Author Topic: New VFB Skin and functionality  (Read 5169 times)

2024-02-18, 11:01:58
Reply #15

magmatik

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We can't elaborate yet, sorry. What I can say is there are no plans for cryptomatte masks inside the VFB, certainly not for 12 anyway. Beyond that, we have a long list, and we are aiming to see how far (very far, not far at all?)  we get through it, so we don't want to over or under state things by giving a set of plans for now. The main focus is on the UI rework, streamlining, better performance, and then we'll see what features make it in. This will be a "watch the daily builds" scenario by and large. Hope this helps!
Some good things to come!
Can't wait to know more!

2024-02-18, 23:03:06
Reply #16

shortcirkuit

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glad im not the only one - ive even spent thousands on updated hardware thinking it would fix the problem.  Its literally been like this since i started using max over 10 years ago.  In fact, i think its gotten a little worse.
@CoronaDevs - i think this needs to be looked at for sure.

For me, this biggest time waster over the years is the UI (material editor) - i know its not a corona thing (or it could have an impact?) - however the material editor, becomes slow and sluggish, mainly in heavier scenes (not really that heavy, fairly detailed interior scenes.  2-3 seconds for things to open.... and i do have the most of the latest hardware/software.... again, not sure if this is solely a autodesk thing or a combination between autodesk and corona materials, however its just so sloowwww and it kills my patience... it sometimes feels like im using a intel pentium from the early 2000's..... its 2024, UI, all of them, should be zipppy and we shouldnt be held back by such nuances.

I get that too: the material editor becomes really so slow sometimes, especially when IPR is running, up to the point that I have to stop the IPR, only then I'm able to tweak my materials in the SME, and only then I start the IPR again to see the results. This isn't how things should be: ideally I wouldn't have to stop the IPR in order to be able to tweak the materials, but if I don't the SME UI is just sooooo slow, it's unbearable.

2024-02-20, 14:27:20
Reply #17

pokoy

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If I had a wish, for me it's how the denoiser workflow is implemented:
1. Let us denoise *during* a final render, with whatever the denoiser is set to. I'd love to see if the noise level is good enough while i'm rendering. Sometimes I'll set way too many passes and having a way to preview the denoiser without stopping/cancelling the render would be great.
2. Currently, a denoised render will save to the history only if it was a final render, IR will save to history without the denoiser... This is inconsistent and makes it impossible to compare IR vs final renders since you can't save/view the denoised version from IR.
3. Denoiser checkbox in the VFB is inconsistent - for final rendering it will work only after a render is stopped/finished. For IR it can't be disabled without re-rendering (and has no function there), plus, it has to be disabled in a different place. It just doesn't do what it implies the way it's designed now.

For me it's the small things and consistency between final/IR rendering is not where it should/could be wrt to denoising.

2024-03-07, 12:55:44
Reply #18

michaltimko

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I always set IR it to force PT and set some pass limit like 5-7 (depends on the scne). That way you are lag free when it comes to mat editor or max ui. Another option is to use IR in the viewport. Not sure if its just for me but its way more snappy than having it in separate VFB window.

glad im not the only one - ive even spent thousands on updated hardware thinking it would fix the problem.  Its literally been like this since i started using max over 10 years ago.  In fact, i think its gotten a little worse.
@CoronaDevs - i think this needs to be looked at for sure.

For me, this biggest time waster over the years is the UI (material editor) - i know its not a corona thing (or it could have an impact?) - however the material editor, becomes slow and sluggish, mainly in heavier scenes (not really that heavy, fairly detailed interior scenes.  2-3 seconds for things to open.... and i do have the most of the latest hardware/software.... again, not sure if this is solely a autodesk thing or a combination between autodesk and corona materials, however its just so sloowwww and it kills my patience... it sometimes feels like im using a intel pentium from the early 2000's..... its 2024, UI, all of them, should be zipppy and we shouldnt be held back by such nuances.

I get that too: the material editor becomes really so slow sometimes, especially when IPR is running, up to the point that I have to stop the IPR, only then I'm able to tweak my materials in the SME, and only then I start the IPR again to see the results. This isn't how things should be: ideally I wouldn't have to stop the IPR in order to be able to tweak the materials, but if I don't the SME UI is just sooooo slow, it's unbearable.
Coronaut!(c)2011

Supporting Corona in commercial projects since pre-alpha

2024-03-08, 02:21:34
Reply #19

Tom

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Thanks for the IR advice @michaltimko, I never paid attention to these settings, but indeed it makes things more responsive.

2024-03-15, 15:23:55
Reply #20

zaar

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Can we put suggestions in this thread?

I'm here to raise a hand for custom background or reference image overlay, that maybe works like A/B history so you can compare your render to any image of your choice. Color management here is of course priority otherwise the feature is completely useless.

I want to A/B my current render to either my own renders of the same scene/product or reference images.

2024-03-16, 01:03:15
Reply #21

shortcirkuit

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could we PLEASE add a function to FLIP the image horizontally - just to refresh the eyes to look at the render from a new perspective.

2024-03-16, 02:03:57
Reply #22

lupaz

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could we PLEASE add a function to FLIP the image horizontally - just to refresh the eyes to look at the render from a new perspective.
+1

2024-03-16, 02:06:06
Reply #23

lupaz

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And composition lines please

2024-03-16, 06:21:25
Reply #24

Tom

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could we PLEASE add a function to FLIP the image horizontally - just to refresh the eyes to look at the render from a new perspective.

+1

2024-03-17, 15:56:51
Reply #25

brr

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It would also be nice to have an option to change the VFB background color in Corona Renderer.
This was discussed previously here: https://forum.corona-renderer.com/index.php?topic=28172.0

It really helps a lot when you need to adjust the overall brightness level of the rendering, because with the current linear RGB 4/4/4 background color, it is easy to miss it.
« Last Edit: 2024-03-18, 15:30:16 by brr »

2024-03-18, 16:20:42
Reply #26

maru

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They are logged.
Flip/rotate the VFB content: (Report ID=CMAX-862)
Change VFB background color: (Report ID=CMAX-861)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2024-03-19, 16:28:52
Reply #27

Place

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Am I the only one who would like to draw hand free the region zone?
Is it possible to implement?

Thank you,
Manuel

2024-03-19, 19:45:36
Reply #28

lupaz

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Am I the only one who would like to draw hand free the region zone?
Is it possible to implement?

Thank you,
Manuel
Since you're bringing this up, it would be great to be able to mark the region in either the viewport or the VFB, not just the VFB.

But yes, a freehand region selection wouldn't be bad if not hard to implement.

2024-03-25, 14:40:21
Reply #29

dzintas

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Since you're bringing this up, it would be great to be able to mark the region in either the viewport or the VFB, not just the VFB.

You can already define render region in viewport, or native one from max aren't sufficient enough? 
« Last Edit: 2024-04-03, 09:58:42 by dzintas »