Author Topic: Corona Material Library - Appreciation & discussion thread  (Read 42634 times)

2017-09-19, 12:52:41

Tanakov

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Hello,

Since this is a tottaly new feature, I think it deserves its own topic here.
There is some space for tweaks in the library.
I think that opening a discussion about materials can be benefitial for the whole community.

What I noticed so far I have put in the suggestion box at "Feature Requests".

For example: "Fabric Curtain Heavy" - Bump map is missing the Triplanarmap
« Last Edit: 2017-09-19, 12:57:04 by maru »
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2017-09-19, 13:34:00
Reply #1

GabrielS

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The material library is very useful for beginners and to have a good basis to work on materials
One suggestion:
The names of textures are veeeery long (same for the thumbnails)
Can we have a human readable names ?
Two averages:
- Reducing errors from Windows  with loong names and paths
- wen working in a scene, it's always preferable to have names for assets, textures that can be understand by others


2017-09-19, 14:16:43
Reply #2

Tanakov

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The material library is very useful for beginners and to have a good basis to work on materials
One suggestion:
The names of textures are veeeery long (same for the thumbnails)
Can we have a human readable names ?
Two averages:
- Reducing errors from Windows  with loong names and paths
- wen working in a scene, it's always preferable to have names for assets, textures that can be understand by others

This are posted already, but its nice to see that we arent alone :)

Split Textures to MultiMap
1. https://forum.corona-renderer.com/index.php?topic=17464.0

Custom Groups for Users
2. https://forum.corona-renderer.com/index.php?topic=17465.0

Texture Rename
3. https://forum.corona-renderer.com/index.php?topic=17466.0

Real World Scale
4. https://forum.corona-renderer.com/index.php?topic=17467.0
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2017-09-20, 14:32:32
Reply #3

giza

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It would be nice to have different cursor or maybe if possible highlight the object when drag&droping the material to geometry now its sometimes hard to be precise when there are multiple objects in the location we hover/release mouse

2017-09-20, 15:47:25
Reply #4

Ryuu

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Yep, we'd like to change the cursor during drag & drop. The problem is that this is hacked on top of 3ds Max drag & drop functionality so there are some slight issues we weren't able to figure out yet (like properly changing the cursors) :)

2017-09-21, 18:00:35
Reply #5

Tanakov

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Guys, I have an issue.

It looks like it happend. Can someone tell me how can I find this maps? RC_1 has them changed.
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2017-09-21, 18:41:04
Reply #6

romullus

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Cause and possible solution workaround:

Assets' names were significantly shortened, so you'll have to search and replace textures by hand - that's one of the benefits of being brave beta testers :]

You can go back to previous build, collect all assets to your project folder and then install RC again ;]
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2017-09-21, 19:18:48
Reply #7

Tanakov

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Cause and possible solution workaround:

Assets' names were significantly shortened, so you'll have to search and replace textures by hand - that's one of the benefits of being brave beta testers :]

You can go back to previous build, collect all assets to your project folder and then install RC again ;]

That is helpfull indeed, thank you. I will be brave then :)
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2017-09-22, 00:09:07
Reply #8

Noah45

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II appreciate the better woods.
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2017-09-24, 12:18:12
Reply #9

Tanakov

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Can I sell 3D models with Corona Shaders on but using the corona library?
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2017-09-24, 15:42:36
Reply #10

romullus

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Can I sell 3D models with Corona Shaders on but using the corona library?

No, that would be redistribution. You can only sell/share renders made with Corona renderer and using Corona materials, but can't distribute scenes or models if it contains said materials or any assets from MatLib.
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2017-09-25, 08:50:05
Reply #11

Monkeybrother

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2017-09-25, 18:08:46
Reply #12

Tanakov

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Can I sell 3D models with Corona Shaders on but using the corona library?

No, that would be redistribution. You can only sell/share renders made with Corona renderer and using Corona materials, but can't distribute scenes or models if it contains said materials or any assets from MatLib.

That kinda sucks, but I respect that.
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2017-09-25, 21:27:22
Reply #13

matsu

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First of all: The matlib is a great addition!! Will definitely help even advanced users if made right.

Critique/suggestions:

• Real world scale is necessary.
• Triplanar mapping should be used for all bitmaps.
• Avoid making lots of materials where color is the only difference. It clutters the matlib, and having a CoronaColor-map/Multimap to change the base color to whatever suits your need is better.
• I see little use for materials with small bitmaps. Making a texture that only looks good on the shader ball, but not on a 3x3m wall is pretty pointless.
• Making "wet" and "dy" variants of common exterior materials would be great. (Pavement, concrete etc)

• No "Pilsner" shader?! Come on!

2017-09-25, 21:41:43
Reply #14

PROH

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Hi. When materials are dragged and dropped, they aren't scaled correct if the system unit differs from the units that were used to create the materials. Therefore there should be a way to choose the right system unit (or an automatic detection of the current scene system units).

Spent some time trying to figure out what system unit was used when creating the materials. And so far it seems that many (if not all) was made for millimeters. Is that correct?

2017-09-25, 22:33:38
Reply #15

romullus

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I think it's 3ds max limitation. Materials never was aware of scene units change. But of course if Corona team would find a way to overcome this, that would be a big point to their reputation :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-09-25, 23:01:54
Reply #16

subpixelsk

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2017-09-25, 23:15:34
Reply #17

subpixelsk

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First of all: The matlib is a great addition!! Will definitely help even advanced users if made right.

Critique/suggestions:

• Real world scale is necessary.
• Triplanar mapping should be used for all bitmaps.
• Avoid making lots of materials where color is the only difference. It clutters the matlib, and having a CoronaColor-map/Multimap to change the base color to whatever suits your need is better.
• I see little use for materials with small bitmaps. Making a texture that only looks good on the shader ball, but not on a 3x3m wall is pretty pointless.
• Making "wet" and "dy" variants of common exterior materials would be great. (Pavement, concrete etc)

• No "Pilsner" shader?! Come on!

