hi lupaz,

thanks for your example. The thing is that in our Scatter we are using (or at least trying to use) uniform random distribution during instance generation. :-) In your example you have 8 cube types and 195 instances of them. If I have computed the math correctly for your case (using Markov chains) there is only about 6% probability that there will be NO triplet of same cube types in a row. In other words there is about 94% probability that 3 or more same cube types in a row will appear. Obviously, more instances you create, the latter probability gets increased (195 is already two-degrees larger than 3 and 8).

So from this point of view it is rather Forest Pack that does not behave 'randomly'. It clearly uses some non-uniform distribution. Or you were extremely lucky and hit those 6%, hehe. :-) Anyway, ATM it does not seem to me that our Scatter behaves differently than designed = uniformly. But I get your point and maybe we could offer some other distribution type(s) that might serve certain user scenarios better. I am taking a note for the future. ;-) Thanks.

This reminds of the story about music streaming apps and shuffle playback. Truly random shuffling would mean that you could hear the same song twice in a row, or multiple songs even, which is not what people *expect* from random behavior - similarly, if for example someone was told to put flowers in a garden randomly, he would probably avoid putting the same type of plant next to each other because it wouldn't be random... while in fact it would.
Same here, whenever some random function comes up with the same thing too close to each other I change the seed. Not random enough :D

Yes, I had a similar thought. I recall Damien Hirst (I think!) once fired an intern for arguing that if something is truly 'random' then multiple instances of the same thing would naturally occur in succession. Hirst later admitted he was wrong and changed his mind.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-02, 09:02:02

Hi,

Corona still currently doesn't support motion blur for objects with changing topology. Which is why the motion blur isn't working in this case.

It's something we have logged already.

Thanks,

Rowan

but
will be done in v8

and

Hey,

Support for tyflow was released in todays daily build. You can grab it here: https://forum.corona-renderer.com/index.php?topic=33839.msg194357#msg194357

Cheers,

Rowan
it was your reply in "tyflow Motion blur" topic, so I thought it was solved in tyflow now, in current daily build, and I understand why it didn't work before
in this case, can you explain what exactly is "tyflow support"?

PS in the max scene itself, the parameter in the mesh operator is set to "render instances", and there is nothing on the render in this case.
Hi,

I have attached our benchmarking scene which we used for testing tyflow support. Which works with standard geometry motion blur and instancing.

I have checked out your scene and you need to have "Enable Particle Interface" checked in the tyflow object in order for the particles to be rendered. I have attached a screenshot as well.

Let me know if you need some more info, or questions.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-02, 23:35:36
hey guys - how does cryptomatte work?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-03, 00:00:51
What I do is save it to CXR, change name to EXR, load it into Photoshop using Exr-IO (the latest version understands cryptomatte information). You then get all the layers in Photoshop, one for each Named object or Layer or Name and Layer etc. depending on what option you choose for the Cryptomatte element. Each Photoshop layer is a mask for that object (or however you asked Cryptomatte to gather things together), which will include motion blur and DOF, which I can then copy and paste into the mask of say an Adjustment Layer to tweak something about that particular object (or object group, or however you set it up :) )

Of course there are other programs that can read in and understand Cryptomatte data such as Nuke (and Photoshop won't understand it without the free Exr-IO).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-03, 04:52:26
thanks for that - so is it essentially like a wirecolour with more precise selections?  as the wirecolour can miss some pixels
if it is - then i would say its a hybrid between wirecolour and MASKID ?  meaning its a wirecolour with precise selections?

What I do is save it to CXR, change name to EXR, load it into Photoshop using Exr-IO (the latest version understands cryptomatte information). You then get all the layers in Photoshop, one for each Named object or Layer or Name and Layer etc. depending on what option you choose for the Cryptomatte element. Each Photoshop layer is a mask for that object (or however you asked Cryptomatte to gather things together), which will include motion blur and DOF, which I can then copy and paste into the mask of say an Adjustment Layer to tweak something about that particular object (or object group, or however you set it up :) )

Of course there are other programs that can read in and understand Cryptomatte data such as Nuke (and Photoshop won't understand it without the free Exr-IO).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-03, 05:04:52
one other thing mate - so you save it as a CXR version out of max and then in windows you rename the extension to EXR?  can i ask how you do that?  because when i try the simple rename method, it doesnt open in photoshop (error)

What I do is save it to CXR, change name to EXR, load it into Photoshop using Exr-IO (the latest version understands cryptomatte information). You then get all the layers in Photoshop, one for each Named object or Layer or Name and Layer etc. depending on what option you choose for the Cryptomatte element. Each Photoshop layer is a mask for that object (or however you asked Cryptomatte to gather things together), which will include motion blur and DOF, which I can then copy and paste into the mask of say an Adjustment Layer to tweak something about that particular object (or object group, or however you set it up :) )

Of course there are other programs that can read in and understand Cryptomatte data such as Nuke (and Photoshop won't understand it without the free Exr-IO).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-02-03, 13:00:38
save it to CXR, change name to EXR

Btw: you don't have to do this, use "File" -> "Open as" instead. This way you can even have multiple plugins active for one file type (in this case OpenEXR, ProEXR, Exr-IO - are there more?) and you can select one of them.


Good Luck



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: pietro3d on 2022-02-03, 14:16:37
About Cosmos Browser, when I try to open it I get this error: "Cannot open cosmos browser, becouse cosmos service is not running"
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-03, 14:21:11
On Cryptomatte being like wire color, well cryptomatte is cryptomatte and is its own thing :) Advantage to other masking options is better handling of depth of field and motion blur.

Cool on Open As! Did not know that.

I do indeed just use windows rename to change the extension (then a lazy double click will open it in Photoshop through Exr-IO in the future hehe). Just to check, you have the Exr-IO plugin installed? Could be PS without Exr-IO says error due to the cryptomatte data, as I know it can't handle that on its own without the plugin ;) Could be it makes it think it's an invalid EXR since it has data and info it doesn't understand.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2022-02-03, 14:25:02
About Cosmos Browser, when I try to open it I get this error: "Cannot open cosmos browser, becouse cosmos service is not running"

Did you choose custom install option and enabled cosmos service installation?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-02-03, 14:34:41
About Cosmos Browser, when I try to open it I get this error: "Cannot open cosmos browser, becouse cosmos service is not running"

Please try the following, go to C:\Program Files\Chaos Group\Chaos Cosmos, and run cbservice.exe with administrator rights, try reloading the Browser and 3dsMax, it should work. Also please look here for further troubleshooting: https://docs.chaos.com/display/COSMOS/Troubleshooting 
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: pietro3d on 2022-02-03, 14:54:03
About Cosmos Browser, when I try to open it I get this error: "Cannot open cosmos browser, becouse cosmos service is not running"

Please try the following, go to C:\Program Files\Chaos Group\Chaos Cosmos, and run cbservice.exe with administrator rights, try reloading the Browser and 3dsMax, it should work. Also please look here for further troubleshooting: https://docs.chaos.com/display/COSMOS/Troubleshooting

Ok now it work. Thanks
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jvincentrs4 on 2022-02-03, 16:01:44
Just wanted to say congrats to the corona team lots of implementation of new features in this release. Congrats team way to go look forward to future daily updates.


 
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-02-03, 17:01:03

Hi,

I have attached our benchmarking scene which we used for testing tyflow support. Which works with standard geometry motion blur and instancing.

I have checked out your scene and you need to have "Enable Particle Interface" checked in the tyflow object in order for the particles to be rendered. I have attached a screenshot as well.

Let me know if you need some more info, or questions.

Thanks,

Rowan

Thanks Rowan, now i got it, works like a charm (see attachment)
And one more time - thanks  for your productive work and adding so many of long awaited features!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-03, 17:46:22
Neat sparkler!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-03, 22:51:14
Hi guys - i installed exr-io i saved the file out to CXR and when i do 'open as' i get this error.  any ideas?

On Cryptomatte being like wire color, well cryptomatte is cryptomatte and is its own thing :) Advantage to other masking options is better handling of depth of field and motion blur.

Cool on Open As! Did not know that.

I do indeed just use windows rename to change the extension (then a lazy double click will open it in Photoshop through Exr-IO in the future hehe). Just to check, you have the Exr-IO plugin installed? Could be PS without Exr-IO says error due to the cryptomatte data, as I know it can't handle that on its own without the plugin ;) Could be it makes it think it's an invalid EXR since it has data and info it doesn't understand.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: PROH on 2022-02-03, 23:36:37
You need to change CXR to EXR.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-04, 00:05:59
ok so i can open it now - it was a windows setting to hide extensions - so when i open it, i only get 1 layer and not the elements eventhough i have ticked to include the elements?

You need to change CXR to EXR.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-04, 02:20:53
Can you screengrab and paste your Exr-IO settings? You'd need to have Cryptomatte checked, and the related Transparent unchecked.

Also be sure to have followed the steps on https://forum.corona-renderer.com/index.php?topic=35535.0 especially unchecking the Propagate checkbox for this daily build.

And here are the Exr-IO settings I have been using, attached
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-04, 03:51:38
Thanks Tom - please see my settings out of MAX/EXR-IO and also what happens when i import - i get these weird pixels and many versions of the elements.  Noting that i dont have cryptomatte element setup at this point.

Can you screengrab and paste your Exr-IO settings? You'd need to have Cryptomatte checked, and the related Transparent unchecked.

Also be sure to have followed the steps on https://forum.corona-renderer.com/index.php?topic=35535.0 especially unchecking the Propagate checkbox for this daily build.

And here are the Exr-IO settings I have been using, attached
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: philipbonum on 2022-02-04, 07:53:28
Any update on this? Has this really been removed? As Ink Visual is pointing out, this is really not the same thing and will be sorely missed.


I think the guys from the Corona team meant this function
it globally disables and enables displacement in the entire scene


Hi Yuriy,
I know the Corona team meant the function from your screenshot.
What I'm saying is that these are two different things. If I disable displacement globally from the render setup window, it simply means all my shaders render without it.
Disabling displacement function from current version of Corona Converter allows me to first disable displacement on all my shaders, and then turn it on again for only some selected ones.
This is very helpful in debugging the scene and getting rid of unnecessary displacement from objects you don't want it to be on, while preserving it on the objects that should have it.
You simply cannot do the same with the render settings displacement checkbox.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-02-04, 09:05:47
Do I understand correctly that to use Chaos Cosmos I should:

- Sign In to the chaos at https://accounts.chaosgroup.com/
- Download my desired model
- Import it manually?

I can't seem to log in to the chaosgroup accounts page. Do you know which credentials I should be using? The same as my Corona license login?

Thanks.


Edit: got it working.

This is a pretty amazing feature. And super stable too! Thanks guys!

One small thing: Imported one person mesh, he's shiny and triangulated...?

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-02-04, 09:09:56
Thanks Tom - please see my settings out of MAX/EXR-IO and also what happens when i import - i get these weird pixels and many versions of the elements.  Noting that i dont have cryptomatte element setup at this point.

Can you screengrab and paste your Exr-IO settings? You'd need to have Cryptomatte checked, and the related Transparent unchecked.

Also be sure to have followed the steps on https://forum.corona-renderer.com/index.php?topic=35535.0 especially unchecking the Propagate checkbox for this daily build.

And here are the Exr-IO settings I have been using, attached

Please note render outputs of this render element need to be saved as .CXR (do not save as OpenEXR) and either be renamed to .EXR while saving, or in the case of .CXR you can always select to open the file with "Open as..." and select which plugin you want to use (I am unsure if this works with NUKE or Combustion). (Added a note here: https://forum.corona-renderer.com/index.php?topic=35535.msg194706#msg194706)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-04, 09:29:05
Edit: got it working.

This is a pretty amazing feature. And super stable too! Thanks guys!

One small thing: Imported one person mesh, he's shiny and triangulated...?
Hey,

Which model is this? Also did you drag and drop it or did you use the import button?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-02-04, 09:39:20
I used the green import button (amazing function, btw! Works even with IR running FYI users)

00231 Kadek 005

Cheers.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2022-02-04, 09:45:20
He's just wearing a.... full metal jacket! *ba dum tsss*

No seriously, it will get fixed
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-02-04, 09:57:09
He's just wearing a.... full metal jacket! *ba dum tsss*

No seriously, it will get fixed

Actually his PBR was set to 'non-metal' ;)

(I'm not so good with the jokes)

Thanks! All the other models I tested (non-people) worked as expected! (Except I imported a plane model and got the normals error pop-up)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-02-04, 10:09:49
Thanks! All the other models I tested (non-people) worked as expected! (Except I imported a plane model and got the normals error pop-up)
some cars I have tested have some weird normal problem which was obvious and some materials of them was way off in terms of expected reflection. Nonetheless, great feature to have.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-04, 12:29:16
Actually his PBR was set to 'non-metal' ;)

(I'm not so good with the jokes)

Thanks! All the other models I tested (non-people) worked as expected! (Except I imported a plane model and got the normals error pop-up)
some cars I have tested have some weird normal problem which was obvious and some materials of them was way off in terms of expected reflection. Nonetheless, great feature to have.
Thanks for the info, we'll look into this :)

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-02-05, 00:32:55
Good evening, latest build crash a lot during interactive or when i close the interactive window, not too heavy scene, it freeze and i left it hang for more than 8 hours no response, AMD threadripper 3990x, 256gigs of ram, video card 3080TI, dual screen 4k

PS. i solve the color picker issue, the windows rescaling for the displays was in different percentages on both screen, i set them to same value both and all was fixed (this is like a 3dsmax issue also, something about coordinates position goes wrong)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2022-02-05, 08:34:09
Not sure if it's a bug or what, but I'm very frustrated by the following: during IR, sometimes when I decide to move the IR panel just slightly, not hitting the windows fullscreen zones, and the IR suddenly expands to a full screen and especially on heavy scenes sometimes even crashes. I can't reproduce it, it doesn't happen every time, but it happens the scene size doesn't matter. Is anyone having such issues?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-02-07, 15:00:01
Hey maybe I'm having a senior moment but how do I get access to the Chaos Cosmos assets? It seems to tell me I need to sign up, but we already own all the products in the set. Can't seem to find an actual asset library page to start downloading stuff from. Or is there a browser built into the latest v8 daily somewhere?

