Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Ondra on 2013-06-01, 12:22:02
-
- Reset scene now resets all parameters, including enviro
- coronalight can now be selected with clicking on CoolLines(R)
- Added fake for preserving sharp illumination patterns for large IES lights
- Added alternative energy conservation mode which is not causing complementary colors to appear
- MaterialID render pass now renders each material with the same color over multiple runs
- CoronaNormalTex added
-
Fixed light patterns http://corona-renderer.com/bugs/view.php?id=237
-
Fixed crashes when using motion blur + point caches
-
CoronaMask UI improved
-
Added support for vertex color channel. I would appreciate testing, especially how well it works with multiple regular mapping channels.
-
Hybrid glass added http://forum.corona-renderer.com/index.php/topic,949
-
Visible to reflections/refractions for light http://forum.corona-renderer.com/index.php/topic,954
-
Fixed problem with incorrect environment mapping when rendering from a camera far from origin
-
[A5 RC3] added new default mesh format for CoronaProxy that supports multiple mapping channels
-
[A5 RC5] Migrated CoronaLight and CoronaProxy to 3dsmax asset tracking mechanism
-
- Camera settings UI redone, photographic exposure checkbox moved to postprocessing
- Added checkbox for focal distance override to render settings UI
- Added option to lock 3dmax GUI during render (same as other renderers) - have some glitches with CoronaVFB
-
Fixed a bug that caused real passes count to be 2 times higher than displayed/set in progressive render settings.
Weird that nobody noticed that :D Thumbs up to Maru for noticing ;)
-
- Switched Corona to Wide gamut RGB color space, resulting in more predictable shading of colored light sources+objects
- Fixed bug with material editor not updating sometimes
- Fixed LMS color temperature correction
-
Fixed non-working assert builds (not giving any asserts)
Added more robust texture filtering, solving some problems with bump mapping/texture blur on uneven polygons
-
- Improved UI (Corona material glass modes, lightMtl/coronaLight, main render settings)
- Fixed some problems with multiscatter not rendering
- Fixed problem with jagged edges behind glass (see for example http://forum.corona-renderer.com/index.php/topic,1213.msg9037.html#msg9037 (http://forum.corona-renderer.com/index.php/topic,1213.msg9037.html#msg9037) and http://forum.corona-renderer.com/index.php/topic,999.msg14459.html#msg14459 (http://forum.corona-renderer.com/index.php/topic,999.msg14459.html#msg14459)). Here is a detail of the problem before/after fix with extreme magnification:
(http://i.imgur.com/mrfhzqX.png)
-
- Fixed berconwood
- Fixed object XYZ mapping mode
-
- Fixed coloredge plugin
- Fixed "use real world scale" in material editor
- Custom Material editor scene now supports all 3dsmax shapes and rotation
- CoronaSun now supports unlimited rotation, not just 0-360°
- z-depth render element is now not clamped
- removed world Z depth element, as it is no longer necessary
-
- Added support for forestpack material option
- Added support for multiscatter texture "use object color"
- Fixed issues with resume rendering (crashes, slowness)
- Added option to render non-antialiased render elements (in actions tab)
-
Added function/button for reseting renderer parameters
-
MultiTexture randomization by material ID is now supported
-
Forest color map is now supported (updating forest pack pro will be required): (http://i.imgur.com/5PQYqsj.jpg)
-
Slightly improved AA quality in material previews
-
Added directionality, include/exclude to LightMtl
-
Render elements redesigned: http://forum.corona-renderer.com/index.php/topic,2557
Added raw lighting element
Added albedo element
-
AO include/exclude http://forum.corona-renderer.com/index.php/topic,2567
-
Improved HD cache previz
-
Proxy/IES files now save when Archive function is used
-
Fixed bug with slow non-rigid motion blur
-
fixed wrong number of passes being produces when using DR
-
Fixed loading scenes between Alpha v5 and daily builds. It would be great if you could test it once a build is up.
