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Topics - maru

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One of the major features of the upcoming Corona Renderer 7 is the new Corona Physical Material. With the introduction of this new material, we also had to update our Corona Converter script.
This thread is intended for collecting feedback on everything related to the new Converter script (its functionality, features, issues, what you like about it and what you don't like).

More about the Corona Physical Material:
https://blog.corona-renderer.com/behind-the-scenes-the-physical-material/
https://forum.corona-renderer.com/index.php?topic=31802

What you need:
- Corona Renderer 6 (to see what the render looked like before the conversion) - https://corona-renderer.com/download
- Newest Corona Renderer 7 daily build (to convert the scene and check the conversion results) - the link to download the newest version is at the top of the newest post at https://forum.corona-renderer.com/index.php?topic=30876.0
- If you just install Corona 7, the converter script will be available under the right-click quad menu as usual. If you are using some alternative installation method (i.e. you do not copy any files into your 3ds Max installation directory), then you can find the new converter script in \Corona Renderer\Autodesk\3ds Max 202X\scripts\CoronaRenderer.
- Before testing, make sure that you are using the converter script version 1.51 or newer! (it is printed in the title bar of the converter window)
NOTE: When using daily builds, the usual precautions apply! Backup your scenes!


What we are especially interested in:
Corona Legacy Material to Corona Physical Material conversion. This is the most important thing for us.
- How similar are the conversion results?
- How complex are the resulting shading networks in the material editor?
The easiest way to test both those things is opening a scene created in Corona 6 in Corona 7, converting it, and rerendering it.

What else is important:
- We improved the conversion of VRay2SidedMtl to CoronaPhysicalMtl. If you have a scene where you used the VRay2SidedMtl, please test this, and let us know if anything does not look or work as expected.
- Please check that all buttons in the "Tools" section of the Corona Converter work as expected. While this may sound like something our internal tests should take care of, there are always some edge cases which we might have missed, so we appreciate testing even very basic features like this.

Known issues and limitations:
- We know that the shading networks created by the Corona Converter might be quite complex in some cases (especially when many texture maps are used). If you have some ideas how to simplify such cases once you encounter them, please let us know.
- The newly created CoronaPhysicalMtl will only use those parameters, which were also available in the original material - i.e. if the original material did not feature sheen or clearcoat (which is the case for CoronaLegacyMtl), the converted CoronaPhysicalMtl will not use neither sheen nor clearcoat parameters (you can, of course, enable these parameters manually).
- It is possible that we changed some MAXScript function names which our users may want to use (i.e. broke the MAXScript API described here: https://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html ). The reason for this is that we used our coding conventions during the last rewrites of Corona Converter and therefore we changed some function names which weren't conforming to these conventions / weren't descriptive enough. If this proves to be a significant and commonly encountered problem,  we may revert some of these changes.
- We are planning to remove some legacy options / buttons from the Converter. If you rely on the removed functionality, we will consider reverting some of these changes.
- We do not support conversion to CoronaLegacyMtl anymore. The materials are always converted to CoronaPhysicalMtl.

Additional notes:
- Vray Mtl to Corona Physical Mtl conversion may currently not be working perfectly, but big improvements are coming!
- Specular to IOR conversion is a work in progress


If you have any other notes / remarks / complains - please do let us know.
Thank you in advance for your feedback!

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DISCLAIMER:
I wrote this script as an exercise, as a private person, it is completely independent from the works of the Corona Team. This is a private, for fun, after-hours project. It is absolutely unofficial, provided as-is, and does not come with any kind of warranty or support.

What is it?
It is a floating window with a collection of various tools / settings which you hopefully may find useful when using Corona's IR.

How to use it?
Step 1: Back up your whole scene, or at least render settings. I mean it. I don't take any responsibility in case your scene gets broken (e.g. your current render settings, including camera settings, disappear).
Step 2: Click buttons.

How does it work?
It modifies some render settings and 3ds Max Environment settings. It does not modify any magical settings which are normally hidden from the user.





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Corona Renderer 7 for 3ds Max daily builds discussion.