Cheers!

Edit: twas in the custom installer section.... carry on!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-07, 15:03:44
"The only way to open the cosmos browser is using the “Open Cosmos Browser” option in the X key menu. The toolbar icon will come soon."

Does  it show up if you search for it and click on it? BTW it should look different than running Cosmos from the V-Ray toolbar (ours will show Materials as a category).
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-02-07, 15:10:48
It does - cheers! Pretty cool to have this asset library and it has a lot of potential.

My first comment on this is that it looks like all the assets and management of it are downloading locally to the workstation, rather than being controllable as a centralised storage e.g. server/NAS. Is that possible or are there plans to do it? It's pretty essential, as all the maps etc. that come with a model would need to be pushed to centralised storage in order for anything to work on anyone's renderfarm etc.

Cheers,
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2022-02-07, 15:43:52
It does - cheers! Pretty cool to have this asset library and it has a lot of potential.

My first comment on this is that it looks like all the assets and management of it are downloading locally to the workstation, rather than being controllable as a centralised storage e.g. server/NAS. Is that possible or are there plans to do it? It's pretty essential, as all the maps etc. that come with a model would need to be pushed to centralised storage in order for anything to work on anyone's renderfarm etc.

Cheers,

Hi Alex, this is actually supported, so please take a look if it's working fine for you. Once the browser is started, click the three dots icon > settings and change your assets path. (see screenshots)
Also, if multiple users share the same network drive, then assets downloaded by one users, will appear as downloaded by all users using the same drive.
In case of any issues, you know where to find us. ;)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-02-07, 15:55:28
Ah very cool, that's great. I would maybe then suggest that this pops up the first time a user launches the browser?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-02-07, 15:58:25
Actually - that settings page is not allowing me to access our mapped network drives, so that'd need fixing. Can I manually edit a config file for now?

Just thinking about the installer - in an ideal world you could set the network location for assets in the main Corona Installer, the same way that current Chaos products allow you e.g. vray/phoenix. Then you can be sure it's working fine from the start.

Cheers,
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-02-07, 16:23:52
Actually - that settings page is not allowing me to access our mapped network drives, so that'd need fixing. Can I manually edit a config file for now?

You should be able to "skip" the mapping and to use unc here. For some reason the first mapped drive is missing here as well (others are there) but unc worked fine.


Good Luck



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-02-07, 16:36:16
Thanks Frood, although for us that won't be ideal, as we use the proper mapped network drive for all asset management. Having UNC path has given us trouble in the past for various things. I hope the team can enable that in the browser.

Cheers,
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-02-07, 16:53:11
Hi Alex, then there is still the config file you can try to edit meanwhile, though I wonder why the file browser does not allow you to select the path you want: Program Files\Common Files\ChaosGroup\ChaosCosmos\config.json. Here you can select a new home for all the converter victims :)


Good Luck



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-02-07, 16:54:26
Cheers Frood.

If I had to take a guess, it would be that the browser is being launched as admin, which blocks mapped network drives.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Beanzvision on 2022-02-07, 17:48:28
Hi Alex,

Could you please shoot us a message over at support@corona-renderer.com so we can investigate this further? Thanks in advance :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-02-07, 17:54:49
Hi Alex,

Could you please shoot us a message over at support@corona-renderer.com so we can investigate this further? Thanks in advance :)

Sure, done.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-02-08, 10:05:48
Possible bug:

Renaming materials while IR is running has caused a sudden 'application error' crash multiple times recently.

I'm using daily 02-02, max 2021

Cheers
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: v.p.vlasenko on 2022-02-08, 22:47:04
Also adding a map to the material lead to app error.

Seems like if you create a map and then connect to the material - all fine (but can't say for sure)

But if you drag from material and then select any map in the menu - crash.

In the example - I started IR, created and applied material, then dragged base color and selected CoronaAO.



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2022-02-09, 08:34:04
Also adding a map to the material lead to app error.

Seems like if you create a map and then connect to the material - all fine (but can't say for sure)

But if you drag from material and then select any map in the menu - crash.

In the example - I started IR, created and applied material, then dragged base color and selected CoronaAO.

This one should be already fixed for the next daily build :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2022-02-09, 15:39:58
Possible bug:

Renaming materials while IR is running has caused a sudden 'application error' crash multiple times recently.

I'm using daily 02-02, max 2021

Cheers

Hey aaouviz,

Your issue is fixed in the newest daily build - https://forum.corona-renderer.com/index.php?topic=33839.msg194990#msg194990

Kris
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-02-09, 15:49:22
Possible bug:

Renaming materials while IR is running has caused a sudden 'application error' crash multiple times recently.

I'm using daily 02-02, max 2021

Cheers

Hey aaouviz,

Your issue is fixed in the newest daily build - https://forum.corona-renderer.com/index.php?topic=33839.msg194990#msg194990

Kris

Amazing, thank you!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: John.McWaters on 2022-02-11, 00:25:36
With the new daily build (Feb. 8th), in the Render Setup window, I can see all the options under the Common and Render Elements tab, but every other tab is blank
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-11, 04:32:26
With the new daily build (Feb. 8th), in the Render Setup window, I can see all the options under the Common and Render Elements tab, but every other tab is blank

This would mean your licensing has failed (under the new licensing, this works the same as V-Ray, where if a GUI license is not available then the GUI does not show up). You can post in https://forum.corona-renderer.com/index.php?topic=35591.0 if you like, but mostly contact support@corona-renderer.com and when emailing them, be sure to include the email address you log into the licensing with (but no need to post that in this thread, or in the licensing issues thread), and then support can look into what is happening for you and get it corrected.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Alexandre Besson on 2022-02-11, 18:28:03
Hi,

It would be nice to have possibility to  exclude slice Material to render override.

regards
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: John.McWaters on 2022-02-14, 15:20:12
With the new daily build (Feb. 8th), in the Render Setup window, I can see all the options under the Common and Render Elements tab, but every other tab is blank

This would mean your licensing has failed (under the new licensing, this works the same as V-Ray, where if a GUI license is not available then the GUI does not show up). You can post in https://forum.corona-renderer.com/index.php?topic=35591.0 if you like, but mostly contact support@corona-renderer.com and when emailing them, be sure to include the email address you log into the licensing with (but no need to post that in this thread, or in the licensing issues thread), and then support can look into what is happening for you and get it corrected.

That fixed it. Thank you.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: user116 on 2022-02-21, 17:06:27
Having problems installing few last daily builds. Skipped them but would really like to test the new tone mapping.
Any help appreciated - did forum search, found similiar problems but none of the solutions work - windows 7 fully updated, 3ds max 2016, VisualC++ also installed (latest I could find).
Anyone else having similiar issues and managed to make it work somehow ?
Thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2022-02-21, 17:22:18
WOW! Finally, we can try new ToneMapping. It was looooong waiting )
Thanks, guys for the new Toy :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2022-02-21, 17:22:50
ocio support as well ? (didn't read so it seems)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-21, 17:23:56
No ocio support, just the tone mapping aspect to apply to the image.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jvincentrs4 on 2022-02-21, 17:24:46
Hey Corona Team,

Nice work on the new color management I have a couple questions.

1.  Will there be implementation of OCIO, Rec.709 etc
2. The tools seem nice but wondering if there are any plans to make them a bit more like Vray or Photoshop
  Exposure, white balance, hue sat, color balance, levels . I know these tools are there but maybe a graphical slider like Photoshop would be really nice.
 

I know this is the first pass so congrats just a few ideas and questions.

Thanks, jimmy
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2022-02-22, 12:29:32
when installing the latest v8 daily, it will update to the chaos licencing system right ?

is it possible to revert to v7 afterwards without messing up everything ?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-22, 13:16:40
when installing the latest v8 daily, it will update to the chaos licencing system right ?

is it possible to revert to v7 afterwards without messing up everything ?
Hi,

The two licensing systems are independant. So reverting should be fine. However remember that scenes saved in the v8 daily builds may not work with v7 and you should create a backup of the scene first.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aldola on 2022-02-22, 14:54:17
Hi honestly i find the new tone mapping interface a bit complicated, its like vray tone mapping but with a bad ui, i know that ther is some hard work behind it, but at the moment it looks rough and complicated
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-02-22, 15:11:38
Hi honestly i find the new tone mapping interface a bit complicated, its like vray tone mapping but with a bad ui, i know that ther is some hard work behind it, but at the moment it looks rough and complicated
totally agree. very exceptional functionality and freedom (I would like more feature of course), really appreciate it; but, it need a better UI in my humble opinion.
However, I think I will get used to it, but I would prefer a node based UI for something like these tone mapping operators would be more clear for artists.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aldola on 2022-02-22, 15:32:04
And the presets are just settings that we could get with the previous versions
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: BardhylM on 2022-02-22, 16:23:34
These additions are turning v8 into a great upgrade, obviously just needs some testing and tweaking for the final stage (as you always do)!

For me the UI is not as "non-friendly", maybe we just need to readjust. What I found is that corrections work as layered stack starting from the top, being added
towards bottom (the opposite of Photoshop). The correction names kinda confuse me, but it is rather a thing to get accustomed with.

With that said, trying with the daily build it crashed in couple of times:
-Moving the corrections to rearrange the "layers", it is possible to put them under the buttons of "+" and "Reset", and for me that crashes Max.
-Saving images in History with "Show with original postprocessing" and comparing the images it goes bonkers.

Probably you have already found these and know them, hope you fix them easily :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-02-22, 19:32:29
the new tonemappers are quite interesting and useful, thanks.
I would like to point out a few things:

1. Adding a new layer restarts interactive rendering for me

2. I would really like to have an "opacity" slider for each of the layers, it would be very convenient to use it for example with curves (similar to the strength of LUTs)

3. The interface has become quite "cramped" and requires some reorganization, I constantly want to stretch it to the right

4. It would be nice to have a graphical display of some functions, for example advanced filmic curve

5. And I also think it would be a great idea to integrate the masking  for these tonemapping layers directly into the VFB, using the new cryptomatte for example

6. I'm used to setting the color through HSV space, in the new colorpicker the display of the Hue scale is affected by the Saturation parameter, which means that when the saturation values ​​​​are close to 0, it becomes very difficult to select the desired H value by eye. Is it possible to make the Hue scale, as before, displayed with the maximum saturation value
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-02-23, 07:20:38
These additions are turning v8 into a great upgrade, obviously just needs some testing and tweaking for the final stage (as you always do)!

For me the UI is not as "non-friendly", maybe we just need to readjust. What I found is that corrections work as layered stack starting from the top, being added
towards bottom (the opposite of Photoshop). The correction names kinda confuse me, but it is rather a thing to get accustomed with.

With that said, trying with the daily build it crashed in couple of times:
-Moving the corrections to rearrange the "layers", it is possible to put them under the buttons of "+" and "Reset", and for me that crashes Max.
-Saving images in History with "Show with original postprocessing" and comparing the images it goes bonkers.

Probably you have already found these and know them, hope you fix them easily :)

Thank you, reported.

(Report ID=CRMAX-1330)
(Report ID=CRMAX-1331)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2022-02-23, 11:02:55
Does v8 changes how it deals with hdri intensity multipliers, and globally, with light intensity values ? Everything seems 5x overblown.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2022-02-23, 17:21:24
the new tonemappers are quite interesting and useful, thanks.
I would like to point out a few things:

1. Adding a new layer restarts interactive rendering for me

......

6. I'm used to setting the color through HSV space, in the new colorpicker the display of the Hue scale is affected by the Saturation parameter, which means that when the saturation values ​​​​are close to 0, it becomes very difficult to select the desired H value by eye. Is it possible to make the Hue scale, as before, displayed with the maximum saturation value

7. The "refresh" button doesn't work for me

8. As I noticed, LUTs can no longer be selected when the list is closed by scrolling with the mouse wheel, it was quite convenient
Title: Question about albedo
Post by: n2graf on 2022-02-24, 14:16:46
how is albedo calculated? The albedo is the amount of light that the color reflects, right?  If we are at 0 saturation and value 90% the albedo shouldn't be 90% too?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: n2graf on 2022-02-24, 17:59:29
Antoher question. When one Cam is in overide tonemapping mode, the name of the cam and his parameters appears at the framebuffer, but when i change to another cam, the name and parameters dont change and it keep the first one. This happens everytime in interactive mode for me, but only sometimes it works good on production mode. Its so anoyng to configurate the exposure of everycam.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-24, 23:33:16
Looking forward to when the corona team does a tutorial on how to use/import cryptomatte into photoshop - im kind of confused as to the workflow.  I exported it out as a CXR and changed the extension to exr - imported in photoshop and a tonne of layers imported?  almost 4 to 5 times the amount of passes i had in the vfb + it imported in PS without the tonemapping applied (looks raw).... anyway im sure theres a logical explanation.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-25, 01:17:33
That ton of layers is correct - each layer is the mask for.. well whatever you selected in cryptomatte, let's say Name as a default, which would mean you get one mask for every object, letting you isolate it with correct motion blur and depth of field.

This is easier in something that is not Photoshop, e.g. Nuke, where you should have nice nodes with a dropdown list so you can choose the object in question that way, but in terms of something like Photoshop this is what is to be expected from Cryptomatte. You can then use those masks as needed, e.g. copy them into the Mask of an Adjustment Layer to apply an adjustment only to that object, or use them as masks when blending Render Elements like Reflectance etc. Sadly Photoshop is just not very elegant this, though!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-25, 01:31:52
totally understand - ok perfect so i will just use this opened exr/cxr file as a placeholder and copy and paste masks into another photoshop file as required to keep filesize down :)thanks heaps for the info
PS - why does it come in without the tonemapping though?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-02-25, 01:53:03
Hmm that's an interesting question, I haven't looked but since it is saved as CXR, it contains the data needed for the Corona Image Editor to apply the tone mapping itself, so it is possible the Beauty pass has no tone mapping applied since the CIE is meant to apply it. We'll have to have a look!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-25, 07:18:48
hey corona devs - just a heads up - when you use a coronacolorcorrect node and activate the editor for curves, it crashes max on latest daily.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-25, 09:04:55
hey corona devs - just a heads up - when you use a coronacolorcorrect node and activate the editor for curves, it crashes max on latest daily.
Hi,

Thanks, reproduced and reported.