-
Fixed bug causing excessive RAM usage in large scenes with many objects
-
Added the number of light groups to stats panel in VFB. For best performance, keep this number under 250
-
Added tooltips to important settings in both render parameters and corona objects/texmaps/materials, that will replace http://corona-renderer.com/doc/. Just hover over a UI control to display them. I would appreciate any feedback about unclear/missing explanations, spelling mistakes, etc.
-
POST-A6
- Shell material supported
- Added support for retargeting for proxy and light assets
- proxy and light assets no longer displayed in asset tracker when not used
- added textured coronalights
- added texmap support for fractal objects
-
- Fixed scatters randomly changing from frame to frame
- Fixed noise pattern sometimes changing from frame to frame even though random seed was nonzero
-
- Proxy internals reworked, testing is needed
- Added spherical and cylindrical camera support (via CoronaCameraMod)
- Fixed progressive renderer not picking pixels randomly in ultra-high resolutions (e.g. 10k)
- Improved HD cache accuracy in animations with textured scenes: https://forum.corona-renderer.com/index.php?topic=1207 (https://forum.corona-renderer.com/index.php?topic=1207)
-
Added string options, can be used for rendering passes only on farm, etc.: https://corona-renderer.com/wiki/maxscript + https://corona-renderer.com/wiki/string_options
-
Again added ability of CProxy to read cbin files, but not write. Use cmesh format for exporting. It is possible that some scripts that have hardcoded .cbin extension will fail and will need to be updated
-
- I did some internal cleaning of corona scatter, please test if translation/rotation/scale works as expected, and if old scenes load correctly
- Fixed bug that made reflective objects too bright when using portals
-
fixed bug with bokeh image randomly not working.
-
albedo element no longer displays glass red
-
- Fixed more bugs causing unstable sampling pattern in animations
- Fixed proxy asset retargeting problem
-
All subsequent builds from now to the first commercial version are time-locked. Currently they are programmed to disable themselves after 31.12.2014. There will be either an extension or commercial build available before that date, with enough extra time to upgrade your machines.
-
- added support for particle flow, and simple particle systems
- added a texture slot to WireTex
- Default displacement value is now 1, not 100
-
2 new functions https://corona-renderer.com/wiki/maxscript
-
(http://i.imgur.com/70QGASV.png)
Also fixed blackbody emission
-
Some recent improvements:
- Partially fixed the self intersect bugs
- VFB sidebar status (open/closed, active tab) saved into .max files
- Added buttons for save all channels/cancel render without saving (click and hold save/stop buttons to see them)
- error msgs now respects 3dsmax quiet mode, popup msgs are disabled in network/backburner/DR rendering
- Added "invisible in render elements masks" property to materials
- Proxy (2013+) and scatter (2015+) are now optimized for fast display in viewports
- Render dialog tabs open/close status is now saved per-scene, and defaults can be changed.
- Proxy now saves units info and automatically rescales to keep the same world-space size
- Made water level in displacement working
- Color temperature controls now always have a final color sample displayed
- HD cache save/load improvement - added ability to do incremental rendering/precomputation
-
Added option to both DR master and slave to save transferred images to disk for debugging purposes.
-
Because of performance reasons, Convert proxy to mesh now works only when full proxy mesh is displayed.
-
- Shadow catcher improvements: mappable parameters, bump, more glossy
- fully realtime exposure even when using photographic exposure
- Added checkbox "keep previous img in vfb"
- Replaced color mapping channels balance with tint color
- multithreaded displacement - massive speedup of preprocessing
- better, intelligent progressbar, estimated time added
- Ctrl +, Ctrl - will zoom in/zoom out in VFB
- New support for blend mtl: faster, supports emission, displacement, bidir, nested blend mtls
-
09/10 build:
GGX BRDF added, and is now (as a trial) selected as default BRDF. Old materials are still loaded with Ashikhmin-shirley BRDF. The BSDF can be changed in advanced material settings. Ward and phong are not working at the moment
-
- Finished blend mtl support
- rounded corners radius is now mappable
-
New build:
- Multithreaded scene parsing + parsing optimizations: up to 11 times faster parsing!
