Author Topic: Corona Renderer 7 for 3ds Max - Daily Builds Discussion  (Read 175704 times)

2021-03-22, 23:13:11
Reply #180

Feodor

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I managed to do something not physically correct in the physically correct material! Or am I doing something wrong?

Shadows are black and white with colored material. And when the Directionality in the light source changes, the light in the refractive material turns black. Its black outline is visible but its luminous properties are lost, I assume this contradicts the physics of light.


« Last Edit: 2021-03-22, 23:28:21 by Feodor »

2021-03-23, 07:42:43
Reply #181

GeorgeK

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DB 22-03-2021 - updated PhysicalMaterial is great! Clear coat now works exactly as I want it to work - thank you guys!

Could you, please, give some information about Edge color - does it just tint reflection on the surface  at a glancing angles of viewing or it does something more?
Also would like to know, is it enough simply invert glossiness map to get roughness map with the same visual representation of material, or some other adjustments have to be done in order to convert glossiness map to roughness map properly?

Cheers Bormax, I was planning to post a notification today about it here. Regarding edge colour I am going to quote some answers:

"In normal use, the Physical material works like the real world, where reflections are always white, with very slight color variation at the grazing angles. To maintain this, there is no longer any “Reflection Color” slot in the material, unlike in the Legacy Material, and the Physical material correctly calculates color curves for metals based on the Edge color."

About glossiness to roughness map, that is indeed correct a simple inversion would work most of the time granted that the glossiness map is actually properly fitting for the model (as far as I've seen there are cases were 3d humanoid models were made to have different glossiness and roughness maps). Most Quixel bridge assets though are imported to Corona Renderer as inverted roughness maps, due to pre-CoronaPhysicalMtl setup and it works equally great.

I would suggest everyone to take a look here: [Behind the scenes: The Physical Material]
« Last Edit: 2021-03-23, 10:22:40 by GeorgeK »
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2021-03-23, 08:16:34
Reply #182

marchik

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DB 22-03-2021 - updated PhysicalMaterial is great! Clear coat now works exactly as I want it to work - thank you guys!

Could you, please, give some information about Edge color - does it just tint reflection on the surface  at a glancing angles of viewing or it does something more?
Also would like to know, is it enough simply invert glossiness map to get roughness map with the same visual representation of material, or some other adjustments have to be done in order to convert glossiness map to roughness map properly?

Cheers Bormax, I was planning to post a notification today about it here. Regarding edge colour I am going to quote some answers:

"In normal use, the Physical material works like the real world, where reflections are always white, with very slight color variation at the grazing angles. To maintain this, there is no longer any “Reflection Color” slot in the material, unlike in the Legacy Material, and the Physical material correctly calculates color curves for metals based on the Edge color."

I would suggest everyone to take a look here: [Behind the scenes: The Physical Material]

we are just interested in the question of how we should define this edge color for physically correct materials? should we select it according to the reference image or are there any rules for this?

2021-03-23, 11:08:20
Reply #183

GeorgeK

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I managed to do something not physically correct in the physically correct material! Or am I doing something wrong?

Shadows are black and white with colored material. And when the Directionality in the light source changes, the light in the refractive material turns black. Its black outline is visible but its luminous properties are lost, I assume this contradicts the physics of light.

Hi Bormax,

The proper way to approach this for CoronaPhysicalMtl would be to either enable "Thin Shell" and apply the colored checker mask in "Thin Absorption", or in a more physically correct manner without the use of Thin Shell but with Volumetric Scattering (in a form of tinted glass), or even with a colored coated translucent paint through ClearCoats Absorption layer. The result of your example is expected as refraction rays are not colored, only diffuse reflection is (base layer). Please see attached.

Regarding the second issue can you please offer some reproduction steps I can't seem to be able to do it. Thanks!

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2021-03-23, 13:44:38
Reply #184

Jens

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I'm almost sure it's FPP 6.2.x with an animated camera, referenced in a forest object (@Rowan: see ticket #184420).

To test:

  • switch to a one viewport layout, move away from the scene - looking into the sky for example
  • remove the camera reference from all FPP objects
  • delete all keys of the animated camera
  • delete all FPP objects
  • update to a newer FPP version (which one do you use Jens?), I could not repro this with 6.3.1 (which we currently use) any more

If IR stops restarting in any of the above cases, it's the FPP bounding box issue: As soon as the mouse hovers over the bounding box of a FPP object, IR restarts. Maybe you could check this.


Good Luck

Hi Frood, sorry for not getting back to you on this. I got the IR refresh bug again, and came back to this thread to read through what you said. You are right!! If I disable them but the forest pack icon is still visible, nothing changes. But if I hide them completely in the forest lister, the IR bug goes away. That's it.

It's 100% tied to the camera. If I remove the "limit to visibility" under the Forestobject's "camera" roll down menu, the IR bug goes away.

update: Just saw this on the forum. Guess I'll try with that update :)
Forest Pack 7.0.8
- Fixed continuous updating of Interactive Render when using Camera->"Limit to Visibility".
   * This bug would also affect general performance when camera clipping is enabled on viewport.

Cheers!
« Last Edit: 2021-03-23, 13:52:21 by Jens »
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2021-03-23, 18:47:30
Reply #185

Frood

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Yep, the worst issue however has been that it happened even when using a perspective viewport - not even looking through a (referenced) camera. Now they seem to have fixed even camera view? Interesting and thanks for the info.


Good Luck



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2021-03-24, 12:19:24
Reply #186

aaouviz

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Downloaded and installed the latest daily yesterday (22 March, I think?).

This isn't a bug per se, but suddenly I see this blocky progression happening in my renders (most noticeably only when it first starts but the progressive nature of the render also looks different than it used to). Note: a remove region render is responsible for the obvious shape in this screenshot.

What's changed to suddenly start this different behavior? Is it expected?
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2021-03-24, 12:54:15
Reply #187

TomG

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Downloaded and installed the latest daily yesterday (22 March, I think?).

This isn't a bug per se, but suddenly I see this blocky progression happening in my renders (most noticeably only when it first starts but the progressive nature of the render also looks different than it used to). Note: a remove region render is responsible for the obvious shape in this screenshot.

What's changed to suddenly start this different behavior? Is it expected?


"We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes."
From the changelog :) https://forum.corona-renderer.com/index.php?topic=30876.msg183142#msg183142
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2021-03-24, 13:46:37
Reply #188

aaouviz

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Downloaded and installed the latest daily yesterday (22 March, I think?).

This isn't a bug per se, but suddenly I see this blocky progression happening in my renders (most noticeably only when it first starts but the progressive nature of the render also looks different than it used to). Note: a remove region render is responsible for the obvious shape in this screenshot.

What's changed to suddenly start this different behavior? Is it expected?


"We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes."
From the changelog :) https://forum.corona-renderer.com/index.php?topic=30876.msg183142#msg183142

Interesting, thanks for the reply!
« Last Edit: 2021-03-25, 07:40:10 by aaouviz »
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2021-03-24, 20:07:43
Reply #189

Ondra

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Those are not buckets, those are THICC pixels! :D Big difference
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2021-03-24, 20:53:11
Reply #190

romullus

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I think you need to put them on diet. 1x1 buckets pixels would be perfect! :]
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2021-03-25, 04:40:49
Reply #191

shortcirkuit

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

2021-03-25, 08:01:40
Reply #192

ArchSpideR

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

2021-03-25, 08:18:34
Reply #193

Igor Lapin

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

How can I disable this? Excuse me, but it looks awful.
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2021-03-25, 08:44:10
Reply #194

Juraj

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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).
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