Rowan

(Report ID=CRMAX-1338)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-25, 09:06:34
Antoher question. When one Cam is in overide tonemapping mode, the name of the cam and his parameters appears at the framebuffer, but when i change to another cam, the name and parameters dont change and it keep the first one. This happens everytime in interactive mode for me, but only sometimes it works good on production mode. Its so anoyng to configurate the exposure of everycam.
Hi,

I'll look into this.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2022-02-26, 13:31:07
Hi

New Tone mapping looks interesting, but would be nice to see some tutorial about it.
I tried different presets from the built in list, but didn't find useful ones except Dubcat's  ACES emulation. Maybe I do something wrong, but others look odd for me. Tutorial about new operators should help to understand how they work and get better render results
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Basshunter on 2022-02-26, 14:31:52
Why can't the eye dropper from the new color picker just be like any other eye dropper tool out there, where you just click on the icon and then on the target? Why still using this annoying and unintuitive dragging mode?

Guys, these small details are really important since they improve user experience.

On the other hand, you did a great job with the new color picker UI.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-02-28, 02:48:54
has anyone elses render dialgoue box on the latest daily now gone empty?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-02-28, 08:18:48
has anyone elses render dialgoue box on the latest daily now gone empty?
Hi,

It means you probably need to activate corona using the new licensing system. Instuctions on that are here: https://forum.corona-renderer.com/index.php?topic=33839.msg194990#msg194990

Thanks,

Rowan
Title: Chaos Cosmos materials
Post by: mferster on 2022-02-28, 22:58:04
I've been using a lot of the chaos cosmos assets in the latest daily builds, but it seems like a lot of the materials that are attached to the models are underdeveloped?

For example:

-All the people have glossiness values set to 1 and anisotropy set to 0.5 and only have a diffuse map
-a majority of the leafy plant materials I have tried have no translucency and also have the same glossiness values as above.

I just want to check to see if this is a known issue and planned to be addressed in subsequent releases.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-03-01, 01:01:09
Yes, known issues which will be addressed :) But ty for reporting of course, better safe than sorry, so do always let us know when you run into issues.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-02, 14:51:40
Anyone else experiencing that the override of the new tone mapping for a camera doesn't actually work!?

Also, when I add a new tone mapping node control (or whatever they're called?), eg; Highlight compression, if I type in a number and press enter the control just disappears/is deleted from the list!?

Also also, if I type in "-4" for simple exposure it simply sets it to "0.0"!?!?

Also also also, if I choose a preset and change one of the parameters, the whole preset is lost, some of the controls just disappear....what!?

This seems kinda flakey so far guys, sorry...
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-03-02, 15:03:11
1. Can you explain more about "doesn't work" - e.g. what steps are you following, and what are your results? Important things here might be if the camera is an existing one from an old scene, etc. My tests were just quick to see what happens, in a new and empty scene.

2. No, not experiencing this at all. Please share version of Max, and confirm which daily build of Corona you are using. I am using Max 2022, and daily from 23rd Feb.

3. No, not experiencing this here, it sets it to -4 as expected.

4. Also not experiencing here.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-02, 15:05:55
Thanks for the fast reply.

Please accept my apologies, I should have done a restart before complaining...

All these issues seem to have been fixed thanks to simply closing max...

No idea why or how they happened in the first place though?

All seem to work as expected... I'll keep my eye out in case this happens again.

Cheers!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-03-02, 15:09:16
Great to hear! No worries as better to receive "too many reports" than "too few" - it is also good to know a restart fixed it. I take it that Max was closed when you ran the Corona installer (I know, I know, but have to ask!)? And just in case there is something to fix here, did this occur on loading an existing scene (created in a daily before tone mapping was added? Or in 7?), in a new scene, or was everything just empty like in my tests? TY for any extra info!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-02, 15:21:09
Yes, max was closed :)

Yes, the error happens in a scene created with a previous daily. (All these reports are happening while IR is running, btw)

Another potential issue/query:
- Let's say I load Dubcats preset (which looks stunning, btw).
- I then do a camera specific override and only have 'simple exposure' on the list.

If I understand correctly only the exposure should be different? But it's not working this way, everything gets changed for me...?



On further investigation... I dunno, lots of issues here happening. Even after max resets. I can't get any reliability anywhere with the new tonemapping ... Is it possibly related to this error I'm getting when I load max (started yesterday when I installed latest daily and beta Pulze Scene Manager around the same time, so I don't know the culprit, yet)

Edit: Fixed this error (missing json file from max main directory, no idea why?) but other errors seem to remain, I'm guessing it might be mostly as this scene/file was created in an older version. I created a new scene and has less problems
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-03, 08:08:03
Yes, max was closed :)

Yes, the error happens in a scene created with a previous daily. (All these reports are happening while IR is running, btw)

Another potential issue/query:
- Let's say I load Dubcats preset (which looks stunning, btw).
- I then do a camera specific override and only have 'simple exposure' on the list.

If I understand correctly only the exposure should be different? But it's not working this way, everything gets changed for me...?



On further investigation... I dunno, lots of issues here happening. Even after max resets. I can't get any reliability anywhere with the new tonemapping ... Is it possibly related to this error I'm getting when I load max (started yesterday when I installed latest daily and beta Pulze Scene Manager around the same time, so I don't know the culprit, yet)

Edit: Fixed this error (missing json file from max main directory, no idea why?) but other errors seem to remain, I'm guessing it might be mostly as this scene/file was created in an older version. I created a new scene and has less problems
Hi,

I'll be happy to look into these issues. Would you be able to provide a scene which has these issues? (i.e. the one you created in a previous daily)

I will find an answer for your query too, I have to look into it a bit more first.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-03, 08:38:43
Thanks Rowan,

Uploaded scene to Dropbox uploader. "VILLA_WC.zip"

One potential cause is Pulze Scene manager - I do suspect this is possibly messing things up a lot, but can't confirm this yet.

Good luck mate.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-03, 09:18:56
Thanks Rowan,

Uploaded scene to Dropbox uploader. "VILLA_WC.zip"

One potential cause is Pulze Scene manager - I do suspect this is possibly messing things up a lot, but can't confirm this yet.

Good luck mate.
Hey,

Thanks for the scene, I'll look into it right away.

Regarding your question:
Quote
Another potential issue/query:
- Let's say I load Dubcats preset (which looks stunning, btw).
- I then do a camera specific override and only have 'simple exposure' on the list.

If I understand correctly only the exposure should be different? But it's not working this way, everything gets changed for me...?

The override replaces one pipeline with the other one, if you override e.g. the Dubcat preset with a pipeline that contains only exposure, you will have a tone mapping that only applies the exposure operator, it does not "blend" the original and the overriding pipeline.
The reason for this is that it is very difficult for us to tell what the expected behaviour would be in any other case, as there could be multiple operators of the same type with different ordering, it's not really possible for us to determine which operator should have precidence.
I hope this helps, please let me know if you have some more questions.

Rowan
Title: long time render
Post by: Scuffi on 2022-03-03, 09:33:34
I am noticing with the latest build that rendering of very heavy scenes gives very long times compared to 7. Have you noticed this thing?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-03, 09:43:04
Anyone else experiencing that the override of the new tone mapping for a camera doesn't actually work!?

Also, when I add a new tone mapping node control (or whatever they're called?), eg; Highlight compression, if I type in a number and press enter the control just disappears/is deleted from the list!?

Also also, if I type in "-4" for simple exposure it simply sets it to "0.0"!?!?

Also also also, if I choose a preset and change one of the parameters, the whole preset is lost, some of the controls just disappear....what!?

This seems kinda flakey so far guys, sorry...
Hi,

I have reproduced these issues and we'll look into it asap.

They seem to happen with the pop out tonemapping menu only after applying a preset and then resetting the pipeline.
I couldn't reproduce the problems when editing the tonemapping through the VFB. Maybe you can use the VFB controls as a workaround until we fix this.

Thanks,

Rowan

(Report ID=CRMAX-1358)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-03, 09:55:22
Thanks Rowan,

Uploaded scene to Dropbox uploader. "VILLA_WC.zip"

One potential cause is Pulze Scene manager - I do suspect this is possibly messing things up a lot, but can't confirm this yet.

Good luck mate.
Hey,

Thanks for the scene, I'll look into it right away.

Regarding your question:
Quote
Another potential issue/query:
- Let's say I load Dubcats preset (which looks stunning, btw).
- I then do a camera specific override and only have 'simple exposure' on the list.

If I understand correctly only the exposure should be different? But it's not working this way, everything gets changed for me...?

The override replaces one pipeline with the other one, if you override e.g. the Dubcat preset with a pipeline that contains only exposure, you will have a tone mapping that only applies the exposure operator, it does not "blend" the original and the overriding pipeline.
The reason for this is that it is very difficult for us to tell what the expected behaviour would be in any other case, as there could be multiple operators of the same type with different ordering, it's not really possible for us to determine which operator should have precidence.
I hope this helps, please let me know if you have some more questions.

Rowan

Ok, so would a solution to my desired workflow be:
- Load Dubcat preset in global tonemapping
- Remove 'simple exposure' control from the global
- Add only 'simple exposure' to camera tonemapping override?

Or does it work that when I tick 'override' for camera specific, it overrides ALL global tonemapping controls?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-03, 09:59:36
Ok, so would a solution to my desired workflow be:
- Load Dubcat preset in global tonemapping
- Remove 'simple exposure' control from the global
- Add only 'simple exposure' to camera tonemapping override?

Or does it work that when I tick 'override' for camera specific, it overrides ALL global tonemapping controls?
Hi,

It works in a way that when you tick override for a specific camera it overrides all global tonemapping controls.

I can log a feature request for expanding the behaviour, but the logic would be very complicated on our side so it's not something we could do for v8.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-03, 10:02:10
Ok, no problems!

Thanks, good to know. That would be ideal, but I guess it's probably not worth the trouble.

But, having said this, I think we've unfortunately taken a step back in terms of usability of the cameras now as the tonemapping was separate from the exposure. I lose all global tonemapping settings just to change exposure on a camera...? Not ideal to be honest and complicates things a lot I would say.

I hope my logic here is clear and correct. Apologies if I've missed something.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2022-03-03, 10:19:07
I didn't test new tone mapping yet, but i have to agree with aaouviz - it only seems logical that cameras should be able to override exposure separately from tone mapping, otherwise it would be major pain in the ass to re-create all the tone mapping operators in every single camera. At very least there should be a button "import tone mapping settings from VFB" in a camera.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-03, 10:34:15
Hi,

I'll log this and speak with the devs. @Romullus, there is a button to copy the global settings to the camera already :)

Thanks for the feedback guys!

Rowan
Title: Re: long time render
Post by: rowmanns on 2022-03-03, 10:37:56
I am noticing with the latest build that rendering of very heavy scenes gives very long times compared to 7. Have you noticed this thing?
Hello,

Would you be able to provide some more info for me?

Are you using DR? Which windows and 3ds max versions are you using? And do you have some comparisons?

Lastly if you have a scene where this is happening, could to send it over to me?

Instructions on how to do this can be found in my signiture.

Thanks

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2022-03-03, 11:07:23
@Romullus, there is a button to copy the global settings to the camera already :)

Ah sorry, i should restrain myself from making requests until i have a chance to try new daily builds for myself :]
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: redalex on 2022-03-03, 12:19:58
hi, I did the batch render and save the cameras in .cxr format but when I went to open them the settings were all reset, the build is that of 02.23.22
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ONO on 2022-03-03, 12:34:41
Hello,
Is there any particular reason why a Tone mapping playground has not be incorporated into the Daily builds forum page?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: maru on 2022-03-03, 13:50:36
Hello,
Is there any particular reason why a Tone mapping playground has not be incorporated into the Daily builds forum page?

Hi, we have already identified some issues with the current tone mapping implementation, so I think it makes more sense to start a playground thread once it's more stable and finalized. Otherwise it could result in a bad impression if someone is not familiar with our daily builds and development cycle. :)
But we will do it at some point, sure!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-03, 14:04:52
Hi, sorry to be a buzzkill and constantly finding issues with the new tonemapping

Seems it isn't compatible with tonemapping override (TonemapControl node).

Changing the tonemapping in global settings seems to affect bitmaps which are plugged into this node with all 3 boxes unticket. No LUT is applied to the tonemapping.

Hope it's replicable :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-03, 14:09:44
Hi, sorry to be a buzzkill and constantly finding issues with the new tonemapping

Seems it isn't compatible with tonemapping override (TonemapControl node).

Changing the tonemapping in global settings seems to affect bitmaps which are plugged into this node with all 3 boxes unticket. No LUT is applied to the tonemapping.

Hope it's replicable :)
Hey,

Thanks for reporting it, I'll look into it right away.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2022-03-03, 15:06:33
Hi, sorry to be a buzzkill and constantly finding issues with the new tonemapping

Seems it isn't compatible with tonemapping override (TonemapControl node).

Changing the tonemapping in global settings seems to affect bitmaps which are plugged into this node with all 3 boxes unticket. No LUT is applied to the tonemapping.

Hope it's replicable :)

Hi,

I just checked this.
At this point IR with tone mapping is tricky, so I would recommend stopping and re-rendering to make sure the changes are updated. Not restarting but stopping and re-rendering.
Tonemap control map for direct visibility worked (kinda) as expected for me. You can plug a bitmap through tonemap control, uncheck exposure and play around with tone mapping, then check-uncheck exposure in tonemap control, to see the updates. Tone mapping checkbox in tonemap control map is still acting strangely, alas.

