Author Topic: CoronaRoundEdges not working properly (Corona 1.7 RC7)  (Read 5986 times)

2017-09-28, 18:29:26

OccultMonk

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There are 3 problems with CoronaRoundEdge map:

1) - Intersecting objects no longer blend together. This used to work in older versions. (I have not used corona for some time)
2) - No options (radio buttons) anymore for excluding/including geometry for blending (Originally these were available)
3) - Result has dark shading problems. MODO round edge render works better. (This is also not geometry based so Corona should be able to achieve the same result).

Corona 1.7 RC3









Older Version of Corona:









« Last Edit: 2017-10-10, 08:49:19 by OccultMonk »

2017-09-28, 18:43:57
Reply #1

pokoy

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Yes, that is the one big things in 1.7 that'll keep me from using it, unfortunately.

2017-09-28, 19:14:24
Reply #2

PROH

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Same here. Hope to see some progress on this soon..

2017-09-28, 19:15:42
Reply #3

cecofuli

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2017-09-28, 19:40:31
Reply #4

Frood

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Yup, deal-breaker for versions > 1.6.1 as discussed. Hopefully the first task for 1.8 dailies after 1.7 release ;)


Good Luck


Never underestimate the power of a well placed level one spell.

2017-09-29, 08:29:27
Reply #5

OccultMonk

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problem 1 and 2 are just fixes (They used to work in 1.6)

But problem 3 (shading errors) should be improved. Modo has a very good working Rounded Edge Shader (Also as an effect) not in the geometry. So Corona should really use a better implementation.

Examples of Modo implementation:

https://www.youtube.com/user/Askguden/videos





2017-10-02, 09:44:31
Reply #6

OccultMonk

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Yup, deal-breaker for versions > 1.6.1 as discussed. Hopefully the first task for 1.8 dailies after 1.7 release ;)


Good Luck

I do not see the feature in the roadmap for 1.8.

2017-10-04, 09:45:58
Reply #7

LorenzoS

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Corona 1.7 RC5: the problems are always there. Someone knows when they are solved?

2017-10-04, 15:15:00
Reply #8

Nejc Kilar

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@LorenzoS

I gotta agree with you. Could the devs shed any light on this please? :)
Nejc Kilar | chaos-corona.com
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2017-10-04, 15:55:28
Reply #9

OccultMonk

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I got a support e-mail that says they are working on it. Reverting back to 1.6 working version. But I still question whether the edge shading error was not always present.

Vray has the same problem when using VRayEdgesTex with Blinn shader but not Phong shader (Bottom of the page): https://docs.chaosgroup.com/display/VRAY3MAX/Edge+Map+%7C+VRayEdgesTex

Is the GGX implementation to blame for the dark edges shader problem?
Does Modo round edge shader also have this problem. I have never seen it. It makes the effect almost unuseable!

2017-10-04, 17:57:14
Reply #10

LorenzoS

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Quote
Reverting back to 1.6 working version
On 1.6 for me works well, but i prefer use it on 1.7, obviously.

2017-10-10, 08:48:50
Reply #11

OccultMonk

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Still not working in 1.7 RC7 unfortunately.

2017-10-10, 12:46:47
Reply #12

Jpjapers

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Having this problem too unfortunately

2017-10-14, 08:42:59
Reply #13

OccultMonk

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Version 1.7 R8 has a working version. But the dark edges problem is not solved, and such the whole effect is unfortunately almost unusable.