Author Topic: Corona Renderer 7 for 3ds Max - Daily Builds Discussion  (Read 178428 times)

2021-03-25, 09:19:17
Reply #195

LorenzoS

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hi,
i am using the last corona daily built, but the materials converter don't work well in some cases,
there is a way to use the previous materisals converter without unistall the last corona daily build?

thanks

2021-03-25, 09:28:16
Reply #196

Dimer

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Hi!3d max 2022 released, I'm waiting for support corona 7 daily builds ) Thanks

2021-03-25, 09:41:34
Reply #197

LorenzoS

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Quote
hi,
i am using the last corona daily built, but the materials converter don't work well in some cases,
there is a way to use the previous materisals converter without unistall the last corona daily build?

thanks

i found it:
https://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html

2021-03-25, 10:04:37
Reply #198

Bormax

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Hi

2 latest DBs IR works very laggy with Forest Pack 7. With FP 6 IR works fine

2021-03-25, 10:30:44
Reply #199

rowmanns

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boy this new material converter really stuffed up my materials!  what is wrong with it?  its all over the place.

It's not done well. It fully ignores the use of Reflection slot (Instead of mapping it to IOR using few possible methods) and so the new materials don't match if reflection map was used at all.

Other issue could arise from being able to recognize metallic materials, but that's the issue with people using "No Fresnel" method for non-metallic materials (like DesignConnected does for example, by using Fallof Fresnel in Reflection slot for non-metals and IOR 999).
Hi Guys,

Can you please send through the scene(s) in question (before the conversion) and we will look into it.

Thanks,

Rowan
Please read this before reporting bugs: How to report issues to us!
Send me your scene!

2021-03-25, 10:35:14
Reply #200

rowmanns

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Quote
hi,
i am using the last corona daily built, but the materials converter don't work well in some cases,
there is a way to use the previous materisals converter without unistall the last corona daily build?

thanks

i found it:
https://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html
JFYI this is a really old version of the converter and could cause issues when using it with the latest version of Corona.

If you have a scene where the converter doesn't work well, please could you send it to us? Instructions can be found in my signature.

Cheers,

Rowan
Please read this before reporting bugs: How to report issues to us!
Send me your scene!

2021-03-25, 10:36:17
Reply #201

rowmanns

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good afternoon. the converter from build 22mart. bad understands some vray materials.
Hi,

Please can you send through this scene. Instructions are in my signature.

Rowan
Please read this before reporting bugs: How to report issues to us!
Send me your scene!

2021-03-25, 10:37:04
Reply #202

rowmanns

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Hi

2 latest DBs IR works very laggy with Forest Pack 7. With FP 6 IR works fine
Hi,

Please can you send over a scene?

Cheers,

Rowan
Please read this before reporting bugs: How to report issues to us!
Send me your scene!

2021-03-25, 10:45:58
Reply #203

smadiswelem

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The material converter, removes from some materials the base color map,also when im pressing show selected maps in viewport its not working ,and after converting the scene all base color maps are not visible

2021-03-25, 10:47:38
Reply #204

Juraj

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Can you please send through the scene(s) in question (before the conversion) and we will look into it.


Well... there is nothing to send :- ). The Converter doesn't account in any way for "Reflection" slot because new Material doesn't have one, and nearest equivalent is IOR. But mapping (Clamping) reflection shouldn't be considered "fake" per se and rather translated into IOR. Plenty of dielectric materials require mapping reflection to create illusion of depth.

Real world materials do indeed only vary roughness and surface relief, but with CGI Shaders we're faking information that geometry simply doesn't have. With that in mind, even mapping reflection is physically correct to real-world matched counterpart.

There is thread somewhere else on this forum where work-around was found in different ways, most common simply mapping IOR with Mix-Node. Dubcat did lot more complicate OSL setup, which sadly isn't universal enough (Since majority of 3dsMax don't even feature OSL and it could introduce lot of perfomance issues).
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2021-03-25, 10:49:07
Reply #205

BVVV

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"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?

2021-03-25, 11:04:29
Reply #206

rowmanns

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"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?
Hi,

Thanks for the feedback, currently you can't turn it off. But we are working on a fix so that it will become less noticeable. Stay tuned.

Rowan
Please read this before reporting bugs: How to report issues to us!
Send me your scene!

2021-03-25, 11:10:31
Reply #207

rowmanns

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Hi!3d max 2022 released, I'm waiting for support corona 7 daily builds ) Thanks
If you re-run the installer it should magically appear ;)

There are a couple of crashes we've encountered and are already working on fixes for compatibility with Max 2022.

Thanks,

Rowan
Please read this before reporting bugs: How to report issues to us!
Send me your scene!

2021-03-25, 12:15:52
Reply #208

ArchSpideR

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good afternoon. the converter from build 22mart. bad understands some vray materials.
Hi,

Please can you send through this scene. Instructions are in my signature.

Rowan

sent it   "#198752 corona_convert_not good"

2021-03-25, 12:54:41
Reply #209

Nejc Kilar

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"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?
Hi,

Thanks for the feedback, currently you can't turn it off. But we are working on a fix so that it will become less noticeable. Stay tuned.

Rowan

Just asking out of pure curiosity but I'm wondering, is it possible to have the first couple of passes render oldschool style and then the rest do the new bucket thing?
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