Hi

Thanks for your feedback . Actually using triplanar maps for all shaders is not possible as some textures have defined direction e.g. woods and triplanar is used in cases when there is no defined direction of texture like scratches dirt etc

Which materials do you feel have small textures not usable on large surfaces ?

2017-09-25, 23:46:52
Reply #18

PROH

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@romullus - yes, the lack of scale when drag & dropped is a max limitation. However when "Respect system units in file" is checked in the system unit dialog, imported materials (on objects) will scale correct - exept for a few parameters, as for example "round edges" size.

So the workaround is to make matlibs for every (or at least some) units, and then choose the right one either manually or automatic.

PS - when converting materials unit this way, one must be aware that procedurals (noise etc.) are scaled by the UVW size, which can't exceed 999,999. So ideally when making scale able materials in millimeter, the UVW for procedurals should be kept below 1.

2017-09-26, 00:48:19
Reply #19

matsu

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First of all: The matlib is a great addition!! Will definitely help even advanced users if made right.

Critique/suggestions:

• Real world scale is necessary.
• Triplanar mapping should be used for all bitmaps.
• Avoid making lots of materials where color is the only difference. It clutters the matlib, and having a CoronaColor-map/Multimap to change the base color to whatever suits your need is better.
• I see little use for materials with small bitmaps. Making a texture that only looks good on the shader ball, but not on a 3x3m wall is pretty pointless.
• Making "wet" and "dy" variants of common exterior materials would be great. (Pavement, concrete etc)

• No "Pilsner" shader?! Come on!

Hi

Thanks for your feedback . Actually using triplanar maps for all shaders is not possible as some textures have defined direction e.g. woods and triplanar is used in cases when there is no defined direction of texture like scratches dirt etc

Which materials do you feel have small textures not usable on large surfaces ?

True that. Wood is kind of an exception, yes. :)

Didn't go through every single material, but I reacted when I saw the stucco materials. The texture seems to be about 1x1m. Repetitions will be very obvious when applied to something larger.

2017-09-29, 15:32:58
Reply #20

pavelgrk

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Hello, found a bug. When you open a window material library hold the mouse on any of them, appears the icon "favorite" (by the way star has a bit of a strange shape) and then a tip material. But she then disappears. You can see in the screenshots. Version RC4

2017-09-29, 16:03:58
Reply #21

mike288

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Hello, found a bug. When you open a window material library hold the mouse on any of them, appears the icon "favorite" (by the way star has a bit of a strange shape) and then a tip material. But she then disappears. You can see in the screenshots. Version RC4
Hi, thank you. The bug is already fixed and the fix should be in next RC.
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2017-10-03, 10:55:28
Reply #22

Monkeybrother

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I really appreciate the material library and I'm going to use the metals/plastics/etc, but the ones with repeating textures aren't tiling very well. There are very visible patterns, even on small surfaces. An idea would be to ask one of the big texture sites/companies if they would like to donate sample textures or something, in exchange for a logo or a visible credit?

2017-10-03, 10:59:13
Reply #23

subpixelsk

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2017-10-03, 14:53:55
Reply #24

romullus

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In RC5 filtering by category resets to All, everytime when some material is marked\unmarked as favorite.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-10-03, 15:00:45
Reply #25

Monkeybrother

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Hi Monkeybrother

could you please be more specific - which materials do you mean?

The wood and concrete textures are the ones I tried. Haven't looked at every material.

2017-10-03, 15:10:26
Reply #26

subpixelsk

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Yes well it´s not very easy to make huge surface texture without visible tiling. These woods should tile ca at 150cm which I thought would be sufficient for most occasions

Did you try mapping at 150cm scale?


2017-10-03, 15:35:40
Reply #27

Monkeybrother

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Yes well it´s not very easy to make huge surface texture without visible tiling. These woods should tile ca at 150cm which I thought would be sufficient for most occasions

Did you try mapping at 150cm scale?

No, it's not easy, it wasn't meant as critique. But I would have to say that 150cm isn't very much if you have even a normal sized wood or concrete floor.

2017-10-03, 15:36:18
Reply #28

mike288

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In RC5 filtering by category resets to All, everytime when some material is marked\unmarked as favorite.
Thank you. It will be fixed.
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2017-10-03, 15:43:24
Reply #29

subpixelsk

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[/quote]

No, it's not easy, it wasn't meant as critique. But I would have to say that 150cm isn't very much if you have even a normal sized wood or concrete floor.
[/quote]

Critique not taken and if yes only as positive :) Yes 150cm is not very much but as for wood floors, you can work this simply around by creating individual planks in photoshop and then distributing over floorgen geometry. This way you can achieve a lot less tiling over larger areas. As for concrete larger texture area might be the requirement for update for next release or update of Material Library

Thank you for your input

2017-10-03, 15:52:16
Reply #30

subpixelsk

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Yes well it´s not very easy to make huge surface texture without visible tiling. These woods should tile ca at 150cm which I thought would be sufficient for most occasions

Did you try mapping at 150cm scale?

No, it's not easy, it wasn't meant as critique. But I would have to say that 150cm isn't very much if you have even a normal sized wood or concrete floor.

What size do you think would be sufficient? 300cm at least? or more?

2017-10-04, 18:58:52
Reply #31

Monkeybrother

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Yes well it´s not very easy to make huge surface texture without visible tiling. These woods should tile ca at 150cm which I thought would be sufficient for most occasions

Did you try mapping at 150cm scale?

No, it's not easy, it wasn't meant as critique. But I would have to say that 150cm isn't very much if you have even a normal sized wood or concrete floor.

What size do you think would be sufficient? 300cm at least? or more?