IIRC, even if you uncheck, let's say, exposure for a map in tonemap control map, start IR and change the exposure in tone mapping, the map with tonemap control and exposure option disabled would still be changed. You need to restart the render or re-render so see it back to default exposure, while other parts are affected with tone mapping exposure.
Checking unchecking the options in tonemap control map are a quick method of doing this.

Let me know if you find this helpful.

Regards,
Aram
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-04, 10:20:47
Just a little query:

Has there been some improvement in the loading time of CoronaCamera in the Modify tab?

I've always had an issue that it's extremely slow to load (the camera settings etc) when I select a camera (10 seconds or so), but in the latest daily it seems to be much faster all of a sudden!?

Just curious, that's all :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2022-03-04, 10:34:21
Unfortunately not, this is caused by 3ds Max. Only thing that could help would be switching to Qt. We will not do that until we can drop support for 3ds Max versions that do not use Qt (which is around 2017)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-04, 14:03:18
Hi guys, something realy strange its going on with latest build, Here is an screen shot, its a distributed rendering between ryzen 370 and 3990 both 128 gigs of ram, this image doesnt take more than 20 min to do and it been more than two hours, also the VFB its really slow and freezes, this doesnt happens with previos daily, ill try to upload the scene later, same thing happened with an exterior shot, this one i stopped because it start ok and then increased the time to 16 hous estimate so i decide to render this one as a test..
Hi,

This is fixed in the latest daily build. You can grab it here: https://forum.corona-renderer.com/index.php?topic=33839.msg195869#msg195869

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-04, 14:08:28
hey corona devs - just a heads up - when you use a coronacolorcorrect node and activate the editor for curves, it crashes max on latest daily.
Hi,

This one has been fixed in the latest daily. You can grab it here: https://forum.corona-renderer.com/index.php?topic=33839.msg195869#msg195869

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-03-07, 05:00:14
IR seems to stop when changing material parameters on the latest daily.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-03-07, 08:03:54
IR seems to stop when changing material parameters on the latest daily.

Can you please specify which material parameters made your IR to stop? I am afraid I cannot reproduce this.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-03-07, 23:32:48
it was a generic parameter (ie reducing the reflection) but it was happening to all - i went back to teh previous daily sorry so i cant be too specific.

Question - if my internet goes down, is there a corona offline license? 

PS - what happened to DUB CATS preset?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2022-03-08, 09:28:05
IR seems to stop when changing material parameters on the latest daily.

Same here. If IR in VFB Stop button is blue, Render button is gray, Smiley face doesn't spin and IR actually stopped. To start it again I should press Stop button and then Start button.
If IR is docked Restart option doesn't start IR, it should be "stopped" first.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-08, 10:02:52
Same here. If IR in VFB Stop button is blue, Render button is gray, Smiley face doesn't spin and IR actually stopped. To start it again I should press Stop button and then Start button.
If IR is docked Restart option doesn't start IR, it should be "stopped" first.
it was a generic parameter (ie reducing the reflection) but it was happening to all - i went back to teh previous daily sorry so i cant be too specific.

Question - if my internet goes down, is there a corona offline license? 

PS - what happened to DUB CATS preset?
Hi,

We have a fix for the IR issue already and it will be included in the next build.

And dubcats preset is still there, it was just renamed to "punchy filmic"

Cheers,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-08, 13:04:17
Cosmos bug:

I open it from the right-click quad menu (sidenote; is this still the only way to open it?) and it opens fine (sidenote #2, love the new non-browser interface by the way).

But then cosmos opens again.

Then again.

Sometimes I end having 4 instances of Cosmos open.

Then sometimes when I'm in slate material editor some sort of clicks force Cosmos to open again!...

No idea what's going on. I'm using daily 03/03, Max 2021.2, Windows 10.

Hope this is replicable/fixable. All the best :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-08, 13:41:53
Cosmos bug:

I open it from the right-click quad menu (sidenote; is this still the only way to open it?) and it opens fine (sidenote #2, love the new non-browser interface by the way).

But then cosmos opens again.

Then again.

Sometimes I end having 4 instances of Cosmos open.

Then sometimes when I'm in slate material editor some sort of clicks force Cosmos to open again!...

No idea what's going on. I'm using daily 03/03, Max 2021.2, Windows 10.

Hope this is replicable/fixable. All the best :)
Hi,

That is really odd, I haven't seen that at all yet. I'll look into it, maybe you could provide a video of it happening?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-08, 13:53:01
Cosmos bug:

I open it from the right-click quad menu (sidenote; is this still the only way to open it?) and it opens fine (sidenote #2, love the new non-browser interface by the way).

But then cosmos opens again.

Then again.

Sometimes I end having 4 instances of Cosmos open.

Then sometimes when I'm in slate material editor some sort of clicks force Cosmos to open again!...

No idea what's going on. I'm using daily 03/03, Max 2021.2, Windows 10.

Hope this is replicable/fixable. All the best :)
Hi,

That is really odd, I haven't seen that at all yet. I'll look into it, maybe you could provide a video of it happening?

Thanks,

Rowan

Sure thing!

https://www.dropbox.com/s/ezu0e7k1zyrhidm/2022-03-08%2014-26-07.mp4?dl=0

In this instance it only opened twice. And unfortunately with my dual-screen set-up it's hard to see what's happening, but I can assure you I didn't do anything other than drag the cosmos browser to the other screen.

....

To be honest; I have had a LOT of weird shit happening this past week. So I might not be the most reliable source for bug reporting. I went on vacation for 2 weeks and left my PC running the whole time (but didn't use it).

When I returned I installed latest Corona Daily, latest Beta Pulze Scene Manager and Helio cloud rendering app. Since then I've been dealing with constant bugs in Corona and Max. Today my Max started defaulting to ART renderer for no reason, for example.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-09, 14:06:53
Sure thing!

https://www.dropbox.com/s/ezu0e7k1zyrhidm/2022-03-08%2014-26-07.mp4?dl=0

In this instance it only opened twice. And unfortunately with my dual-screen set-up it's hard to see what's happening, but I can assure you I didn't do anything other than drag the cosmos browser to the other screen.

....

To be honest; I have had a LOT of weird shit happening this past week. So I might not be the most reliable source for bug reporting. I went on vacation for 2 weeks and left my PC running the whole time (but didn't use it).

When I returned I installed latest Corona Daily, latest Beta Pulze Scene Manager and Helio cloud rendering app. Since then I've been dealing with constant bugs in Corona and Max. Today my Max started defaulting to ART renderer for no reason, for example.
Hi,

We have managed to reproduce something very similar here. We're looking into the cause and will let you know soon.

Cheers,

Rowan

(Report ID=CRMAX-1382)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2022-03-10, 22:33:49
Not sure if it's on my end or with the last three daily builds, the ShadowCatcher slows down the rendering by at latest 50%
Update:
It's not the ShadowCatcher but the ToneMapper when connected to ShadowCatcher that takes away lots of the juice.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: OakCorp on 2022-03-11, 11:41:52
Hello, Corona Team

Is the Physical Camera workflow not available on corona 8?

The corona camera's ISO and F-Stop do not affect the exposure.
Is the exposure adjustment only for Tone mapper?
(If so, does the Camera ISO value make sense?)

Use corona-8-3dsmax-daily-2022-03-03
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-03-11, 13:30:45
Hi guys, I'm having a very strange behavior with latest build, when I open a scene made with previous version (corona 7) all the physical material maps are gone, they appear on the preview of the slate but inside the map there's no bitmap linked, here some screenshots, the last one appear black after double click
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2022-03-11, 14:06:33
Does this behaviour specific to V8? I think Corona bitmap always acted like that - when path to the bitmap has changed, it simply wipe outs old path and bitmap name cleanly, which is super annoying.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-03-11, 15:42:07
For me its only for v8, never have this issue before on other versions, the map completely disappears, not even left the name to search the map aging.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-03-11, 17:42:59
Sorry, I don't see any reports or reference for this, why is this disabled, just testing todays daily and also appears on previous versions (if this si reported or explained please forgive me, I couldn't find it)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: naxiu on 2022-03-11, 18:49:50
Sorry, I don't see any reports or reference for this, why is this disabled, just testing todays daily and also appears on previous versions (if this si reported or explained please forgive me, I couldn't find it)

Try removing Simple Exposure from Tone Mapping stack, add Photographic Exposure and then use Render Settings > Camera tab > Basic photographic settings.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: edgaroe on 2022-03-11, 20:10:39
Hi everyone
i just download and installed the new Chaos Render RC1 but i can't use Chaos Cosmos, a warning appeared while the installer was active... so i don't know if there are any problem with windows 11 or somethine like that.

If i can change something to make it work letme know!



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: edgaroe on 2022-03-11, 20:49:12
Well i install the Chaos Corona RC1 but im having trouble with the licence, i can't open the Licence Server, , i enter to my chaos website and my licence apear to be active.

But i cannot open the IP from the licence server... i don´t know how can i make this work or i have to delete this version or goback to my previous version.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: n2graf on 2022-03-12, 01:15:43
Its possible that the Corona decal does not work with Gradient ramp using it with "from material" or "from bitmap" too? Trying to print points onto surface using gradient ramp (in solid and radial mode) its not working for me.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-03-12, 02:08:41
Its possible that the Corona decal does not work with Gradient ramp using it with "from material" or "from bitmap" too? Trying to print points onto surface using gradient ramp (in solid and radial mode) its not working for me.

Sorry, can you share more details of what you mean? If I place a Gradient or Gradient Ramp into a Physical Material Base color slot and then apply that to a decal, it shows up as expected. Can you share what your material and Decal set up is, what result you are getting, and what result you are trying to achieve? (I don't understand "Trying to print points onto a surface using gradient ramp", for example). Thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: n2graf on 2022-03-12, 12:34:37
I add another problem, the installation is not done correctly. Any idea how I can fix it? If I look in the folder the file ACEF.tmp does not exist. Thank you.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: n2graf on 2022-03-12, 12:55:59
What I want to achieve is to use the circles, for example to apply them in opacity and thus have a perforated steel mesh. As you can see the same material applied to a box works fine, but it doesn't work applied to the Decal on the green box.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2022-03-12, 15:36:51
What I want to achieve is to use the circles, for example to apply them in opacity and thus have a perforated steel mesh. As you can see the same material applied to a box works fine, but it doesn't work applied to the Decal on the green box.

Hi.
It seems to be either wrong material setup, either incorrect mapping.
Corona Decal does not support real world scale currently. Decals use actual 1x1 UV space for the texture, even if the the texture is set to use real world scale.
What is set in the real world scale size is divided from 1. If 1cm is the system unit - 1cm in real world scale will be 1/1 = 1 tiling, 2cm will be 1/2 = 0.5 tiling in UV space.
See the images attached.
Try using decals without the real world scale mapping, for now.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2022-03-12, 15:39:30
I add another problem, the installation is not done correctly. Any idea how I can fix it? If I look in the folder the file ACEF.tmp does not exist. Thank you.

Please make sure there is enough space on the local disc before running the installer.
You may try running it with admin rights as well.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: n2graf on 2022-03-12, 20:28:35
Ok thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: lucidchris on 2022-03-14, 06:54:07
The shutter settings are blanked out for me in the RC1 build. I can't adjust the shutter speed.
Is anyone else experiencing this? or am I missing something?

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-03-14, 07:20:24
The shutter settings are blanked out for me in the RC1 build. I can't adjust the shutter speed.
Is anyone else experiencing this? or am I missing something?

Please enable motion-blur controls first.

(Report ID=CRMAX-1397)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-14, 08:40:20
Well i install the Chaos Corona RC1 but im having trouble with the licence, i can't open the Licence Server, , i enter to my chaos website and my licence apear to be active.

But i cannot open the IP from the licence server... i don´t know how can i make this work or i have to delete this version or goback to my previous version.
Hi,

Are you sure you installed the license server during the Corona installation? Try re-installing and see if that helps. If you continue to have troubles please contact support@corona-renderer.com and the guys will help you out.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2022-03-14, 13:23:19
The shutter settings are blanked out for me in the RC1 build. I can't adjust the shutter speed.
Is anyone else experiencing this? or am I missing something?

Please enable motion-blur controls first.

(Report ID=CRMAX-1397)

This is something I wondered a while back. I get the logic of not allowing the user to control shutter speed stuff unless MB is enabled, but in the scenario where you're trying to match a backplate perfectly by inputting the real values from the photo/video footage, where the shutterspeed is just as important info as aperture and lens width etc. then it would be nice to be able to use those values without actually enabling the MB visual result.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2022-03-14, 15:04:38
A bit of a funny bug in RC1....

It seems the Chaos Scatter spacing for spline scatter is off by a factor of 1000.

Not sure if other things in scatter plug-in are affected, but if I scatter something along a line I have to multiply the distance I want by 1000 for it to work as expected... this is an older scene that was originally built in a daily 1-2 released ago, so not sure if that has caused the problem or not.

See attached screenshot.

Cheers!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-03-15, 10:10:41
A bit of a funny bug in RC1....

It seems the Chaos Scatter spacing for spline scatter is off by a factor of 1000.

Not sure if other things in scatter plug-in are affected, but if I scatter something along a line I have to multiply the distance I want by 1000 for it to work as expected... this is an older scene that was originally built in a daily 1-2 released ago, so not sure if that has caused the problem or not.

See attached screenshot.

Cheers!

Hi and thanks for reporting this, it's probably a bug so we will investigate further.

(Internal ID=861413798)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-03-15, 11:33:30
The shutter settings are blanked out for me in the RC1 build. I can't adjust the shutter speed.
Is anyone else experiencing this? or am I missing something?

Please enable motion-blur controls first.

(Report ID=CRMAX-1397)

This is something I wondered a while back. I get the logic of not allowing the user to control shutter speed stuff unless MB is enabled, but in the scenario where you're trying to match a backplate perfectly by inputting the real values from the photo/video footage, where the shutterspeed is just as important info as aperture and lens width etc. then it would be nice to be able to use those values without actually enabling the MB visual result.