- New IOR texmaps handling: consistent with vray/mental ray
- Interactive response improvements + bugfixes
What to test:- stability of interactive mode
- stability of parsing (complicated scenes, unusual objects/modifiers/...)
- stability of noise pattern (with PT+PT)
-
- Added illuminator lights for shadowcatcher (see attachments)
- Some modes of CoronaMixTex now support bump mapping
- CoronaSolidTex now supports #RRGGBB notation and gamma/linear inputs
-
New build to be released:
- Tabs open/close status will be preserved when selecting different renderer/GI solver
- Added 2 string options for material editor rendering, affecting lights size/intensity in previews:
float mtlEditor.lightsSize = 1 (set from 0.01 to 1.5)
float mtlEditor.lightsIntensity = 1 (set from 0.01 to 99)
(http://i.imgur.com/LzydEQO.png)
- Pressing enter inside a spinner in Corona VFB will cause the text to get selected (just like in 3dsmax)
-
- UHD parameters work as intended with interactive
- fixed mtleditor lights size + diffrerent material sample size
- shell mtl now works in override, with multi/sub obj
- UHD cache stops precomp if maximum number of records is reached/loaded
- improved light display in viewport, esp. with different light emission units
-
Today: Distributed rendering focused build:
- fixed colormapping changes when using region render + native VFB
- DR now works with files > 2 GB
- DR now works with batch rendering
- DR: fixed computation of # of lines sent per iteration
- DR now works with region rendering properly
- New DR server build available
-
Improved volumetric sampling for some materials - praise Jarda!
(http://i.imgur.com/S5t5HwA.jpg)
-
Added button to add enviro into the CoronSun dialog. Happy new year!
(http://i.imgur.com/2DS1vJh.png)
-
MASSIVE ui overhaul. Here are some of the highlights:
General trends:
- Replaced [---] for None in various texmap buttons to make it consistent with the rest of 3ds max
- “multiplier” renamed to “intensity” in few places
- added freezing of some additional control elements when they are not used
- made texmap buttons generally wider
- imrpoved preview of some of the texmap in map select dialog - CoronaNormal, CoronaAO, CoronaFrontBack, CoronaRayswitch
- reorganized, renamed, fixed spacing of some of UI dialogs
Materials and maps:
- separate corona mtl, texmap category in mtl/texmap selector
- CoronaSolid renamed to CoronaColor, fixed hex input, improved its preview in the UI dialog - displays output values
- coronaViz renamed to CoronaData
- CoronaWire: added checkbox for enabling/disabling the base map
- CoronaFractalTex removed
- CoronaMix: added texmap checkboxes to make the UI consistent with rest of maps
- CoronaSky: rawafake moved to separate rollout
- CoronaMtl: self illumination moved to Advanced options, hidden “SSS mode” and BSDF selector (now legacy mode ON = Ashikhmin, off = GGX), removed ability to create portals (use the separate mtl for that), map amounts changed to 0-100%
- volumemtl UI is now identical to coronaMtl volumetrics
- Corona normal no longer tries to fix incorrect gamma as it is not always possible, but will instead now warn if incorrect gamma was detected
Render settings
- Tab switching reworked: LMB now closes all other tabs, RMB works as before
- Major reorganization of main tab - merged with progressive, color mapping, actions tabs
- photographic exposure checkbox moved to camera settings
- removed image filter blurring, bokeh shape resolution
- autosave UI redesigned, simplified
Objects
- coronasun: added visual feedback to pressing the "add enviro button"
- CoronaProxy: buttons from scene, from file renamed to be more clear
- CoronaLight: keep sharp patterns: on by default
- camera mod reworked: its colormapping now stays until next render without camera mod, VFB color mapping tab is hidden when rendering with override. Added more options, added on/off switch to camera mod and removed the confusing override switch from render settings
Other:
- interactive VFB: added camera name to title
- DR server now shows its current working directory and can open it
- VFB: removed ISO settings
Build will be up shortly
-
Massive UI overhaul: https://forum.corona-renderer.com/index.php/topic,942.msg44187.html#msg44187
Corona materials/Texmaps now have their own category. The main render settings dialog was redesigned - less used values were removed to new System tab, and Actions/Postprocess/Progressive tabs were merged with it - the idea is that everything one needs for basic render setup is now in a single tab.