Hard for me to say, but I use arroway textures a lot at work and I've never experienced any tiling problems with them. I don't know what size they are in cm though.

2017-10-24, 17:25:44
Reply #32

Benny

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This is a great addition, very clean user interface and great materials, but we absolutely need to add our own materials. Why can't we?

It makes sense to separate 'official' materials, but that could be done with a Corona logo in the thumbnail corner or similar.

Please pretty please!

2017-10-24, 17:29:13
Reply #33

TomG

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As mentioned on the blog "This is just the first iteration of the Material Library, and functionality and features will be expanded in the future, for example to allow you to add your own materials – keep an eye on the roadmap where we will be announcing the future plans for it!" :)
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2017-10-24, 17:30:17
Reply #34

Benny

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Another observation, when I double click och right select 'Show bigger preview' the window that comes up can be dragged another 30-40% bigger. I think it should pop up at the maximum size directly. It still smaller than the smallest screens and since you want a bigger preview you obviously want to look as close as possible.

2017-10-24, 17:31:40
Reply #35

Benny

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As mentioned on the blog "This is just the first iteration of the Material Library, and functionality and features will be expanded in the future, for example to allow you to add your own materials – keep an eye on the roadmap where we will be announcing the future plans for it!" :)

Thanks Tom, thought I had seen most of the posts about the library. Is that the blog on the Corona site or where did you find this?

2017-10-24, 17:33:42
Reply #36

TomG

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On the official blog post about the release - https://corona-renderer.com/blog/corona-renderer-1-7-for-3ds-max-released/, which the Facebook announcement and announcement thread here in the forums all point to ;)
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2017-10-25, 16:54:54
Reply #37

Benny

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As I understand the material library is no longer a part of the install but has to be installed separately, or is this only if it is already detected as installed? It is also not clear if the material library lives its own life with occasional updates, or if it is updated together with Corona? If the latter it seems as if we won't be able to add our own materials until Q1 2018.

2017-10-25, 17:04:48
Reply #38

TomG

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The Material Library is part of the install - but there is an option to download it separately if required, so that running the installer (on a second machine for instance) doesn't have to do the downloading all over again. EDIT - and yes, if it is already installed and you run the installer again, it won't download again.

The functionality to add your own materials is not in this version of the Material Library - this is just a first iteration, and future versions will expand upon the functionality and features (which means yes, at the moment you won't be able to add your own materials). As to whether the Material Library will see a "standalone" update before Corona Renderer 2, I can't say at this time - development plans may not be far enough along to say if that would be done, since work on version 2 is only just beginning :)
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2017-10-25, 19:38:29
Reply #39

octavtirziu

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It would be cool if you also included the depth maps for the leaves.

2017-10-25, 21:10:34
Reply #40

subpixelsk

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It would be cool if you also included the depth maps for the leaves.

It took ages in Dabarti to calculate in that resolution so I cancelled it knowing most people probably would not use it. But if there is a need from more of you guys I will rework the leaf shaders with depth map included

2017-10-26, 00:13:33
Reply #41

wyszolmirski

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It would be cool if you also included the depth maps for the leaves.

It took ages in Dabarti to calculate in that resolution so I cancelled it knowing most people probably would not use it. But if there is a need from more of you guys I will rework the leaf shaders with depth map included

You can generate only depth map from 16-bit Normal (crop it first to make it faster). 8k wide depth takes around 40-50 minutes. Batch processing is possible.

ps. Very nice results !

2017-10-27, 06:43:38
Reply #42

subpixelsk

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It would be cool if you also included the depth maps for the leaves.

It took ages in Dabarti to calculate in that resolution so I cancelled it knowing most people probably would not use it. But if there is a need from more of you guys I will rework the leaf shaders with depth map included

You can generate only depth map from 16-bit Normal (crop it first to make it faster). 8k wide depth takes around 40-50 minutes. Batch processing is possible.

ps. Very nice results !

thank you good to know!

2018-02-09, 16:30:26
Reply #43

FlorianW.

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Is it possible to call the material library via maxscript? Couldn't find any actionman number.

Thanks in advance!
3dsMax 2021 - Corona 5

2018-02-09, 17:17:13
Reply #44

mike288

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Is it possible to call the material library via maxscript? Couldn't find any actionman number.

Thanks in advance!

Code: [Select]
CoronaMaterialLibrary.MaterialLibraryFp.showBrowserIfPossible trueshould work ... see https://corona-renderer.com/wiki/maxscript for other Corona MAXScript features
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2018-03-27, 05:40:44
Reply #45

Christa Noel

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hi devs,
Is there a plan to add more standard materials into the Corona Material Library in corona v2?
i dont know if it is already requested but here whats in my mind:
nature: snow, sand, ocean water, river, dry leave, etc
character mtls (human & animal): skin, eye, hair/fur, nail, teeth, feather, etc
vfx mtls,

thanks :)

2018-03-27, 15:44:35
Reply #46

TomG

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The Library will be getting an update in Corona Renderer 2, yes. Not sure with what materials though, that will be a "watch this space!"
Tom Grimes | chaos-corona.com
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2018-03-27, 17:00:44
Reply #47

Christa Noel

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That sounds good, as good as srv's riffs ;)
 thanks Tom!

2018-03-27, 18:30:45
Reply #48

Benny

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Will it also be possible to add your own materials in version 2?

2018-03-27, 18:44:05
Reply #49

Ondra

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Adding custom materials is not planned for Corona v2, this will be possible at some later time
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2018-04-04, 13:07:27
Reply #50

JoachimArt

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I love the material library, such a great way to quickly apply materials.
Something I think would be a very nice addition is a set of light materials. Like soft lights, multiple spots etc.
Something similar to this, from videocopilot, which you can apply to planes for light and reflection purposes.