Hi Alex, the change was probably due to a bug, I believe we will restore the previous functionality.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2022-03-16, 13:23:51
I think I read somewhere else other people having issues with a render parsing continuously until you click in the framebuffer - think it was something to do with Pulze plugin, but can't find the thread again. Just wanted to say that this still happens in v8 RC1 and the pulze 2.2.6 beta build.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-03-16, 13:35:20
I think I read somewhere else other people having issues with a render parsing continuously until you click in the framebuffer - think it was something to do with Pulze plugin, but can't find the thread again. Just wanted to say that this still happens in v8 RC1 and the pulze 2.2.6 beta build.

Hi, i don't have the pulze plugin and this happened to me yesterday on two servers with backburner, Corona latest build.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-16, 13:47:23
I think I read somewhere else other people having issues with a render parsing continuously until you click in the framebuffer - think it was something to do with Pulze plugin, but can't find the thread again. Just wanted to say that this still happens in v8 RC1 and the pulze 2.2.6 beta build.

Hi, i don't have the pulze plugin and this happened to me yesterday on two servers with backburner, Corona latest build.
Hi,

Do the nodes you send the jobs to have displays?

This one is a real problem for us to diagnose what is going wrong as we are not able to reproduce it.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-03-16, 16:19:45
Ok, they have displays but not on, i check them by vnc or chrome remote desktop
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2022-03-16, 16:30:53
Ok, they have displays but not on, i check them by vnc or chrome remote desktop

Any peripherals connected to the nodes, like a mouse & keyboard? Or everything is done by remote desktop, can you please clarify?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2022-03-16, 16:45:46
Ok, they have displays but not on, i check them by vnc or chrome remote desktop

I had this issue and posted about it.  Someone else solved it for me, turns out it has to do with Remote Desktop.  If you administer the nodes over RD then it has that bug and you have to 'click' for it to actually render.  Hope that helps.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2022-03-17, 00:27:34
Hi, Im in the process of testing Corona daily RC 1.
- 0,0,0 Artefact appearing in Orthographic rendering in random moments
- Sometimes during batch render exposure randomly does not load
- Chaos Cosmos after you open it once, randomly pops back on the screen during interactive render after some autosaves

Opening a scene in max 2020 corona 7, saved from RC1 using 3ds Max 2022 creates a really long list of missing plugins. (well probably expected)

Can we get an option to scroll through LUT with the mouse wheel in Tone Mapping back? I kind of like it more than using arrows.

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2022-03-17, 06:28:22
its not showing .3dl luts in renderer settings and vfb
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-17, 09:53:48
Hi, Im in the process of testing Corona daily RC 1.
- 0,0,0 Artefact appearing in Orthographic rendering in random moments
- Sometimes during batch render exposure randomly does not load
- Chaos Cosmos after you open it once, randomly pops back on the screen during interactive render after some autosaves

Opening a scene in max 2020 corona 7, saved from RC1 using 3ds Max 2022 creates a really long list of missing plugins. (well probably expected)

Can we get an option to scroll through LUT with the mouse wheel in Tone Mapping back? I kind of like it more than using arrows.
Hey,

Do you have a scene which you can send which displays the artefact?

Do you also have a sceene where the exposure doesn't load during batch render?

Cosmos should not pop up randomly, I will investigate this.

Opening scenes saved in v8 in v7 is not supported. And I'll log the issue with the LUT scrolling.

Thanks for the feedback.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cgiout on 2022-03-18, 08:42:10
Is it only me but corona 8 can't load .cube LUTs? It says "unsupported format".
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2022-03-18, 12:02:47
I think I read somewhere else other people having issues with a render parsing continuously until you click in the framebuffer - think it was something to do with Pulze plugin, but can't find the thread again. Just wanted to say that this still happens in v8 RC1 and the pulze 2.2.6 beta build.

Hi, i don't have the pulze plugin and this happened to me yesterday on two servers with backburner, Corona latest build.
Hi,

Do the nodes you send the jobs to have displays?

This one is a real problem for us to diagnose what is going wrong as we are not able to reproduce it.

Thanks,

Rowan

Someone mentioned it might also have to do with ForestPack. It has happened to me in scenes too where I didn't use or start the pulze plugin. Happens both locally and when using windows remote desktop. Will try and do some more tests on monday and make a support sticket.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-03-18, 12:30:58
Hi Jens,

Someone mentioned it might also have to do with ForestPack. It has happened to me in scenes too where I didn't use or start the pulze plugin. Happens both locally and when using windows remote desktop. Will try and do some more tests on monday and make a support sticket.

could you please also try this please?

https://forum.corona-renderer.com/index.php?topic=32785.msg183968#msg183968


Thanks,
Good Luck


Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: 1equals2 on 2022-03-18, 12:45:36
Hi,

Corona  stuck on parsing, has been a constant companion to me, ever since updated to 3ds max 2022.3  and Corona 7.
I have written to both Corona and Pulze team about it and have sent a problematic scene to Corona team in beginning of February. As there were other issues, like flashing windows and crashes, the "stuck on parsing" issue was of a less priority.

The issue appears to be affecting Corona 7  and whatever goes under the hood with FP and Pulze.  I did not had this issue also prior to  moving to 3ds max 2022.

Initially noticed it while using Pulze Scene manager, as the  render node did render all fine, without problems, but the main workstation which sent the tasks, appeared to be facing this  stuck on parsing issue.
Since then I have reinstalled windows and tried the very same problematic scene. Same thing, regardless of batch render via Pulze Scene Manager or Using Render manager on the main workstation.

Tried out latest Corona 8, on one of the problematic scenes, and it rendered fine, but it could have been sheer luck. Going to try out the other one, which has been sent also to iToo team and Corona team for investigation in relation to slow opening when FP used.
Will post results later today  in relation to the stuck on parsing issue and see if it makes any difference here with and without FP.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-03-18, 13:47:34
Thanks for sharing this, I'll add a few facts about how the parsing issue looks here:


So I looked at a max process of a scene which always gets stuck with process monitor (not process explorer), seeing 3ds max register filechange callback notifications a lot of times (for every single used asset directory). Sooner or later there will be a "too many commands" response listed when trying to register a change callback which may lead to this blocking FileWatchCallback thread - and parsing is stuck.

It's my only lead in this issue. It would fit that using FFP is at least worsening the situation (many additional directories) and to the fact that it seems to work if assets are collected into a single directory and relinked - or using material override.


Good Luck



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: 1equals2 on 2022-03-18, 13:55:52
Hi once again,

Loaded a scene with no FP. Moved to Corona  8  RC1 . Deliberately deleted FP, due to slow loading as well, which is another matter.

Pulze Scene Manager - batch render via it.

1st  view - 2 min parsing
2nd view - 10 min parsing, and could be more as switching between programs seems to trigger something.
3rd view - 13 min parsing as left deliberately browser

Test 1, 2nd view ->  https://drive.google.com/file/d/165IVGZjktodwCgki3DDFn4wetQxhECPp/view?usp=sharing
Test 2 , 3rd view-> https://drive.google.com/file/d/1zGtnKBiOEcLovCU58CEhy1_iQOZ4Ub6A/view?usp=sharing

The issue is not present on the render node, which is different and much newer platform, but it does not have any other windows on top of 3ds max simultaneously.
The issue was not present  with 3ds max 2020, Corona 7 and earlier versions of Pulze stuff, at least here . Obviously FP is not the culprit.

As others have posted on forum - the parsing issue is present with Backburner as well.

I have archived scene which can send.

Edit:

Tried different kind of  windows stacked on top of each other, clicking also across 3ds max UI windows- pulze, viewport, etc:
Only clicking inside Corona VFB seems to fix parsing for me. Just a simple click.
Windows 10 latest Updates installed.


Edit 2:

Another problem appears as of today moving to Corona 8 RC1 with both machines.
A week ago this project rendered fine with Corona 7, despite the parsing issue mentioned.  As of today both machines use Corona 8  RC1.
Trying to batch render via  Pulze Render manager. If the workstation I am submitting from has the scene open, the render node, loads to scene but does  Not render it.
If close 3ds max  from the main workstation and   retry rendering  it via  Pulze Render Manager and the same render node -  scene loads and  renders fine. See attached files.
No issues with Corona frame buffer  and necessity of clicking anywhere .

Please do not tell us it is license related issue!

Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Bjoershol on 2022-03-18, 15:45:55
Also experiencing the parsing bug, sometimes will just hang there until I click the render window. Corona 7, don't know if that helps anything.

3Ds Max 2022.3
Corona 7 hotfix 1
Pulze Scene Manager 2.1.0
No Forest Pack
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2022-03-19, 21:50:07
Hi, Im in the process of testing Corona daily RC 1.
- 0,0,0 Artefact appearing in Orthographic rendering in random moments
- Sometimes during batch render exposure randomly does not load
- Chaos Cosmos after you open it once, randomly pops back on the screen during interactive render after some autosaves

Opening a scene in max 2020 corona 7, saved from RC1 using 3ds Max 2022 creates a really long list of missing plugins. (well probably expected)

Can we get an option to scroll through LUT with the mouse wheel in Tone Mapping back? I kind of like it more than using arrows.
Hey,

Do you have a scene which you can send which displays the artefact?

Do you also have a sceene where the exposure doesn't load during batch render?

Cosmos should not pop up randomly, I will investigate this.

Opening scenes saved in v8 in v7 is not supported. And I'll log the issue with the LUT scrolling.

Thanks for the feedback.

Rowan

As soon as I have any of the bugs appear again I will pack my stuff and send it to you.
I was in the middle of a presentation and wasn't able to save those at the time.

As soon as it happens again I will send it to you.
Thank you
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2022-03-20, 02:55:01
Also experiencing the parsing bug, sometimes will just hang there until I click the render window. Corona 7, don't know if that helps anything.

3Ds Max 2022.3
Corona 7 hotfix 1
Pulze Scene Manager 2.1.0
No Forest Pack

Are you administering this computer using remote desktop or teamviewer or similar?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2022-03-20, 11:17:30
Aren't we all somehow administrating computers/servers with remote desktop nowadays ? I'm also stuck with this endless parsing, so i finished sending each batch of renderings to the Autodesk backburner (with or without DR) and then it seems to work
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Bjoershol on 2022-03-21, 11:14:17
Also experiencing the parsing bug, sometimes will just hang there until I click the render window. Corona 7, don't know if that helps anything.

3Ds Max 2022.3
Corona 7 hotfix 1
Pulze Scene Manager 2.1.0
No Forest Pack

Are you administering this computer using remote desktop or teamviewer or similar?

No, nothing like that. Working locally, although .max files and everything else is stored on a remote server.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: RANCH Renderfarm on 2022-03-21, 14:21:41
Hi, How to get/set the 'Corona Tone Mapping' MAXScript properties? We could not find any info on this.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-03-21, 15:25:06
Hi, How to get/set the 'Corona Tone Mapping' MAXScript properties? We could not find any info on this.

you can find it under colorMap[...] from renderer settings
and you can set and change the operators from "colorMap_pipeline" as a Maxobject class. you will require to get in to the interface to change the pipeline and it is certainly not that beautiful in maxscript.

Code: [Select]
renderers.current.colorMap_pipeline
you can use nextoperator maxobject to add more operators as well, you have also have id for operators which is nice to set a nice order in operators as well. Additionally, you can access to all the parameters from each operators.

Code: [Select]
.colorMappingOperator_nextOperator
.colorMappingOperator_id

be aware that you will not be able to get the interface parameters at first in a default state. First, add more operators or alter any parameter in tone mapping settings then you can get all the parameters you need from its interface.
and I do not know why this is setup in this way but this is the way it works for me.



I hope we get a function to export ctm file I really would like to create a script for presets and also add more presets to corona frame buffer.
I check the ctm raw data and it appear really like the config file for framebuffer but it also a little bit different so I could not find a proper way to alter the data. so any guide for this would be also appreciate it.

I know that I can create presets now inside my script which I already did for some studios but it would be more efficient to add it properly to corona frame buffer so they do not open additional scripts just to change the presets.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-22, 09:18:33
Hi, I found another mistake, when adding refraction in the physical material, something abnormal happens in the scene. I have met this glitch in my other projects, but this one is the most hardcore!

Found the root of the problem of this error:
In the Render settings, when the "refl/refr override" function is enabled

Sending the scene
Hey,

We have fixed these NaNs in v8 RC2. You can grab it here: https://forum.corona-renderer.com/index.php?topic=33839.msg196393#msg196393

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-22, 09:19:34
Antoher question. When one Cam is in overide tonemapping mode, the name of the cam and his parameters appears at the framebuffer, but when i change to another cam, the name and parameters dont change and it keep the first one. This happens everytime in interactive mode for me, but only sometimes it works good on production mode. Its so anoyng to configurate the exposure of everycam.
Hey,

This is fixed in v8 RC2.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-22, 09:20:05
The shutter settings are blanked out for me in the RC1 build. I can't adjust the shutter speed.
Is anyone else experiencing this? or am I missing something?
Hi,

This is also fixed in v8 RC2.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cgiout on 2022-03-22, 11:22:57
Is it only me but corona 8 can't load .cube LUTs? It says "unsupported format".
Sorry bumping this problem.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-22, 11:29:06
Is it only me but corona 8 can't load .cube LUTs? It says "unsupported format".
Sorry bumping this problem.
Hi,

Can you send over this specific LUT? We tried some here and they seemed to load fine.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cgiout on 2022-03-22, 12:45:53
Is it only me but corona 8 can't load .cube LUTs? It says "unsupported format".
Sorry bumping this problem.
Hi,

Can you send over this specific LUT? We tried some here and they seemed to load fine.

Thanks,

Rowan

It happens with every LUT .cube. Please see attached screen grab.
No issues with .3DL

Thanks
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-22, 13:35:28
Is it only me but corona 8 can't load .cube LUTs? It says "unsupported format".
Sorry bumping this problem.
Hi,

Can you send over this specific LUT? We tried some here and they seemed to load fine.