*You can always get the newest daily build in the usual location: [link]*

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*You can always get the newest build at the usual location [link]*

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[Max] Daily Builds / New bloom and glare playground!
« on: 2020-06-04, 17:20:00 »
In the newest daily build of Corona Renderer 6, we have brand new lens effects!
You can find them in the VFB Post tab, and then tweak your bloom and glare using the built-in aperture editor.

Share your results, ask questions!

Download and more info here: [link]

Some examples:








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[Max] Daily Builds / Improved Sun & Sky model playground!
« on: 2020-04-29, 15:15:30 »
From the Corona Renderer 6 Daily Builds Changelog:

  • Implemented new and improved Sun & Sky model
    • Supports sun below horizon
    • Current version does not support turbidity, but it will be added in next iteration of this model
    • Can be selected by using "Improved" sky model in CoronaSky map (this is now the default)
    • Can be selected by unchecking the "Use legacy color" checkbox in CoronaSun (legacy mode is available only in old scenes)
Give it a try and share your results!
Download here: [link]

Disclaimer: it looks crazy good. Keep that in mind!



9
The newest daily build of Corona Renderer supports Phoenix FD foam and splashes!


Quick how to:
- Get the newest Corona Renderer daily build (16.04 or newer) - https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015
- Get the newest nightly build of Phoenix FD (6.4.2020 or newer)* - https://forums.chaosgroup.com/forum/phoenix-fd/phoenix-fd-general/956950-how-to-get-nightly-builds
*Older versions of Phoenix FD are supported too, but may not work correctly with Corona's interactive rendering (glitches, freezing, crashes), and may not contain some other bugfixes.
- Load an existing Phoenix FD simulation or create a new one - https://docs.chaosgroup.com/display/PHX4MAX/Example+Scenes
- Make sure that Foam and Splashes are enabled in the Phoenix FD object and start the simulation (or resimulation) - https://docs.chaosgroup.com/display/PHX4MAX/Liquid+Foam
- Apply any material to your liquid mesh (preferably some kind of liquid ;) )
- Optionally: adjust the settings of your Foam and Splashes particle shader objects
- Optionally: enable motion blur in your Corona Camera - it's supported for both the liquid mesh and foam/splashes!
- Optionally: enable caustics to become the cool kid - https://coronarenderer.freshdesk.com/support/solutions/articles/12000056738
- Render!

Full V6 changelog: https://forum.corona-renderer.com/index.php?topic=26830.0
Get the daily build here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015





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I would like to start a quick discussion about how Corona Volume Grids are expected to be handled by different render elements. Please express your opinion how it should be working with each render element, and provide example workflows if possible (e.g. "I would like to render fire in front of a character and then be able to adjust the color of both the fire and the character behind it in post using masks").

---> Here is a simple scene to experiment with, saved in Max 2018 format: [link]


Original thread:
https://forum.corona-renderer.com/index.php?topic=28143.0

List of all Corona render elements:

Alpha
CESSENTIAL_Direct
CESSENTIAL_Emission
CESSENTIAL_Indirect
CESSENTIAL_Reflect
CESSENTIAL_Refract
CESSENTIAL_Translucency
CESSENTIAL_Volumetrics
CGeometry_NormalsDotProduct
CGeometry_NormalsGeometry
CGeometry_NormalsShading
CGeometry_UvwCoords
CGeometry_Velocity
CGeometry_WorldPosition
CGeometry_ZDepth
CInfo_NetworkRenderDebugging
CInfo_RenderStamp
CInfo_SamplingFocus
CMasking_ID
CMasking_Mask
CMasking_WireColor
CShading_Albedo
CShading_Beauty
CShading_BloomGlare
CShading_Caustics
CShading_Components
CShading_LightMix
CShading_LightSelect
CShading_RawComponent
CShading_Shadows
CShading_SourceColor
CTexmap


---

Current volume grid + render element behavior and my initial suggestions (I may be sometimes wrong though, so please share your thoughts):