2018-04-12, 11:43:54
Reply #51

alexyork

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Requests:

- Could we please get a drag-and-drop icon when dragging from CML > Material Editor. At the moment there's no visual feedback that the process is working.

- Press Space bar on a material to see full-size preview (like Bridge)

- Bigger full-size previews (they're super tiny on a 4k monitor) and they also don't open that much bigger by default currently, why not go to 100%?

- Also still hoping we'll get custom user library support in the near future...
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2018-04-13, 09:10:43
Reply #52

mike288

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Hi Alex,
- Could we please get a drag-and-drop icon when dragging from CML > Material Editor. At the moment there's no visual feedback that the process is working.
Yes, we are well aware of this issue but unfortunately we currently do not know how to fix it. Max doesn't provide decent drag&drop API and we are forced to hack it to have the current functionality. The hack brings this inconvenience. It is definitely one of the Material Library things we would like to resolve somehow.

- Press Space bar on a material to see full-size preview (like Bridge)
Please, could you be more specific? You mean pressing space bar while hovering the mouse cursor above a material thumbnail?

- Bigger full-size previews (they're super tiny on a 4k monitor) and they also don't open that much bigger by default currently, why not go to 100%?
Yes, we already have this in our internal tracker.

- Also still hoping we'll get custom user library support in the near future...
This is definitely planned.
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2018-04-13, 10:01:23
Reply #53

alexyork

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Hi Alex,
- Could we please get a drag-and-drop icon when dragging from CML > Material Editor. At the moment there's no visual feedback that the process is working.
Yes, we are well aware of this issue but unfortunately we currently do not know how to fix it. Max doesn't provide decent drag&drop API and we are forced to hack it to have the current functionality. The hack brings this inconvenience. It is definitely one of the Material Library things we would like to resolve somehow.

- Press Space bar on a material to see full-size preview (like Bridge)
Please, could you be more specific? You mean pressing space bar while hovering the mouse cursor above a material thumbnail?

- Bigger full-size previews (they're super tiny on a 4k monitor) and they also don't open that much bigger by default currently, why not go to 100%?
Yes, we already have this in our internal tracker.

- Also still hoping we'll get custom user library support in the near future...
This is definitely planned.

Hey Mike.

Great stuff, glad to hear most of that is going forward :) On the space bar request - if you could just click on a material and hit Space to launch the full-size preview (which needs to be actual full-size as well, not that 50% size that initially loads). Like how Adobe Bridge works. You click a thumbnail, hit Space, and you get a full-size preview. Hope that makes sense.
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2018-04-13, 11:07:57
Reply #54

mike288

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Great stuff, glad to hear most of that is going forward :) On the space bar request - if you could just click on a material and hit Space to launch the full-size preview (which needs to be actual full-size as well, not that 50% size that initially loads). Like how Adobe Bridge works. You click a thumbnail, hit Space, and you get a full-size preview. Hope that makes sense.
OK, thanks, recording it as a feature request
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2018-04-13, 11:14:04
Reply #55

alexyork

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Great stuff, glad to hear most of that is going forward :) On the space bar request - if you could just click on a material and hit Space to launch the full-size preview (which needs to be actual full-size as well, not that 50% size that initially loads). Like how Adobe Bridge works. You click a thumbnail, hit Space, and you get a full-size preview. Hope that makes sense.
OK, thanks, recording it as a feature request

Great, thanks :)
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2018-06-05, 00:36:57
Reply #56

Tanakov

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So far my freedback on new materials that are part of RC1:

1. Scaling of the textures will now going to be a bit more pain than CoronaTrip. (can you finaly add the bezier float?)
2. Material name "Stone" is just lazy, dont create shaders using textures that you are not going to bother naming.
3. Still texture names "b6cdcaad1661" arent really redable, I understand how this is going to be rare for someone missing textures in archive, but those names are just not proffesional (Or they are proffesional beyond my comprehension)
4. Wood, well new maps are nice but I dont get why we have name "WOOD" thats not helpful/productive when client needs oak, I cant imagine looking for "wood". Can you add a PS Action or something to create this type of Sidling maps?
5. Wish there would be some maps using CoronaMultimap for wood/floor/tiles etc.
6. Carpets are ok, not much to say here they are just ok.

Overal the materials look nice and work good,
« Last Edit: 2018-06-05, 00:40:57 by Tanakov »
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2018-06-05, 07:52:35
Reply #57

scionik

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Thanks for updating matlib, but some materials are Real-world sized, some not. It confusing. I MUST to check out each materials sizes before use it in project. Please... FIX all materials to Real-World map size. Thanks

2018-06-05, 08:34:07
Reply #58

subpixelsk

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Thanks for updating matlib, but some materials are Real-world sized, some not. It confusing. I MUST to check out each materials sizes before use it in project. Please... FIX all materials to Real-World map size. Thanks

All materials use either triplanar mapping or real world size - this is because some tiled maps like dirt, scratches are not dependent on the mapping direction and therefore can make use of triplanar. Cases like wood, stones, etc that have certain texture direction are in real world mode. The point of updated material library is that you don´t really have to check sizes as they are prepared for just drag and drop or simple uvwmap in real world mode

2018-06-05, 10:06:31
Reply #59

rozpustelnik

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I just love new materials. Stones, roof tiles, sidings, sidewalks... Great addition! Thanks!

2018-06-05, 13:15:08
Reply #60

scionik

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Thanks for updating matlib, but some materials are Real-world sized, some not. It confusing. I MUST to check out each materials sizes before use it in project. Please... FIX all materials to Real-World map size. Thanks

All materials use either triplanar mapping or real world size - this is because some tiled maps like dirt, scratches are not dependent on the mapping direction and therefore can make use of triplanar. Cases like wood, stones, etc that have certain texture direction are in real world mode. The point of updated material library is that you don´t really have to check sizes as they are prepared for just drag and drop or simple uvwmap in real world mode

Anyway... it makes MatLibs useless if you checking out each material and trying to figure out where real-world where not.