Thanks,

Rowan

It happens with every LUT .cube. Please see attached screen grab.
No issues with .3DL

Thanks
Hey,

Can you send it over? As I said before we didn't have this issue when we were testing here.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cgiout on 2022-03-22, 15:27:37
Is it only me but corona 8 can't load .cube LUTs? It says "unsupported format".
Sorry bumping this problem.
Hi,

Can you send over this specific LUT? We tried some here and they seemed to load fine.

Thanks,

Rowan

It happens with every LUT .cube. Please see attached screen grab.
No issues with .3DL

Thanks
Hey,

Can you send it over? As I said before we didn't have this issue when we were testing here.

Thanks,

Rowan

I can send but it happens also with default corona LUTs. Everything that is .cube.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2022-03-22, 16:27:44
what is your computer locale/language settings?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-03-22, 17:23:11
LUT13.cube loaded and worked fine here (Max 2022, 8 RC 2)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-03-23, 05:12:03
anyone else having issues with cosmos too now?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: D0br0 on 2022-03-23, 05:53:27
Good afternoon. Renaming Corona render to Chaos Corona has created gaps in scripting. Now they don't see the corona engine. There is a problem with Quick Envirometn and Material Texture Loader maybe there will be problems with other scripts as well. Maybe the name in the engine selection leave the old?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-03-23, 07:30:48
Good afternoon. Renaming Corona render to Chaos Corona has created gaps in scripting. Now they don't see the corona engine. There is a problem with Quick Envirometn and Material Texture Loader maybe there will be problems with other scripts as well. Maybe the name in the engine selection leave the old?
most of scripts out there use matchpattern to find the desired renderer and if they do not use * before "corona"  they will not see the corona after this change of name to ChaosCorona so they will not work properly and they certainly need to edit the source codes of their scripts it is a very simple fix actually.
luckily, my scripts not affected 😃 it may take a while to see every single scripts for corona get an update.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-23, 08:34:10
anyone else having issues with cosmos too now?
Hey,

Can you describe the issue?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-03-23, 10:18:42
doesnt launch anymore - it was working a few dailies prior, but now it comes up with that trouble shooting page - i tried the methods suggested and it doesnt work. 
 
anyone else having issues with cosmos too now?
Hey,

Can you describe the issue?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2022-03-23, 11:02:24
doesnt launch anymore - it was working a few dailies prior, but now it comes up with that trouble shooting page - i tried the methods suggested and it doesnt work. 
 
anyone else having issues with cosmos too now?
Had something similar and got this from helpdesk and it worked:

Please try the following, after closing 3dsMax:
 
Stop Cosmos Browser process from your task manager (ctrl-alt-del)
Delete everything in C:\Users\**Username**\Documents\Chaos Cosmos
Re-try to use the service.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Philip kelly on 2022-03-23, 11:13:42
if i want to run Cosmos even though I have vray version also, I have restart max to get to work and load the libraries.
I tend to leave it open then, I run the Cosmos licence server, but just doesn't work if your already working away, So a start of max and then run it again, and it work fine.
A pain but not the end of the world.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-23, 11:21:13
if i want to run Cosmos even though I have vray version also, I have restart max to get to work and load the libraries.
I tend to leave it open then, I run the Cosmos licence server, but just doesn't work if your already working away, So a start of max and then run it again, and it work fine.
A pain but not the end of the world.
Can you provide some more info here?
I don't quite understand what the issue is.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: John.McWaters on 2022-03-23, 13:33:43
None of the button icons are loaded in the latest build. All the button just read as text.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-23, 16:02:10
None of the button icons are loaded in the latest build. All the button just read as text.
Can you try running the installer again and seeing if it fixes it?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: cgiout on 2022-03-23, 19:16:16
what is your computer locale/language settings?
English / italian (keyboard)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2022-03-24, 03:27:03
it show only .cube files in explorer when loading luts and not .3dl, please fix
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-03-24, 08:56:24
LUT13.cube loaded and worked fine here (Max 2022, 8 RC 2)
Hi Tom,

LUT13 not working for me either, it says " LUT file does not have standard format " but it is standard and work in other software.
also i have tested several packages of famous LUT providers like, Lutify / Lens Distortion / VSCO / Gorillla Grade / RAW Exchange / Triune and many others which gave the same exact error and not loading. I am using RC2
but my own cube file worked fine. also Johannes Lindqvist and Daniel_Reutersward, Bertrand Benoit, Dubcat and Adán Martín worked fine too. it is really strange.

(https://i.ibb.co/NmxqSnf/2022-03-24-122342.png) (https://imgbb.com/)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-24, 09:08:05
Also experiencing the parsing bug, sometimes will just hang there until I click the render window. Corona 7, don't know if that helps anything.

3Ds Max 2022.3
Corona 7 hotfix 1
Pulze Scene Manager 2.1.0
No Forest Pack
I think I read somewhere else other people having issues with a render parsing continuously until you click in the framebuffer - think it was something to do with Pulze plugin, but can't find the thread again. Just wanted to say that this still happens in v8 RC1 and the pulze 2.2.6 beta build.
Hi, i don't have the pulze plugin and this happened to me yesterday on two servers with backburner, Corona latest build.
Thanks for sharing this, I'll add a few facts about how the parsing issue looks here:

  • I don't know exactly when the issues started, I tried Max 2021, 2018, 2020, 2022 after abandoning 2016 finally. Same issue.
  • It happens on various nodes with varying hardware/Windows versions and also on fully updated W10 boxes.
  • FPP may be one cause of it but I had contact with Itoo support; they seem not to be aware of a possible parsing issue due to FPP. And if you activate debug logging for FFP, you see that the hang occurs after FPP has done its job and Corona takes over control.
  • The hang happens only if rendering more than one frame at once. The first render after loading always succeeds:
  • The hang does not happen if using material override
  • A backburner job would render one frame, then changes to the next and halts at parsing the scene (and the process looks like this (https://forum.corona-renderer.com/index.php?topic=32785.msg183968#msg183968) as mentioned)
  • If I collect all assets into a single directory: no issues.
  • And to make it board compatible: using corona 8 doesn't change anything.

So I looked at a max process of a scene which always gets stuck with process monitor (not process explorer), seeing 3ds max register filechange callback notifications a lot of times (for every single used asset directory). Sooner or later there will be a "too many commands" response listed when trying to register a change callback which may lead to this blocking FileWatchCallback thread - and parsing is stuck.

It's my only lead in this issue. It would fit that using FFP is at least worsening the situation (many additional directories) and to the fact that it seems to work if assets are collected into a single directory and relinked - or using material override.


Good Luck
Hi Everyone,

Thanks for reporting this issue to us, it is a nightmare to debug as we are not able to reproduce it here in the office.

Can I ask that if you have a scene where you experience this, you send it over to me. As well as the hardware specification of the machine + Windows + Corona + Max versions (This is really important).

Can I also ask that when you do manage to reproduce this, can you capture a minidump during the time when parsing is frozen. This will give the devs some info on what has gone wrong and enable us to see where a problem may lie.

Instructions on how to obtain a minidump can be found in my signature. (Point 2 in How to report bugs).

Thanks for your cooperation in this, I know the bug is super annoying and I'd like to be able to get it fixed.

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-24, 09:23:18
LUT13.cube loaded and worked fine here (Max 2022, 8 RC 2)
Hi Tom,

LUT13 not working for me either, it says " LUT file does not have standard format " but it is standard and work in other software.
also i have tested several packages of famous LUT providers like, Lutify / Lens Distortion / VSCO / Gorillla Grade / RAW Exchange / Triune and many others which gave the same exact error and not loading. I am using RC2
but my own cube file worked fine. also Johannes Lindqvist and Daniel_Reutersward, Bertrand Benoit, Dubcat and Adán Martín worked fine too. it is really strange.

(https://i.ibb.co/NmxqSnf/2022-03-24-122342.png) (https://imgbb.com/)
Hi,

What are your system language, locale and region settings?

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-03-24, 09:38:08
Hi Rowan,

it is a nightmare to debug as we are not able to reproduce it here in the office.

Yeah, it's also not funny not knowing if your renders are done next morning or being forced to kill threads of the max process to let parsing continue.

Can I ask that if you have a scene where you experience this, you send it over to me.

In our case it's not the scene anyway. As mentioned, when all assets are relinked into a single directory, it works. My guess is that there are two different parsing stuck issues anyway: the first regarding Corona 7 (+ ?) while using remote desktop applications and the second where Max or Corona seem to exhaust system resources and/or not releasing them after having done the first frame.


Good Luck


Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-03-24, 09:41:39
LUT13.cube loaded and worked fine here (Max 2022, 8 RC 2)
Hi Tom,

LUT13 not working for me either, it says " LUT file does not have standard format " but it is standard and work in other software.
also i have tested several packages of famous LUT providers like, Lutify / Lens Distortion / VSCO / Gorillla Grade / RAW Exchange / Triune and many others which gave the same exact error and not loading. I am using RC2
but my own cube file worked fine. also Johannes Lindqvist and Daniel_Reutersward, Bertrand Benoit, Dubcat and Adán Martín worked fine too. it is really strange.

(https://i.ibb.co/NmxqSnf/2022-03-24-122342.png) (https://imgbb.com/)
Hi,

What are your system language, locale and region settings?

Thanks,

Rowan


here is my setting. English - US

(https://i.ibb.co/bKKj8zF/2022-03-24-130722.jpg)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-03-24, 14:40:26
it show only .cube files in explorer when loading luts and not .3dl, please fix
Will be fixed in the next RC.

Thanks.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2022-03-26, 20:23:47
Hi,
corona-8-3dsmax-RC2
3DS MAX 2022
WINDOW10

i have this messagge:
"===== Warning(-19) =====
An internal error has occurred causing your image to contain NaN (Not a Number) value.
Please report the bug with the scene attached. We can fix these problems promptly if we have the scene where it happens."

No problem in Corona 7.

Let me know if and where upload the scene.

thak you




Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dalton Watts on 2022-03-27, 00:20:08
Hi guys!

Corona version: 8 (Release Candidate 2)

Why was "simple exposure" moved from camera controls? It's now one extra step to reach it via Edit Tone Mapping. Not good for usability. Why is Tone Mapping a separate dialog now?

Another thing I don't get is what's the purpose of the left arrow on Tone Mapping if that's the only menu to choose? To me, Tone Mapping shouldn't have any arrow on the left and the arrows on the right should all be on the left side.

(https://i.ibb.co/GW66t1K/Screen-Shot007.png)

But I'm all for integrating the tone mapping dialog on camera controls and not being a separate dialog.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2022-03-29, 16:53:34
Hello, Im not sure what this is connected to but RC2 vs RC1 renders looks a bit different.

Is this the Glow change? Or is that some other setting?

Please see the attached video, the last 85 frames were rendered using RC1.
Noise, especially on the plates, is vastly more noticeable https://we.tl/t-vxcwIiwMRa
The RC2 output has a noisy feeling same scene, with no other changes than a frame range.


It feels like RC2 vs RC1 is a downgrade in this case.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2022-03-29, 19:37:28
Hi guys!

Corona version: 8 (Release Candidate 2)

Why was "simple exposure" moved from camera controls? It's now one extra step to reach it via Edit Tone Mapping. Not good for usability. Why is Tone Mapping a separate dialog now?

Another thing I don't get is what's the purpose of the left arrow on Tone Mapping if that's the only menu to choose? To me, Tone Mapping shouldn't have any arrow on the left and the arrows on the right should all be on the left side.

(https://i.ibb.co/GW66t1K/Screen-Shot007.png)

But I'm all for integrating the tone mapping dialogue on-camera controls and not being a separate dialogue.

Then you would not be able to hide Tone Mapping, the arrows help you reduce the space taken on your screen by the menus. I think it's quite ok.

I would actually like an "open all" quick button let's say "shift-click the top triangle opens all submenus"
It is kind of annoying that you have open all of that but it makes sense as some will add more than 15 options just for exposure alone I asume.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dalton Watts on 2022-03-29, 22:43:08

Then you would not be able to hide Tone Mapping, the arrows help you reduce the space taken on your screen by the menus. I think it's quite ok.

There is no need for the left arrow when you open Tone Mapping Settings Editor via "Edit" on camera controls. I see the need for it when you are on Corona VFB and when you have Bloom, Glare, Sharpening, and Denoising menus below it but not here.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-03-30, 10:07:19
  • I don't know exactly when the issues started, I tried Max 2021, 2018, 2020, 2022 after abandoning 2016 finally. Same issue.

Update: It started using Corona 6 and later versions. I can render the scenes using Corona 5 without any parsing issues. All Corona versions, including v8 DBs cause trouble during parsing if many (bitmap) asset directories are used in the scene. It periodically even happens when swapping Xref scenes during work and you have to kill that pesky FileWatchCallback thread to continue even then.


Good Luck



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Starline on 2022-03-30, 11:48:33
Hi,
I've installed Corona 8 RC2, it works under max 2017 and 2014 but I can't load scenes made with Corona 7 Hotfix 1 in max 2014 anymore,
max is crashing. Works fine in 2017 opening 2014 scenes.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: John.McWaters on 2022-03-30, 15:39:16
None of the button icons are loaded in the latest build. All the button just read as text.
Can you try running the installer again and seeing if it fixes it?

Rowan

I tried running it again, and the button icons still didn't load. For the record, I install the RC's by doing the unpack option.

It also looks like the VFB is not detecting the default installed LUT's either. I have to go in and direct it to the folder.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-03-30, 16:09:07
Please check the map - CoronaTonemapControl
it no longer allows tone mapping to be completely ignored
I think all the new features added to tonemapping are not controlled by this map, which makes this map useless
Thanks
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2022-03-30, 16:32:19
I tried running it again, and the button icons still didn't load. For the record, I install the RC's by doing the unpack option.

You have to copy Autodesk\3ds Max 20XX\UI_ln\* from the extracted files to your Max directory to make it work (also when using multiloaders to switch Corona versions).


