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Topics - GeorgeK

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[Max] Daily Builds / Cryptomatte playground!
« on: 2022-02-03, 13:09:29 »
With the release of the latest daily build of Corona version 8 2022-02-02, Cryptomatte render element has been added.

>>> For this daily, be sure to disable the allow propagation through reflection/refraction from the render elements > cryptomatte rollout, as it might create some issues <<<"

It can be found in the Render Setup (F10) > Render Elements > Add > CMasking_Cryptomatte. You can further customize it by Levels control, where you can determine the number of objects that can be identified by the cryptomatte in a single pixel, and by ID type you can determine the distinction between different objects. It supports motion blur, transparency and depth of field.

Note: Render outputs of this render element need to be saved as .CXR (do not save as OpenEXR) and either be renamed to .EXR when 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. 

Please feel free to post your creations here, and offer any valuable feedback, using this new feature for Corona Renderer v8.

[Scatter] Feature Requests / Chaos Scatter playground
« on: 2021-12-08, 12:38:32 »
Hi everyone, as you might have noticed, Chaos Scatter Beta Ver. 1 is now released and bundled with Corona DB 8 installer (starting from 06/12/2021).

From the latest Corona Renderer 8 Daily Builds Changelog:
  • Corona Scatter has been deprecated in favor of more advanced and standalone Chaos Scatter. Chaos Scatter is automatically installed alongside Corona. You can find it in Chaos -> ChaosScatter after installing.
  • If possible, Corona Scatter button has been removed from the toolbar because Chaos Scatter now has its own toolbar.
  • Legacy Corona Scatter scenes get automatically converted on scene open, the randomization may change in this case, if you need to maintain the same scattering we advise to open and render the scene in Corona v7.
Download Link:

For details and feedback, preferably see here:, although we welcome any additional comments/suggestions here as well. Eager to what you will create with it!

Some internal early beta examples:

Dense scatter of plants/trees/general flora - Slope limitation

Modular scattered city blocks along with spline exclusion zones

Carpet fibers scattered - Surface color map

Stones, trees and clutter along with spline exclusion zones

Include/exclude zones

Path - Include/exclude feather

[Max] Daily Builds / Aerial Perspective Playground !
« on: 2021-06-24, 12:17:47 »
It's time for a new playground, this time regarding the new Improved Sky -  Altitude & Haze (Aerial Perspective). Please feel free to test this out and post your creations, If you have any questions, requests or critique regarding this feature please share them with us.  The latest stable version of it can be found here:

Basic details
Upon adding a Corona Sun & Sky, navigate to your slate material editor and paste or move your corona sky there. Within the Corona Sky Texmap, there is a section called  Improved Model.
It is now possible to set your observer altitude in meters, higher values of this parameter will make the sky clearer and the horizon line less sharp. Next to altitude, you will find the Volume effect(haze), if true it enables a volumetric effect based on atmospheric settings from the current skymap. As expected, higher values of the Volume effect make the haze more dramatic/dense.

Happy Rendering!

From the latest Corona Renderer 7 Daily Builds Changelog:
  • Added new grounds up PBR material - CoronaPhysicalMaterial
    • Renamed CoronaMaterial to CoronaLegacyMaterial
    • There should be no change in existing maxscript which uses CoronaMaterial
  • Fix of "No sockets could be bound!" DR failure
  • Fixed memory leak when rendering hair

Download Link:

CoronaPhysicalMaterial is now available, please give it a try and share your feedback with us.

How it works:
Simply create a new material > Corona > CoronaPhysicalMtl, the older version of CoronaMtl is now labeled as CoronaLegacyMtl.

CoronaPhysicalMtl consists of two modes-types that can be switched from the metalness rollout, Metal (conductor) and Non-metal (dielectric). Most of the basic parameters now change depending on the mode selected and the preferred material type. Various presets can be found in the material's basic options rollout.

Since this is a physically based model, index or refraction-reflection is now limited to 3.0, reflection and refraction IOR are also connected into a single parameter (by default a highly refractive material, i.e. diamond will also have highly reflective surface if not rough). Metal materials don't use IOR for reflection intensity, rather their reflectance strength is based on color, roughness value or applied map, do note that roughness or glossiness model that can be interchanged from the Advanced options rollout of the CoronaPhysicalMtl itself.

What else is new?
A ClearCoat layer is now included within the material, this can help coating your materials with a new layer that can have a different IOR reflection, separate bump, different roughness, and  absorption color. A great example of this is a PVC Plastic coated with a resin layer or other types of coats. Comparison of CoronaLegacyMtl with no coating and CoronaPhysicalMtl with coating:

One more great addition is that of the Sheen layer which is responsible to represent an approximation of microfibers on cloth-surfaces like velvet or satin or other varying organic and rough surfaces. With a proper bump map it is now possible to emulate such cloth materials without the use of falloff, but by glossiness/roughness anisotropy and sheen layer alone.

Lastly, there has been a rearrangement of various UI elements to be significantly more accessible to the user, best examples of this are the addition of Bump control in the Base layer section along with a better restructuring of parameters.

Is this it?
Anisotropic refraction is now a thing ;).

Corona Physical-material can be used along with CoronaLayeredMtl, a comparison between CoronaLegacyMtl and CoronaPhysicalMtl:

Coating on refractive spheres, a comparison between CoronaLegacyMtl and CoronaPhysicalMtl:

Credits for assets used in the tests (CC0 attribution license):
Butterfly, VirginiaTechUnivLibraries:

[Max] Daily Builds / New UVW Randomizer playground!
« on: 2020-05-28, 14:48:38 »

From the Corona Renderer 6 Daily Builds Changelog:

Added (randomized) tiling support to UvwRandomizer map:
- You can specify how many tiles to make in each (U-V) direction
- Optionally each tile can have different randomization applied

How it works:

To enable tile randomization, navigate to your UVWRandomizer texmap, and enable Randomize each tile. You can then control the number of tiles and tile blending accordingly.

Setting UV offset ranges above 1.0 and W- Rotation to different ranges (f.e. 0-360) will assist with the randomization of the texture.

Note: Either an object with correct UVW mapping is required for this to work (unwrapping or UVW map modifier), or you can use the UVW Randomizer in combination with the Corona Triplanar map to both randomize the texture and prevent seams and stretching, without the need for UVWs.

Feel free to post your results!

You can always get the newest build at the usual location: [Link]

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