Also when opening one tab, all other tabs are closed. You can use right mouse button to open/close multiple tabs independently as before.
Build will be up in minutes. A lot of testing will be needed. Any feedback is appreciated.
edit: build is up. Next step: UHD cache UI simplification
-
- loading scene in older build should no longer disable materials in masks
- fixed minor (unreported) bugs
- interactive now by default renders with all but one thread, to keep the rest of the UI more responsive
- Added tooltips in system tab
- added image resolution into corona VFB title
- Added reset button prompt
- fixed actions button order in main tab
- fixed bug that prevented re-activation when computer hardware was changed
-
- normal map gamma checkbox returned
- added start interactive button into VFB - drops down from render button
- corona scatter - added option to control density and scaling with bitmaps, added option to remove collisions
Build will be up shortly. Scatter might not be 100% stable, so any testing is welcomed.
-
New texture added
(http://i.imgur.com/s0xEx3g.png)
-
- fixed bug sometimes causing UHD cache to be directly visible
- added interactive pass limit
- "IES file" button in CoronaLight - added context menu - with options clear, open folder(http://i.imgur.com/XBSaWfC.png)
- CoronaRenderer.CoronaFp.showVfb now takes 1 argument - true/false - if the VFB should be displayed or hidden
- normal map now has flipping of channels
-
- Fixed some interactive crashes
- Fixed CoronaMtl maps layout - made spinners wider, now whole number fits
- Interactive docked VFB improvement - pressing “C” now clones the view into 3dsmax floating bitmap, “V” shows viewport selection menu (sometimes...)
- Scatter viewport icon now shows “CS” text
- Fixed material editor slowness in large scenes
- Corona VFB spinners now respect system local and show either decimal point or comma based on it
- Lights now convert intensity to preserve overall scene brightness when switching between different emission units
- Changed the way CoolLines(TM) are displayed, they are now proportional to light surface brightness
-
(http://i.imgur.com/klZEAuz.png) (http://i.imgur.com/klZEAuz.png)
- added checkbox "mtl override preserves displacement" https://forum.corona-renderer.com/index.php/topic,3674.0.html (https://forum.corona-renderer.com/index.php/topic,3674.0.html)
- added option to convert scatter to individual instances
- added option to obtain z-depth pass min/max distance from camera
- added volumetric render elements
-
- single bounce scattering checkbox in mtls - useful for god rays
- added checkbox for lights wireframe display in viewport
- implemented support for doublesided material
- MultiMap reworked internally, it now uses tabs instead of separate parameters, and has different defaults
-
- Fixed all sorts of bugs related to interactive by temporarily reverting back the option to limit number of passes in interactive rendering
- fixed the new UI - should remember active tab and open status, fixed multiple tabs issues and crashes
- fixed bug with "keep sharp patterns" working outside of IES and causing noise
- nothing more - we were kinda busy with web ;)
-
- fixed random crashes of maps in material editor
- fixed random crashes of render settings dialog
- fixed incorrect shading when using volumetric rendering + environment lighting
- new UI for bokeh type
- brackets in material editor now update properly when a material is used in render settings
- added support for 3dsmax photometric light with shapes other than point
- spinners in corona VFB now work with TAB key
- view-dependent texmaps now work with coronascatter (rendering only, viewport camera changes are not used as it would be too slow and ambiguous)
-
- added support for std light feature "affect diffuse/specular"
- fixed crashes caused by corona scatter and non-mapped objects
- shift+tab now also works properly in VFB tabs
- maps in coronamtl are now on by default
- fixed some self-intersections when using rounded corners with very small radius values
- fixed %o and %v in renderstamps
-
- Next and hopefully last bigger UI overhaul. Small changes are still possible
- Added option to save screenshots of UI - could be useful for tutorials. Located in devel/debug UI
- Mtl editor updates all slots when mtl previews are changed
- Camera mod overhaul