Good Luck



Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jvincentrs4 on 2022-03-30, 16:57:02
I think the tone mapping was missed a bit but at least its on the path. Bummer to not get real color management controls its just not the same thing. I think the developers will have to address this, I don't like to mention other engines but redshift, vray and etc has this. Its just proper work flow at this point especially working with LUT files were you are either supposed to be in log space or rec.709 for the most part.

I think they are sitting on autodesk to do it. Its on the road map for Max was hoping to get it this year but dont think so.
 https://vimeo.com/?embedded=true&source=vimeo_logo&owner=30340840  https://makeanything.autodesk.com/3dsmax/public-roadmap--dynamic-25B1-2288V1.html#rendering-future

 
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-03-31, 03:52:35
Hi guys, I'm not sure if this is reported but i cant save and load the tone mapping configuration file, well, i set to save and then when i load this it doesn't change any value, its like it doesn't load it, the lightmix configurations works fine, its the tonemap configuration file that doesn't.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2022-03-31, 13:14:58
using RC2, a very frustrating issue I have with it is that when I open my saved cxr renders (that actually render with rc2) by CIE the tone mapping completely ignored and a different one applied almost 7 times out of 10 times that I opened my images. Additionally, there are times that my saved config files does not apply to tone mapper and again ignored by CIE so I am forced not to use the tone mapping and do that in fusion. it is fine if there is one or two image but when it is more it is very annoying to manually change every value and curves for each images.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-03-31, 15:55:04
Also guys, i made a test with version 7 and version 8 and the interactive rendering its very slow and set the material editor even slower on latest version, tested on two machines; AMD thread ripper 3090x and 3970x, both 256gm ram, is almost impossible to work change a value on the material editors when the interactive rendering working
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Yuriy Bochkaryov on 2022-03-31, 19:07:36
confirm
I also noticed that a lot of things slowed down a lot on RC 2 - interactive render, material editor
render region does not use 100% CPU, the load is constantly changing 75-100%
CPU - 3970X
tone mapping is still raw, often does not work correctly
saved CXR files often open with lost tone mapping settings
map CoronaTonemapControl - cannot completely ignore tonemapping frame buffer
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2022-04-01, 17:04:03
using RC2, a very frustrating issue I have with it is that when I open my saved cxr renders (that actually render with rc2) by CIE the tone mapping completely ignored and a different one applied almost 7 times out of 10 times that I opened my images. Additionally, there are times that my saved config files does not apply to tone mapper and again ignored by CIE so I am forced not to use the tone mapping and do that in fusion. it is fine if there is one or two image but when it is more it is very annoying to manually change every value and curves for each images.

Hi,

Are you using the Image Editor which comes with RC 2?
Can you please try opening Image Editor first and then loading the saved CXRs or drag and dropping them to Image Editor?
CXRs and Tone Mapping was loaded correctly every time for more than 20 tries.

Thanks,
Aram
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2022-04-02, 22:49:07
Hello,
can we get or is there an option to have a "save as default" preset? I find it inconvenient having to load or add items that I like experimenting with for my typical workflow.

Also, I would like to propose a "Corona Legacy Vdb" Preset that loads all the tools that people learned to enjoy over the years.
As someone who often gets asked questions about the software and how it works, I can already predict lots of questions on the topic as it needlessly complicates the procedure.

Yes, people will have to educate themselves on this topic, but I have never seen corona as a program that asks you to figure stuff out, especially since most of the people I know don't even follow the news on your website and surely do not on your youtube. Typically I notice some people install corona as they have seen a tutorial online that was created in C5, C6, or C7 and the UI didn't require you to solve a puzzle back then.

Since we are moving towards Chaos this and that... can we also get ChaosFur into Corona? Will that work? When will it be implemented if ever?

Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

Best regards,
Mike
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: pscgi on 2022-04-03, 01:43:22
Hi guys. I've recently started using Fusion and I'd like to start using Cryptomatte for masking. Unfortunately when I save it as .cxr and then change it's format into .exr it doesn't work - when I plug it into Cryptomatte script there are errors saying that no cryptomatte metadata was found. This is what I get from Fusion console:

[Cryptomatte][Cryptomatte1][ERROR] no cryptomatte metadata found
...ion\Reactor\Deploy\Modules\Lua\cryptomatte_utilities.lua:615: ERROR
stack traceback:
   [C]: in function 'error'
   ...ion\Reactor\Deploy\Modules\Lua\cryptomatte_utilities.lua:615: in function 'log_error'
   ...ion\Reactor\Deploy\Modules\Lua\cryptomatte_utilities.lua:695: in function 'get_cryptomatte_metadata'
   ...esign/Fusion/Reactor/Deploy/Fuses/Matte/cryptomatte.fuse:275: in function <...esign/Fusion/Reactor/Deploy/Fuses/Matte/cryptomatte.fuse:251>
Cryptomatte1 failed at time 0

Am I doing anything wrong? Should I do something in between so that Cryptomatte node in Fusion would read it as a proper cryptomatte reneder element? I'd be very thankful for help as using cryptomattes seem to be ultra efficient but unfortunately can't get it to work.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dalton Watts on 2022-04-03, 01:52:06
Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

I have to agree with Mike here. I too abandoned Vray years ago. Chaos bought Render Legion out of fear. Enscape too. I really don't like this way of doing business because it hampers progress. Those were my fears when the news came out and, from my point of view, they're slowly becoming more evident judging from the pace of new features. Cannot say I'm surprised. Chaos trying to monopolize the 3d rendering industry is just sad, IMHO.

Corona is still the best renderer for what I use it for, though.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: ihabkal on 2022-04-03, 10:51:39
Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

I have to agree with Mike here. I too abandoned Vray years ago. Chaos bought Render Legion out of fear. Enscape too. I really don't like this way of doing business because it hampers progress. Those were my fears when the news came out and, from my point of view, they're slowly becoming more evident judging from the pace of new features. Cannot say I'm surprised. Chaos trying to monopolize the 3d rendering industry is just sad, IMHO.

Corona is still the best renderer for what I use it for, though.


Be careful guys talking about this might get you blocked as happened when I expressed my displeasure with this acquisition and was treated like a child.
FYI Corona approached Chaos and offered them the platform on a plate of gold.
I used Vray for 10 years since beta and then Corona since beta. I believe I have a good instinct for these things so my instinct tells me Vray might be the software for us to come back to sooner or later.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Hardleft121 on 2022-04-03, 18:10:23
Not this Corona Renderer bashing, again.  They release feature after feature, rapidly, on an incredible product, for an extremely reasonable price.  Long live Corona Renderer and the talented, dedicated people who make it possible.  - Hardleft121
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Streha on 2022-04-04, 01:48:20

Since we are moving towards Chaos this and that... can we also get ChaosFur into Corona? Will that work? When will it be implemented if ever?

Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

Best regards,
Mike


Sadly, I'm thinking opposite. I think Corona lost a lot of steam when joining Chaos, i'm following Corona from the beginning, and i know there is super talented devs in Corona, but man, with more money, more resources, more devs joining corona, help from chaos devs, i see only problems, version after version comes out not fully finished, bugs, missing release dates they set in Trello, before we had 2 versions per year, now 1 (anyway, i'm cool with this).
Cards listed on Corona Trello been first implemented in Vray then Corona, don't know if this was just timing, or Corona devs needs also to help with some stuff in Vray.
And on top of everything, I can't imagine Corona devs being able to release any version without this great community on this forum. They reporting all bugs, problems, and testing not-released software for free.
If anything, by now they should have caught up with Vray and have features that we missing from Vray and other engines.

I just hope that my post will not offend anyone, it's just my view on things. I'm still rocking Corona v7, and for what I use it I don't have any problems, except ram optimizations.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2022-04-04, 05:43:45
geez you guys are harsh - not sure what you guys expect?  they are releasing feature after feature and i too have come from vray many years ago.  I have closely followed the daily build and for me, they have been awesome. 
The ONLY thing i do not like, is the new licensing system but its only a minor complaint :)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-04-04, 08:37:34
Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

I have to agree with Mike here. I too abandoned Vray years ago. Chaos bought Render Legion out of fear. Enscape too. I really don't like this way of doing business because it hampers progress. Those were my fears when the news came out and, from my point of view, they're slowly becoming more evident judging from the pace of new features. Cannot say I'm surprised. Chaos trying to monopolize the 3d rendering industry is just sad, IMHO.

Corona is still the best renderer for what I use it for, though.

Since we are moving towards Chaos this and that... can we also get ChaosFur into Corona? Will that work? When will it be implemented if ever?

Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

Best regards,
Mike


Sadly, I'm thinking opposite. I think Corona lost a lot of steam when joining Chaos, i'm following Corona from the beginning, and i know there is super talented devs in Corona, but man, with more money, more resources, more devs joining corona, help from chaos devs, i see only problems, version after version comes out not fully finished, bugs, missing release dates they set in Trello, before we had 2 versions per year, now 1 (anyway, i'm cool with this).
Cards listed on Corona Trello been first implemented in Vray then Corona, don't know if this was just timing, or Corona devs needs also to help with some stuff in Vray.
And on top of everything, I can't imagine Corona devs being able to release any version without this great community on this forum. They reporting all bugs, problems, and testing not-released software for free.
If anything, by now they should have caught up with Vray and have features that we missing from Vray and other engines.

I just hope that my post will not offend anyone, it's just my view on things. I'm still rocking Corona v7, and for what I use it I don't have any problems, except ram optimizations.
Hi Guys,

Please take these points somewhere else on the forums (general discussion for example).

This thread is ONLY to do with the v8 daily builds and issues found with them. These kinds of discussions here (whether valid or not) can cause issues reported to get lost in the noise.

Thanks,

Rowan.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-04-04, 08:39:10
confirm
I also noticed that a lot of things slowed down a lot on RC 2 - interactive render, material editor
render region does not use 100% CPU, the load is constantly changing 75-100%
CPU - 3970X
tone mapping is still raw, often does not work correctly
saved CXR files often open with lost tone mapping settings
map CoronaTonemapControl - cannot completely ignore tonemapping frame buffer
Also guys, i made a test with version 7 and version 8 and the interactive rendering its very slow and set the material editor even slower on latest version, tested on two machines; AMD thread ripper 3090x and 3970x, both 256gm ram, is almost impossible to work change a value on the material editors when the interactive rendering working
Hey,

Are either of you able to share a scene with me? I am interested in investiagting this asap.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-04-04, 09:46:26
Hi guys, I'm not sure if this is reported but i cant save and load the tone mapping configuration file, well, i set to save and then when i load this it doesn't change any value, its like it doesn't load it, the lightmix configurations works fine, its the tonemap configuration file that doesn't.
Hello,

Was the tonemapping file created in an earlier build?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2022-04-04, 11:28:44
Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

I have to agree with Mike here. I too abandoned Vray years ago. Chaos bought Render Legion out of fear. Enscape too. I really don't like this way of doing business because it hampers progress. Those were my fears when the news came out and, from my point of view, they're slowly becoming more evident judging from the pace of new features. Cannot say I'm surprised. Chaos trying to monopolize the 3d rendering industry is just sad, IMHO.

Corona is still the best renderer for what I use it for, though.

Since we are moving towards Chaos this and that... can we also get ChaosFur into Corona? Will that work? When will it be implemented if ever?

Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

Best regards,
Mike


Sadly, I'm thinking opposite. I think Corona lost a lot of steam when joining Chaos, i'm following Corona from the beginning, and i know there is super talented devs in Corona, but man, with more money, more resources, more devs joining corona, help from chaos devs, i see only problems, version after version comes out not fully finished, bugs, missing release dates they set in Trello, before we had 2 versions per year, now 1 (anyway, i'm cool with this).
Cards listed on Corona Trello been first implemented in Vray then Corona, don't know if this was just timing, or Corona devs needs also to help with some stuff in Vray.
And on top of everything, I can't imagine Corona devs being able to release any version without this great community on this forum. They reporting all bugs, problems, and testing not-released software for free.
If anything, by now they should have caught up with Vray and have features that we missing from Vray and other engines.

I just hope that my post will not offend anyone, it's just my view on things. I'm still rocking Corona v7, and for what I use it I don't have any problems, except ram optimizations.
Hi Guys,

Please take these points somewhere else on the forums (general discussion for example).

This thread is ONLY to do with the v8 daily builds and issues found with them. These kinds of discussions here (whether valid or not) can cause issues reported to get lost in the noise.

Thanks,

Rowan.

My whole post was about the daily build, its partial review and questions regarding it.
I would appreciate it if you could give your opinion or acknowledge my post if possible. The Vray vs Corona part was 10%

Regards
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-04-04, 16:36:56
Hello,
can we get or is there an option to have a "save as default" preset? I find it inconvenient having to load or add items that I like experimenting with for my typical workflow.

Also, I would like to propose a "Corona Legacy Vdb" Preset that loads all the tools that people learned to enjoy over the years.
As someone who often gets asked questions about the software and how it works, I can already predict lots of questions on the topic as it needlessly complicates the procedure.

Yes, people will have to educate themselves on this topic, but I have never seen corona as a program that asks you to figure stuff out, especially since most of the people I know don't even follow the news on your website and surely do not on your youtube. Typically I notice some people install corona as they have seen a tutorial online that was created in C5, C6, or C7 and the UI didn't require you to solve a puzzle back then.

Since we are moving towards Chaos this and that... can we also get ChaosFur into Corona? Will that work? When will it be implemented if ever?

Obviously, Corona has a lot to offer and it surely gained a lot of steam by joining Chaos, yet from my subjective point of view - of someone that abandoned Vray years ago - it looks like Vray is slowly copying coronas features yet Corona is not doing the same vice versa.

Best regards,
Mike
Hey,

I wanted to respond to this seperately. I will log a request for a "save as default" button.

Can you provide some more info on what you mean by the following? I don't really understand.
Quote
"Corona Legacy Vdb" Preset that loads all the tools that people learned to enjoy over the years

I'll also log a request for VrayFur.