Waiting for fixing ALL maps to one or another mapping

2018-06-05, 13:16:38
Reply #61

subpixelsk

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[/quote]

Anyway... it makes MatLibs useless if you checking out each material and trying to figure out where real-world where not.

Waiting for fixing ALL maps to one or another mapping
[/quote]

you don´t have to check - just throw in uvwmap with default mapping and that´s it

2018-06-05, 13:48:26
Reply #62

mrittman

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Will this material library be coming to the C4D version? And if so, is there an ETA?

2018-06-05, 15:31:04
Reply #63

scionik

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Anyway... it makes MatLibs useless if you checking out each material and trying to figure out where real-world where not.

Waiting for fixing ALL maps to one or another mapping
[/quote]

you don´t have to check - just throw in uvwmap with default mapping and that´s it
[/quote]

it is not the solution, because I use Real...W-M-S by defaults
do you know this https://www.sigerstudio.eu/ this mat lib has checkbox for one of two methods of mapping

2018-06-05, 16:41:28
Reply #64

Nikola

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Will this material library be coming to the C4D version? And if so, is there an ETA?
Yes, it will but there is still no ETA.

2018-06-05, 23:09:20
Reply #65

Noah45

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Like and appreciate the V2 mat library!  Would like to see more common material variations such as: Stainless steel, Gold.
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2018-06-11, 20:31:18
Reply #66

danio1011

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Loving the new additions, thanks guys.  I would vote for snow!  Always difficult to get right...you could have frosty, wet, powdery, close up and far.  Would be great!

2018-06-14, 13:40:35
Reply #67

skyp

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Hi all.
Sorry if that already asked, how to make that the maps in Corona Material library in 2.0 RC 2 didn't use Real World Scale? Thanks

2018-06-14, 13:43:34
Reply #68

subpixelsk

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Hi all.
Sorry if that already asked, how to make that the maps in Corona Material library in 2.0 RC 2 didn't use Real World Scale? Thanks

Hi

what do you mean? all maps use either real world scale or triplanar map which is virtually the same only with blending texture possibility

2018-06-14, 14:17:57
Reply #69

skyp

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Hi

what do you mean? all maps use either real world scale or triplanar map which is virtually the same only with blending texture possibility

before upgrading to 2.0 RC2 in version 1.7.4, by default maps were with the unmark checker "Use Real World Scale" http://prntscr.com/juw6fs

2018-06-14, 14:21:52
Reply #70

subpixelsk

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2018-06-14, 14:24:45
Reply #71

skyp

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now they are all real world so you don´t have to care about scale

Right, that's what don't comfortable me :) Can I change this somehow?

2018-06-14, 14:27:04
Reply #72

subpixelsk

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2018-06-14, 14:31:14
Reply #73

skyp

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I think you will have to do that manually for each material

yeaaaaah.... for each material and everytime yes, however that's.... alles kaputt:)


2018-06-14, 14:59:30
Reply #75

skyp

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that´s what majority of users requested :)
Really? :)

Will be cool if that's will realize like in Sigershaders library http://prntscr.com/juwrr3 or it would be a possible turn off it somewhere in system settings

2018-06-26, 09:05:59
Reply #76

Javadevil

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Like and appreciate the V2 mat library!  Would like to see more common material variations such as: Stainless steel, Gold.
Yep Stainless steel would be good, Brushed aluminium too

2018-06-26, 09:10:19
Reply #77

subpixelsk

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[/quote]
Yep Stainless steel would be good, Brushed aluminium too
[/quote]

Brushed aluminium is already there :)

2018-07-09, 09:50:37
Reply #78

Tanakov

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Id like to suggest a small correction in some of the mats, fabrics tend to have Output set to +50 that results in really strong white halo and tottaly red albedo.
I tone it down to 5 or so each time, because it looks bad otherwise. Can you look in to that?
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2018-07-09, 11:27:45
Reply #79

maru

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Id like to suggest a small correction in some of the mats, fabrics tend to have Output set to +50 that results in really strong white halo and tottaly red albedo.
I tone it down to 5 or so each time, because it looks bad otherwise. Can you look in to that?
Thanks for your feedback, we definitely will.
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2018-09-17, 17:41:35
Reply #80

shafeeqkk

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2018-09-17, 17:58:00
Reply #81

TomG

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where i can download this?

The Corona Material Library is part of the Corona Installer, so https://corona-renderer.com/download is the place to get it. If you want to install the Material Library from the file (so that you don't have to wait for the installer to download it as part of the installation), see https://coronarenderer.freshdesk.com/support/solutions/articles/12000036778-how-to-install-the-material-library-in-offline-mode- (but you do still need to install it through running the Corona Installer).
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2018-11-17, 11:05:55
Reply #82

denisgo22

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Propose to include in Corona material Library section "Environment" with some kinds of free simple HDRI's, may be only with lights areas, something like in KeyShort, for fast testing
models and materials after converting them from Vray, for example:)

2018-12-04, 13:44:52
Reply #83

Tanakov

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Propose to include in Corona material Library section "Environment" with some kinds of free simple HDRI's, may be only with lights areas, something like in KeyShort, for fast testing
models and materials after converting them from Vray, for example:)

That is a good idea, but remember that good HDRI's tend to have enormous amounts of mb's, that would really make the library pain to download.
« Last Edit: 2018-12-05, 14:57:19 by Tanakov »
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2019-03-06, 00:19:42
Reply #84

naturalstate

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I posted back in Nov 2017 asking if corona materials were available in imperial units and not just metric. I wanted to check back in and see if anything had been done about that. I wish I could use the corona material library as is, without having to go and change my units and save out each material that I want to use. If not, are there any plans to do this? I'm in archviz in US, so I'm required to use imperial.