- Corona VFB reacts better to some parameters being overriden
-
- fixed some crashes/excessive memory usage with displacement
- fixed some crashes when using interactive or rendering specific scenes
- fixed some render artifacts - “trees behind a wall are visible” - testing here will be appreciated
- fixed crashes when starting render via buttons in main settings rollout
-
- camera mod UI tweaking - added DOF, EV override is always enabled
- "save UI screenshot" asks for path first
- fixed displacement randomly not rendering with interactive
- fixed DR listbox UI and renamed DR parameters to reflect what they are really doing
- tab open/close status, devel/debug mode enable, VFB sidebar status, and VFB opened tab are now per-system, rather than per-scene
- fixed excessive memory usage with interactive + motion blur
- disabling material in multimtl now works
- coronasolid is now displayed in viewports
-
- Fixed artifacts when using Corona AO exclude + nested excluded/nonexcluded objects: https://forum.corona-renderer.com/index.php/topic,6338.0.html (https://forum.corona-renderer.com/index.php/topic,6338.0.html)
- added option to disable render settings tooltips
- fixed more random scene parsing crashes
- added mixing parameter to multimap
- Corona now honors the “Rendered Frame Window” option in Common render settings
- non-color-mapped render channels are now correctly copied to 3ds max
-
- added proper freezing of inactive render parameters for bidir
- fixed crashes when drag&dropping bitmaps into CoronaMtl slots with “Show in viewport” active
- added direction offsets to AO (XYZ bias)
- fixed VFB not updating sometimes - now "Enter" should always force update
-
- added displacement support for xref, scripted, and shell materials
- body objects now render correctly
- cylinder light is now visible when creating
- fixed crashes when setting time limit really high
-
Some interactive rendering bugfixes. Any testing is appreciated:
- Fixed bug preventing removing global volume material in IR mode
- Corona interactive now respects “render hidden geometry” and “displacement” switches of render settings. Although because of the way 3ds max works, render dialog needs to be closed for the change to take effect.
- “resume render/start interactive/render only elements” buttons will now properly freeze when already rendering
- made pass limiting for interactive work again - needs testing
- Fixed IR crashes/non-updates when removing/adding environment map
- fixed crashes when resetting/loading different scene with IR running
-
- interactive now reacts to globalMtl changes
- interactive now reacts to image filter changes
- interactive now reacts to cameramod shutter speed changes
- fixed bug with interactive + scatter
-
- displacement water level is now optional, so it is not applied to EXRs with negative values by default
- fixed displacement subdivision rates for HDR displacement maps
- fixed crashes when switching map inside CoronaScatter
-
- interactive fixed speed problems (the difference should be HUGE)
- interactive: fixed hair&fur modifier
-
- removed some of the motion blur stuttering when 3dsmax time precision limit is hit
- fixed interactive + xref scenes
- doubleclicking image in VFB will fit the VFB to its size
- fixed crash when Falloff in fresnel mode is plugged inside IOR CoronaMtl slot
- MUltimtl on/off works correctly when submtl IDs are changed inside the multimtl
- fixed date in CoronaRenderer.CoronaFp.getCoronaVersion()
- made render() maxscript command work
- made substance work with noninteractive rendering. It remains broken with interactive rendering, though, and probably cannot be fixed.
- fixed CScatter sometimes creating not-so-random distributions
-
- made multitexture in bercontile mode work (in regular rendering, not interactive)
- fixed bidir/VCM being too blurry with image filters
- improved sampling of dim reflections on diffuse/refractive surfaces
-
RC3:
- some tooltips wording improved
- fixed assert when closing licensing and DR server from tray
- renamed DrConfigA7.2 to DrConfig-1.00
- fixed crashes with displacement + bitmap textures
-
ok, lets try first daily build after the release.
Changelog:
- Changed the VFB sidebar to be on by default
- Possibly fixed some of the hangups on scene parsing. Testing will be necessary to see if there are still any problems left