(Report ID=CRMAX-1489)
(Report ID=CRMAX-1490)

Thanks,

Rowan
Title: New color picker temperature
Post by: karoa on 2022-04-05, 14:12:10
Why the new color picker and the same temperature in the Corona color map give different results

(https://imgur.com/a/QxqaLsW)
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dalton Watts on 2022-04-05, 14:28:10
The opinion I was trying to convey in my first post is that Corona UI is somewhat unrefined in some places. Can't understand those blue arrows and bad placing at the right on the image I sent above. Seems that Tone Mapping Settings Editor accessed via "Edit" on camera controls is a copy-paste of what we have in Corona VFB without removing the arrow left of Tone Mapping, which doesn't serve any purpose. I know it's a little thing but to me, it kills the usability and pleasure of working with the software.
Title: Re: New color picker temperature
Post by: romullus on 2022-04-05, 15:08:19
Why the new color picker and the same temperature in the Corona color map give different results

(https://imgur.com/a/QxqaLsW)

I guess it's because it's sRGB in the colour picker and RGB in colour map.
Title: Re: New color picker temperature
Post by: karoa on 2022-04-05, 18:12:35
Why the new color picker and the same temperature in the Corona color map give different results

(https://imgur.com/a/QxqaLsW)

I guess it's because it's sRGB in the colour picker and RGB in colour map.

NO, the result color preview in the color map has given the value of sRGB, I think the color value corresponding to the temperature in the color picker is RGB, when the value of the color picker is linear (0-255), the temperature Set 3000K, you will find that the color value is the same as the sRGB color value of 3000K in the color map, why?
Title: Re: New color picker temperature
Post by: maru on 2022-04-05, 18:16:18
Why the new color picker and the same temperature in the Corona color map give different results

(https://imgur.com/a/QxqaLsW)

I guess it's because it's sRGB in the colour picker and RGB in colour map.

NO, the result color preview in the color map has given the value of sRGB, I think the color value corresponding to the temperature in the color picker is RGB, when the value of the color picker is linear (0-255), the temperature Set 3000K, you will find that the color value is the same as the sRGB color value of 3000K in the color map, why is this?

This is not something new. It was like that in older versions too. We have this logged as an issue, but no findings / answers / fixes / updates so far, sorry.

(Report ID=CRMAX-142)
Title: Re: New color picker temperature
Post by: Mohammadreza Mohseni on 2022-04-06, 02:09:18

This is not something new. It was like that in older versions too. We have this logged as an issue, but no findings / answers / fixes / updates so far, sorry.

(Report ID=CRMAX-142)

This is not really an issue, but it seems that corona color picker is a little bit off in color temp conversion. the corona color map conversion is good enough comparing to black body raw data color in 10 degree.

I also write an osl shader recently for this conversion too using a very accurate algorithm as well it may worth a check by corona team:
https://forum.corona-renderer.com/index.php?topic=36036.0 (https://forum.corona-renderer.com/index.php?topic=36036.0)
I will be really delighted if you check it out Maru.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Starline on 2022-04-06, 10:35:19
Hi,
I've installed Corona 8 RC2, it works under max 2017 and 2014 but I can't load scenes made with Corona 7 Hotfix 1 in max 2014 anymore,
max is crashing. Works fine in 2017 opening 2014 scenes.

Same issue with RC3. In max 2014 I can merge a Corona 7 HF1 scene into a new one and it works (no crash and I can render), but if I save the new file (Corona 8 RC3) and I try to reopen in 2014 max crashes. have anyone this problem?
Title: Re: New color picker temperature
Post by: karoa on 2022-04-06, 11:54:34
Why the new color picker and the same temperature in the Corona color map give different results

(https://imgur.com/a/QxqaLsW)

I guess it's because it's sRGB in the colour picker and RGB in colour map.

NO, the result color preview in the color map has given the value of sRGB, I think the color value corresponding to the temperature in the color picker is RGB, when the value of the color picker is linear (0-255), the temperature Set 3000K, you will find that the color value is the same as the sRGB color value of 3000K in the color map, why is this?

This is not something new. It was like that in older versions too. We have this logged as an issue, but no findings / answers / fixes / updates so far, sorry.

(Report ID=CRMAX-142)

I checked that the color picker in version 7.1 has no such problem
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2022-04-06, 15:56:34
Im not sure if its possible but could decals could be used as masks in other materials?
Potentially by having a material node that can select a decal in the scene and use its projection to mask something else?
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-04-06, 16:04:00
here is my setting. English - US

(https://i.ibb.co/bKKj8zF/2022-03-24-130722.jpg)
Hi,

Could you send me a screenshot of this window please?

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2022-04-06, 16:17:06
Im not sure if its possible but could decals could be used as masks in other materials?
Potentially by having a material node that can select a decal in the scene and use its projection to mask something else?

Having decals usable for individual maps is something we want to consider in v9 or v10
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2022-04-06, 16:46:03
Im not sure if its possible but could decals could be used as masks in other materials?
Potentially by having a material node that can select a decal in the scene and use its projection to mask something else?

Having decals usable for individual maps is something we want to consider in v9 or v10

Thats great to know thanks. Decals are saving me so much time so thank you!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Flavius on 2022-04-07, 11:13:41
Hi there!

On the complex IOR for materials, could you pretty please add some presets? Like Complex Fresnel map has from Siger? Inputing 6 values for a specific metal is a bit of an overkill. It would nice if that could be done. A simple dropdown with some preset values ( Gold, silver, chrome, bronze )

Thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: bcarnevalli on 2022-04-07, 22:17:59
Hello everyone,

Might be a stupid question, but how can make the camera parameters inside the Corona Camera work. I have only found a "global exposure parameter" on VFB and cannot find any toggle to switch between "Global" and "Corona Camera" settings.

Tks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mferster on 2022-04-07, 23:29:40
Hello everyone,

Might be a stupid question, but how can make the camera parameters inside the Corona Camera work. I have only found a "global exposure parameter" on VFB and cannot find any toggle to switch between "Global" and "Corona Camera" settings.

Tks!

are you wanting to use camera-styled exposure controls, or do you mean tone mapping overrides per camera?

If you want camera exposure controls under the camera's menu under the photographic parameters there is a radial button that says use photographic (ISO), then all the exposure controls will be controlled by ISO and f stops. If you are looking for per camera tone mapping, it's in the tone mapping sub-menu and click the override check box.

Also this forum thread is only meant for discussing the daily builds, there is an I need help section that you should post in the future.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: bcarnevalli on 2022-04-08, 13:09:01
So, explain me why on the Corona 8 daily build RC4, i couldn t find the toggle you have mentioned? Check attachment

Tks
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2022-04-08, 14:51:42
So, explain me why on the Corona 8 daily build RC4, i couldn t find the toggle you have mentioned? Check attachment

Tks

you need to add the photographic exposure tab on the tone mapping and disable(if you want) the simple exposure, is in the + sign at the bottom of the tone mapping rollout and you will be able to adjust the exposures per camera
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: bcarnevalli on 2022-04-08, 16:31:57
So, explain me why on the Corona 8 daily build RC4, i couldn t find the toggle you have mentioned? Check attachment

Tks

you need to add the photographic exposure tab on the tone mapping and disable(if you want) the simple exposure, is in the + sign at the bottom of the tone mapping rollout and you will be able to adjust the exposures per camera

Tks! Now i get it
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: mferster on 2022-04-08, 23:54:09
So, explain me why on the Corona 8 daily build RC4, i couldn t find the toggle you have mentioned? Check attachment

Tks

Ah my bad didnt realize you were referring to the cameras in the new version
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: 1equals2 on 2022-04-10, 14:51:52
Hi Corona Team,

Currently using Corona 8 RC5. The parsing issue is still present  here. There was a suggestion, which indeed works, but the solution hides any Frame Buffer  and one can not apply any color grading/LUT, etc.
Hopefully you have managed to track down what causes the endless parsing issue.

I have sent a scene for investigation, but it is pointless to send another, as literally every single project has this issue  now.


Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2022-04-11, 09:36:06
Hi Corona Team,

Currently using Corona 8 RC5. The parsing issue is still present  here. There was a suggestion, which indeed works, but the solution hides any Frame Buffer  and one can not apply any color grading/LUT, etc.
Hopefully you have managed to track down what causes the endless parsing issue.

I have sent a scene for investigation, but it is pointless to send another, as literally every single project has this issue  now.
Hi,

Can you
1) make sure that your windows version is fully updated and see if this fixes the problem
2) Send over a minidump from when the parsing is frozen?

Instructions on how to generate a minidump with process explorer can be found in my signature.

Thanks,

Rowan
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2022-04-12, 15:40:06
Hi again (for today),

do you guys noticed artifacts when you use the Nvidia Denoiser? Since RC5 I do and a lot!

Thanks,

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-04-12, 17:20:52
In IR, or final render? Do they go away if you aren't using the curvature map to add noise on the edges? What filter are you using, High Quality or Tent, and do the results change if you swap from one to the other?

Bear in mind that an AI denoiser can cause artefacts, because it is "interpreting" the image and not just running a regular denoising algorithm (which is why we recommend the Corona High Quality Denoiser for final renders). If the AI gets something it hasn't been trained on how to interpret, it will start "making things up" based on what it "thinks" should be there.
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2022-04-12, 18:13:45
In IR, or final render? Do they go away if you aren't using the curvature map to add noise on the edges? What filter are you using, High Quality or Tent, and do the results change if you swap from one to the other?

Bear in mind that an AI denoiser can cause artefacts, because it is "interpreting" the image and not just running a regular denoising algorithm (which is why we recommend the Corona High Quality Denoiser for final renders). If the AI gets something it hasn't been trained on how to interpret, it will start "making things up" based on what it "thinks" should be there.

Hi Tom, hope you're great first of all!

The issue came out today on both IR and final renders. Tent was used and we first noticed it on "normal" images in high res where the curvature map wasn't used at all. in some areas we got that noisy blurry effect.
Previously I didn't notice anything like this and we are using Nvidia Denoise daily and everywhere. I'll do some more tests tomorrow and I'll let you guys know.

Thanks,

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-04-12, 18:44:17
TY for the extra tests when you get time! Nothing about the NVIDIA denoiser was changed that I can recall, so it would have to be something else. If you were already using Tent, then it wouldn't be that (the AI denoisers can't work with the High Quality filtering, but it gets silently changed to Tent in IR, and you are prompted for a final render, so there would only be a problem if things were not being changed to Tent, and since you are already using that... it's not that :) ).

If you give it more passes, it should still clean up without artifacts I would expect as then it has more to go on when doing its "AI Stuff". Tricky though it is, the best test would be exactly the same scene in 7 and in 8, which have to be created and saved in 7 since 8 scenes won't load well back into 7. Let us know what you find.

Also, I am doing great thanks :) I hope you are too!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2022-04-13, 10:39:00
TY for the extra tests when you get time! Nothing about the NVIDIA denoiser was changed that I can recall, so it would have to be something else. If you were already using Tent, then it wouldn't be that (the AI denoisers can't work with the High Quality filtering, but it gets silently changed to Tent in IR, and you are prompted for a final render, so there would only be a problem if things were not being changed to Tent, and since you are already using that... it's not that :) ).

If you give it more passes, it should still clean up without artifacts I would expect as then it has more to go on when doing its "AI Stuff". Tricky though it is, the best test would be exactly the same scene in 7 and in 8, which have to be created and saved in 7 since 8 scenes won't load well back into 7. Let us know what you find.

Also, I am doing great thanks :) I hope you are too!

Good morning!

I am posting here a comparison of the Raw image, Nvidia & Intel Denoiser.
As I've mentioned yesterday, Nvidia seems to produce some area/spotches were the denoiser doesn't apply or is applied badly. Same result I've posted yesterday while testing the CUrvature Map on light blu vintage photo camera (see post above).
I know the limitations of the Denoisers in general but as I've found some bugs in the past, having this result know I think is good to post it and understand if is a defect or not.

I confirm that Tent was used during the final rendering and Corona Build RC5 is installed succesfully to all the computers.

Thanks,

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2022-04-13, 10:53:38
Hi dev.team.
Do you have any plans to add separation RBG channels to Coronabitmap like in uberBismap.osl?
Thanks
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-04-13, 10:58:00
For the NVIDIA denoiser question, can you send in the scene via private uploader, and let us know which NVIDIA drivers you are using? (Bear in mind that the NVIDIA Denoiser is developed and updated by NVIDIA and not us ;) And a large part of its functionality is in the NVIDIA driver). Since it is only recommended for fast previews in IR, I'd suggest sticking with the Corona High Quality for finals, or the Intel Denoiser if you must use an AI denoiser, while we take a look at your scene. Thanks!
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2022-04-13, 11:07:04
Hi dev.team.
Do you have any plans to add separation RBG channels to Coronabitmap like in uberBismap.osl?
Thanks
Hi,
this is officially not possible as it uses some internal unpublished mechanism
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2022-04-13, 11:41:35
For the NVIDIA denoiser question, can you send in the scene via private uploader, and let us know which NVIDIA drivers you are using? (Bear in mind that the NVIDIA Denoiser is developed and updated by NVIDIA and not us ;) And a large part of its functionality is in the NVIDIA driver). Since it is only recommended for fast previews in IR, I'd suggest sticking with the Corona High Quality for finals, or the Intel Denoiser if you must use an AI denoiser, while we take a look at your scene. Thanks!

Thanks for getting back!

I was using the Nvidia Studio Drivers 511.65.
For sending the scene, unfortunately I can't send anything for NDA reasons but I'll try today to replicate the issue on a test scene as well. If I'll have success I'll pass the asset here.
As for the Corona High Quality, yes you're right!

Thanks again,

Dionysios -
Title: Re: Corona Renderer 8 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2022-04-13, 11:56:23
Thanks! Out of interest I am on Game Ready 512.15 and haven't seen the issue myself when I try to replicate it, but that might just be differences in scene - however could be worth you trying updated drivers just to see.