Thank

2019-03-06, 00:49:45
Reply #85

PROH

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Hi. In the latest version of the build in material library, the units should match the scene units when you drag&drop/apply the materials. Haven't tried with imperial, but since it's scene dependent, I believe it should work with these units to.

2019-03-06, 17:34:33
Reply #86

naturalstate

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Thanks. And am I supposed to use "Real World Map" size in the UVW map? Some materials are hard to tell exactly what size they are supposed to be.

2019-03-06, 17:48:30
Reply #87

PROH

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Yes, unless you're using materials based on Corona Triplanar map. In such cases the objects UVW doesn't matter.

Hope it helps.

2019-03-20, 10:20:44
Reply #88

Tanakov

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Do we get any saying in what materials should be included in the next corona Material Library that you were hiring someone?

Some of the materials created last time were impressive but I never seen any of them used in Corona Gallery like the roof tiles in XX options. (Great idea, but useless as its not procedural~)
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2019-03-20, 14:36:28
Reply #89

TomG

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I wouldn't look to the Gallery, as it only updates once maybe twice a year at the moment :)
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2019-03-20, 15:58:10
Reply #90

Tanakov

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I wouldn't look to the Gallery, as it only updates once maybe twice a year at the moment :)

Thanks, Tom, I meant the forum section, named Gallery:
https://forum.corona-renderer.com/index.php?board=3.0
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2019-03-20, 16:04:15
Reply #91

TomG

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Ah lol, my bad! Yes, that one updates as often as people want to submit new images of course :)
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2019-04-01, 08:22:13
Reply #92

Tanakov

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Ah lol, my bad! Yes, that one updates as often as people want to submit new images of course :)

So can we get some insight into what you plan?
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2019-04-02, 15:15:55
Reply #93

TomG

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Plan for what? For the Gallery on the forum, we have no plan, that is purely user submissions and up to the users what materials they are using.

For the Material Library updates, we are still in the hiring process. Any actual plan can only come about once we have hired someone and we can begin moving forward.
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2019-04-15, 12:06:28
Reply #94

Tanakov

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Na Gallery is fine Tom, I just wanted to ask if you can give us some insight on what materials are planned.

As always I have suggestions :)
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2019-04-15, 15:20:18
Reply #95

TomG

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As noted, "For the Material Library updates, we are still in the hiring process. Any actual plan can only come about once we have hired someone and we can begin moving forward." - as the person we hire will be involved in making the decisions on what materials we will add :)
Tom Grimes | chaos-corona.com
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2019-05-09, 01:05:55
Reply #96

JViz

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imagine you could hire Grant Warwick, although I'm afraid he would be too expensive
Although a purist, my work is anything but.
https://www.behance.net/ImageInnate

2019-05-22, 09:40:34
Reply #97

Tanakov

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As noted, "For the Material Library updates, we are still in the hiring process. Any actual plan can only come about once we have hired someone and we can begin moving forward." - as the person we hire will be involved in making the decisions on what materials we will add :)

Tom can you please talk to devs is it possible to add Corona Material Library "Real World Scale" off-option? I mean it's impossible to work with UVW unwrapped objects using these maps, same for the Triplanar's. Would be great if there would be extra Icons on those materials
- Real World Scale
- UVW Map
- Triplanar Map
Allowing you to chose what type of mapping you would like to add.

I know it sounds a bit like an overkill but I was teaching someone the basics of Corona Library and It was very hard to describe each aspect of mapping at a go, so I can imagine that it is equally confusing for other beginners.

Also "Community Material Library" that could be voted on and moderated by someone on your staff, so there would be a special kind of online section of the library, where people could submit materials, get them moderated and added to the bigger picture. Just thinking out loud.

Regards
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2019-10-25, 19:21:54
Reply #98

Tanakov

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Any news? Or is this dead project?
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2019-10-25, 23:27:58
Reply #99

TomG

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Definitely not dead - person is hired (https://corona-renderer.com/blog/corona-renderer-4-for-3ds-max-released/ - "Matevž Avbelj: Material Library content creator/3D Artist"), and work is well underway on new content, with a lot created so far, but more planned before the update is ready, to make sure the update is worthwhile :) More news of course as things become more set in stone.
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2019-10-26, 01:48:44
Reply #100

Noah45

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US, mats for us lowlies please?
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2019-10-30, 10:06:07
Reply #101

Ryuu

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FYI, we've just released a small(ish) material library update along with v5 RC3. Few more updates will be coming in v6, with much more planned further down the road. Don't worry about this being a dead project, it's quite the opposite :)

2019-10-30, 10:36:46
Reply #102

Tanakov

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FYI, we've just released a small(ish) material library update along with v5 RC3. Few more updates will be coming in v6, with much more planned further down the road. Don't worry about this being a dead project, it's quite the opposite :)

Thank you, sounds great. Looking forward to more news
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2020-01-21, 23:57:25
Reply #103

Tanakov

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I know this is not a priority, but when can we expect any kind of updates of Material Library soon?
Are there ever going to be an option to add assets? Is there any change It could be more responsive and not "lag" as much?

Since it was created in 2017, we never had any kind of update of the library plugin only a few assets were added.
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2020-01-23, 15:45:27
Reply #104

maru

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I know this is not a priority, but when can we expect any kind of updates of Material Library soon?
Are there ever going to be an option to add assets? Is there any change It could be more responsive and not "lag" as much?

Since it was created in 2017, we never had any kind of update of the library plugin only a few assets were added.