Alpha - already included
CESSENTIAL_Direct - already included
CESSENTIAL_Emission - already included
CESSENTIAL_Indirect - already included
CESSENTIAL_Reflect - already included
CESSENTIAL_Refract - already included
CESSENTIAL_Translucency - already included
CESSENTIAL_Volumetrics - already included
CGeometry_NormalsDotProduct - invisible
CGeometry_NormalsGeometry - invisible
CGeometry_NormalsShading - invisible
CGeometry_UvwCoords - invisible
CGeometry_Velocity - invisible
CGeometry_WorldPosition - invisible
CGeometry_ZDepth - invisible suggestion: should be visible
CInfo_NetworkRenderDebugging - n/a
CInfo_RenderStamp - n/a
CInfo_SamplingFocus - works as expected
CMasking_ID - invisible suggestion: should be visible
CMasking_Mask - invisible suggestion: should be visible
CMasking_WireColor - invisible suggestion: should be visible
CShading_Albedo - invisible
CShading_Beauty - already included
CShading_BloomGlare - already included
CShading_Caustics - n/a
CShading_Components - already included
CShading_LightMix - already included (rest unassigned)
CShading_LightSelect - already included (rest unassigned)
CShading_RawComponent - already included
CShading_Shadows - already included
CShading_SourceColor - invisible suggestion: should be visible
CTexmap - invisible



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Dubcat's threads were removed per Dubcat's request as they were outdated and doing more harm than good. Stay tuned for the updated versions. :)

12
[Max] Daily Builds / Adaptive enviro sampler playground!
« on: 2020-02-21, 10:15:06 »


The newest daily build of Corona Renderer (20.02.2020) features a new adaptive environment sampler, which is enabled by default. It greatly improves image quality in areas where direct environment lighting is visible and should remove the need for portals in most scenes:
- The difference is mostly visible when using an HDRI for environment lighting.
- There is also a difference when using Corona Sun+Sky, mostly in cases where the sun is not the main source of scene illumination (if strong sunlight shines into the room through a window, the improvement probably won't be that visible).
- When using a solid color for the environment lighting, there will be no difference.
Generally, this does not improve rendering scenes with Sun+Sky or solid color environment, because those are already greatly optimized.


To compare the new and old enviro sampler:

Method 1 (using two Corona versions):
1. Render your original scene using Corona Renderer 5 - https://corona-renderer.com/download - this will give you an image with the old enviro sampler
2. Install the newest daily build - https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015
3. Render the same scene using this newest daily build - this will give you an image with the new enviro sampler
Do not change any render settings between the two renderings!

Update: the below Method 2 is not valid any more, because in the latest daily builds of Corona Renderer 6, portals are completely ignored by the Corona core.
Method 2 (using a single Corona version):
1. Install the newest daily build - https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015
2. Open your original scene
3. Render - this will give you an image with the new enviro sampler
4. Go to the "Development / Experimental Stuff" rollout - https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288
5. Under "Lights" switch "Enviro sampler" from "Adaptive sampler" to "NormalDep Compensated"
6. Render your image - this will give you an image with the old enviro sampler
Do not change any other render settings between the two renderings!

Note 1: the tests can be repeated with and without portals used in your scene.
Note 2: it makes most sense to compare renderings using the time limit - e.g. rendering the same scene with 10 minutes time limit with the old and new sampler.
Note 3: to quickly switch between two versions of Corona, or even launch two 3ds Max instances running different Corona versions at the same time, you can use this simple trick: https://coronarenderer.freshdesk.com/support/solutions/articles/12000066819



13
As you may have noticed, there is a new feature in Corona Renderer 6 daily builds, which lets you store masks of objects seen through glass and reflected in mirrors:
Quote
Masking render elements can be propagated through refraction/reflection. To propagate them you have to set it in the material (Corona Mtl -> advanced ->propagate masks)
https://coronarenderer.freshdesk.com/support/solutions/articles/12000066916-how-to-use-masks-with-reflection-refraction

Please share your experiments here and point out any possible issues/requests/doubts as we would love to see how exactly you are using this feature, and make sure it works as expected in Corona.
I am also attaching a very simple scene here, which can be used to try it.

Full V6 changelog: https://forum.corona-renderer.com/index.php?topic=26830.0
Get the daily build here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015


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*You can always get the newest build at the usual location [link]*

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Corona Renderer 6 for 3ds Max daily builds discussion.

*You can always get the newest daily build in the usual location: [link]*

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