If all goes well, a content update will be released soon. We cannot promise anything, though.
Adding custom assets, better performance, and some other user-reported feedback - we are aware of those things, and we have them in our internal panning tools. All of that will be addressed.
Marcin Miodek | chaos-corona.com
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2020-01-24, 17:58:48
Reply #105

Tanakov

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I know this is not a priority, but when can we expect any kind of updates of Material Library soon?
Are there ever going to be an option to add assets? Is there any change It could be more responsive and not "lag" as much?

Since it was created in 2017, we never had any kind of update of the library plugin only a few assets were added.

If all goes well, a content update will be released soon. We cannot promise anything, though.
Adding custom assets, better performance, and some other user-reported feedback - we are aware of those things, and we have them in our internal panning tools. All of that will be addressed.

Would be lovely, Im no expert so Im probably wrong, but I have this feeling that corona now has all of those extra features but none of them seems to be fully complete.
Some of the elements feel like demo's or early implementation then it takes years for any meaningful update and some of the features got even slower like LightMix, used to be so fast now it clicks 1s, click 1s type of work.
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2020-01-24, 21:32:06
Reply #106

davemahi

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I must be weird or something but I hate the fact the materials are in real world units hahah

2020-01-24, 22:07:45
Reply #107

scionik

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Yeah, dud. you're weird
real world units - is the best way for archviz

2020-01-26, 14:43:15
Reply #108

Tanakov

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Yeah, dud. you're weird
real world units - is the best way for archviz

It's all good but from what I know larger portion of the industry does not use it.
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2020-01-27, 08:56:09
Reply #109

scionik

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Yeah, dud. you're weird
real world units - is the best way for archviz

It's all good but from what I know larger portion of the industry does not use it.

But I know opposite opinion :)

2020-01-27, 17:26:59
Reply #110

maru

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I must be weird or something but I hate the fact the materials are in real world units hahah

What we are planning is either having two versions of each material (re-created automatically), or some sort of automated switch from one method to another.
Even before that, we would like to add a visual hint (like an icon) whether a material is using RWS or triplanar mapping.


some of the features got even slower like LightMix, used to be so fast now it clicks 1s, click 1s type of work.
Can you explain what exactly is going on? I am not aware of any reports of LightMix being slower than before. :(
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2020-01-27, 17:58:58
Reply #111

scionik

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I must be weird or something but I hate the fact the materials are in real world units hahah

What we are planning is either having two versions of each material (re-created automatically), or some sort of automated switch from one method to another.
Even before that, we would like to add a visual hint (like an icon) whether a material is using RWS or triplanar mapping.

[/quote]

That's awesome decision

2020-01-28, 23:48:44
Reply #112

Tanakov

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I must be weird or something but I hate the fact the materials are in real world units hahah

What we are planning is either having two versions of each material (re-created automatically), or some sort of automated switch from one method to another.
Even before that, we would like to add a visual hint (like an icon) whether a material is using RWS or triplanar mapping.


some of the features got even slower like LightMix, used to be so fast now it clicks 1s, click 1s type of work.
Can you explain what exactly is going on? I am not aware of any reports of LightMix being slower than before. :(

I did make a report with video, that my LightMix froze at the same time I spoke to you about it via social media.
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2020-08-12, 09:36:27
Reply #113

Tanakov

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Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Anynews?
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2020-08-12, 11:51:33
Reply #114

rowmanns

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Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Anynews?
Hi,

We have a material library update in the pipeline with a some new materials.

Is there something specific you wanted some news on?

Cheers,

Rowan
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2020-08-16, 21:25:56
Reply #115

cjwidd

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[Should we go ahead and report feature requests for the Material Library here, or in the dedicated thread?]

IIRC, the Material Library is scheduled for some minor updates (v6) including a global toggle for Real-World Scale, but the library would also benefit from some curation. You can see the Fabric collection is really impressive - many DIFFERENT materials with optimized graphs, etc.

However, the Plastic and Metal collections need a significant overhaul. I don't think there is much value in having +30 metals / plastic materials that are all the same - with the exception of the albedo / reflection color and glossiness level; these parameters are easy enough for users to adjust on their own. On the other hand, it would be extremely valuable to have a wider VARIETY of metals and plastics:

Powder coat, carbon fiber, brushed, hairline, patinated, spin brushed, parkerized, sandblasted, hammered, PVC, thermoplastic, compressed rubber, terrazzo, linoleum, kevlar twill, polysterene, fine grain, microbead grain (MOLD-TECH), etc.
« Last Edit: 2020-08-16, 21:33:07 by cjwidd »

2020-08-17, 10:57:43
Reply #116

Ryuu

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No global toggle for real world scale has been planned for v6. I guess this may have been mentioned as "something we'd like to do in the future" along with some other updates which were planned for v6, leading to some confusion.

There is another update for the material coming before the final v6 release, containing new ceramic tiles & concrete materials. This update will be released with the next RC.

Thanks for the feedback. I'll forward it to our material library guys.

2020-08-17, 12:40:42
Reply #117

cjwidd

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Thanks @Ryuu, much appreciated - my apologies any confusion regarding the RWS toggle.

2020-08-20, 22:13:20
Reply #118

cjwidd

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New concrete and ceramic tiles look great!

2020-08-21, 12:12:23
Reply #119

scionik

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Could you please update the standalone MatterialLibrary file, please.

2020-08-21, 13:51:50
Reply #120

PROH

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Hi. Already posted this on the daily builds thread, but think this is the right place.

When using the new "Concrete Plates Dirty" I get the "normal map using incorrect gamma" warning. It also looks like there is some serious terminator problems with correct gamma on this material.

Otherwise there are some great new materials.

Thanks :)

2020-08-21, 14:21:24
Reply #121

rowmanns

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Hi,

Thanks for reporting this. We will investigate.

Cheers,

Rowan

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2020-08-21, 16:00:53
Reply #122

maru

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Could you please update the standalone MatterialLibrary file, please.
The one here is updated: https://www.dropbox.com/sh/mswauuv1afec8am/AAA5OKrd_QujokDM3mxQ7S40a
The on here not yet, but this is acknowledged and will be fixed ASAP: https://coronarenderer.freshdesk.com/support/solutions/articles/12000036778-how-to-install-the-material-library-in-offline-mode-


It is already updated everywhere. Please Ctrl+F5 your browser in case of problems and let us know if anything else would not work as expected.
« Last Edit: 2020-08-21, 17:37:06 by maru »
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2020-08-27, 22:47:06
Reply #123

rowmanns

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Hi. Already posted this on the daily builds thread, but think this is the right place.

When using the new "Concrete Plates Dirty" I get the "normal map using incorrect gamma" warning. It also looks like there is some serious terminator problems with correct gamma on this material.

Otherwise there are some great new materials.

Thanks :)

Hi,

We have fixed this in v6 RC6. You will need to re-download the material library, either through the installer or the offline file from: https://coronarenderer.freshdesk.com/support/solutions/articles/12000036778

Thanks,

Rowan
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2020-08-28, 17:22:57
Reply #124

PROH

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Thanks. The gamma is correct now, but I think theres something wrong with the normalmap. It gives some shading artifacts (terminator problems?), and when turned down (0,3), there's almost no bump effect. Doesn't look right to me.

Is this intended?

Regards

2020-08-28, 18:03:29
Reply #125

maru

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Thanks. The gamma is correct now, but I think theres something wrong with the normalmap. It gives some shading artifacts (terminator problems?), and when turned down (0,3), there's almost no bump effect. Doesn't look right to me.

Is this intended?

Regards

Thanks a lot, we will look into this, and hopefully it is a quick fix.
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2020-09-03, 13:28:09
Reply #126

PROH

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@rowmanns & maru - the problems with the normal map in "Concrete Plates Dirty" is still present in v6.

I did some testing, and found that the problem seems to be, that the normalmap is saved with wrong gamma. If I put the bitmap loader through a Corona Collorcorrect map with gamma set to 0,45, before plugging it into the Corona Normal map, everything works as expected.

So this should be an easy fix ;)

Regards

2020-09-03, 14:07:51
Reply #127

rowmanns

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@rowmanns & maru - the problems with the normal map in "Concrete Plates Dirty" is still present in v6.

I did some testing, and found that the problem seems to be, that the normalmap is saved with wrong gamma. If I put the bitmap loader through a Corona Collorcorrect map with gamma set to 0,45, before plugging it into the Corona Normal map, everything works as expected.

So this should be an easy fix ;)

Regards
Hey,

Thank you for your investigation! I will forward this on to our matlib guys and make sure it gets fixed :)

Cheers,

Rowan


EDIT:
We just looked into this again, we think that the RGB level in the Corona Bitmap which contains the normal map is set incorrectly. It is set to 0.5 and should be set to 1, this fixes the issue for me.

Could you try changing this and seeing if it works for you too?

Cheers,

Rowan
« Last Edit: 2020-09-03, 14:26:50 by rowmanns »
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2020-09-03, 17:09:13
Reply #128

PROH

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Yes I did try that, and it didn't fix the issue. I'm quite confident that the normal map is saved with wrong gamma. Test my described solution out, and you'll see it for yourself.

Regards

2020-09-29, 16:39:47
Reply #129

rowmanns

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Yes I did try that, and it didn't fix the issue. I'm quite confident that the normal map is saved with wrong gamma. Test my described solution out, and you'll see it for yourself.

Regards
Hi,

This time we really finally fixed the material. You can download the new matlib from the usual places or with the v6 HF1 installer.

Cheers,

Rowan
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2020-09-29, 18:31:24
Reply #130

PROH

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Thanks. But it looks like the material library is the same? Or maube im looking the wrong place (the daily-builds site)?


2020-09-29, 21:00:03
Reply #132

PROH

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2020-09-30, 11:59:40
Reply #133

rowmanns

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I updated the file in the DB folder, it looks like I forgot to do that yesterday.

Cheers,

Rowan
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2022-10-08, 23:34:51
Reply #134

brr

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Dear coronauts,

I did not want to create separate thread, maybe it was discussed somewhere, but I did not find anything :(



My problem is that every time I drag some material from corona material library, all the textures are assigned without any path in corona bitmap.
If I press "view image" - it works, but the path is still missing.
If i press "load map" and then "open", then the path got repaired.

It is fine till I archive the scene or send it to the cloud rendering.

Please look at my attachments.
Please, halp!

Best Regards

2022-10-10, 08:44:34
Reply #135

rowmanns

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Hi,

Which Corona and 3ds max versions are you using?

I did a quick test here and archiving scenes which use matlib textures seems to work fine for me..

Rowan
« Last Edit: 2022-10-10, 08:48:46 by rowmanns »
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2022-10-10, 13:52:43
Reply #136

brr

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Hello rowmanns,

sorry, I have not well expressed myself in the last part of my previous post.
I wanted to say, that currently we can save the scene with all the assets only with standard 3ds max archive function.

Other methods like asset tracking,Relink bitmaps, Pixamoon scripts does not recognize the texture paths from the library.
This is sad, because we can not use “collect” functions from pixamoon efficiently right now. (please, look at my attachments)

What interesting is, Vray mat library has the same problem (tested on 3 pcs now)
This is happening regardless of relative path/UNC settings in both engines—corona and vray.

I have 3ds max 2023.1 (25.1.0.2342) and 3ds max 2022.3.3 (24.3.3.3511). On both is Corona8 HF2 installed.

Hope you can help me

Do I understand correctly that you have no problems with texture paths and collect utilities/scripts at all ? can you please share an image from random coronaBitmap when you drag and drop the material from Corona Mat Library to the Slate editor ?

Best regards
« Last Edit: 2022-10-11, 13:16:19 by brr »