Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Furla on 2018-06-04, 10:25:35

Title: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 10:25:35
Hi, anybody has this issue? If i put a cubemap camera in the scene, the render comes out green/blue (if i turn on bloom and glare it becomes white).
with the other cameras, and in interactive mode everything works properly.

(https://i.imgur.com/quDSqKN.jpg)
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 10:43:34
You say "with the other cameras" - how about with the same camera, but with cubemap turned off? I have never seen cubemap cause this, so I think something else about that camera could be doing it, but would need it checked by turning off cubemap and see what happens.

Also, which version of Corona are you using? Does it happen with other cameras when cubemap is enabled? Does it happen in other scenes or only this one? What happens if you use cubemap and stereo? (I've only ever used cubemap for stereo panos, so not sure if that would make a difference) Thanks!
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 10:44:11
(hard to tell, but the color tint for this camera looks kind of blue-ish rather than white? May be optical illusion from the blue tint in the image and / or me being on my laptop today rather than a good monitor :) )
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 11:03:15
Quote
  how about with the same camera, but with cubemap turned off?

Same camera with cubemap turned off works fine.

Quote
Also, which version of Corona are you using?

1.7 hotfix3. then i've updated to hotfix4 but it didn't solved the issue.

Quote
Does it happen with other cameras when cubemap is enabled? Does it happen in other scenes or only this one?

Yes, with other cameras and in other scenes, also in stereo mode activated

Quote
(hard to tell, but the color tint for this camera looks kind of blue-ish rather than white? May be optical illusion from the blue tint in the image and / or me being on my laptop today rather than a good monitor :) )

Yes, is Blue/Green. i said it turns white if i check cloom and glare.


I've tried also to Reset settings.
Some models are converted from Vray.


Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 11:05:15
For the color tint, I was referring to the actual Color Tint parameter in the camera :) It looks offwhite in the screen grab showing the camera settings.

Can you upload the scene via the private uploader? https://corona-renderer.com/upload (and paste the link to this forum thread to go along with the upload)
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 11:14:47
What happens if you turn off Camera Clipping? What is the HDRI lighting in the scene?

BTW not been able to reproduce here, though currently I am using the daily build.
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 11:31:27
Camera clipping on/off is the same.
No HDR, only white environment.

I'm sending you a copy with the uploader
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Philip kelly on 2018-06-04, 11:44:05
Can I ask , why aren't you using the Coroma Camera with the Spherical Settings.
My Ignorance , but what's the difference?

Thank you

Phil
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 11:47:15
I used the cubemap because it seems to me that produces less distorced images. Now I'll give a try to the sherical settings.
but I would like to know why cubemap does not work :)
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 12:00:08
Rolled back to 1.7.4 here and still no sign of this in the scenes I test with. Will have to wait to get your scene and have a look to see what's different about it :)
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 12:09:59
Thanks, I've already sent the scene without texture. The archived scene is uploanding on dropbox because > 1.5 gb and i've slow connection.
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 12:16:06
Anyway. Spherical cam works properly :)
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 12:18:30
Interesting to know, ty! Will watch for it on dropbox. It is unusual, never heard a report like it before, so it will definitely need investigating to see why it is happening - then hopefully we can either recommend scene changes to fix it, or do necessary fixing if it turns out to be a bug.

Thanks!
   Tom
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Beanzvision on 2018-06-04, 12:32:18
Bloom and glare is only supported by the spherical cam.
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 14:25:28
Bloom and glare is only supported by the spherical cam.

(https://i.imgur.com/VsoC9ng.jpg)

?

I feel like the beetle: too heavy to fly, it flies only because it does not know :)
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: romullus on 2018-06-04, 14:42:23
I'm pretty sure what beanzvision wanted to say, is that B&G isn't corrected properly across the seams in cubemap projection. It will render, but it will look incorectly where the seams are.

By the way, would you mind to tell how did you fix green tint problem and what was the issue?
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 15:06:20
I haven't fix anything, i'm still waiting the investigation on the two scene i've sent a couple of hours ago.

These rendering i've posted is from another project.
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 15:22:45
The cause is a Falloff, which is set to Perpendicular / Parallel to the Camera Z axis. I guess something about the camera being 360 then messes with the concept of a falloff relative to the camera view.

To diagnose, override the scene materials. Note that the scene now renders fine, so it must be a material causing the issue.

I then went through and disabled groups of objects (with the material override off now, so back to scene materials) til I found the scene rendering normally. Then I went through that group 1 by 1 to find which object it was. Then I drilled into the group and disabled parts of it til I found which parts caused the effect, then I looked at their materials. To confirm, I pulled the Falloff off the input to the Light Material.

The object is Lampada elle 01, specifically the Line objects in there (other than Line 40), which are painted with Material #2146932588. Remove the Falloff from there (or set it to something not based on the angle to the camera) and your scene should be fine.
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 15:27:18
Here's the falloff in question -
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 15:30:13
PS - I was already looking for something that was "mapped from the camera" since changing the cameras projection was changing how things rendered, so that was a clue too :) I'll ask if this is a bug, or simply an unavoidable part of having "perpendicular to the z-axis" when rendering facing in 6 different directions (so the z-axis is in effect always changing)
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 15:50:00
Thank you! it was just that! that material came from a scene prepared with vray downloaded from 3dsky.

THANK YOU!THANK YOU!THANK YOU!
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: TomG on 2018-06-04, 16:33:07
You are welcome - here's another solution, install the latest daily build :) Must have been a bug someplace, as this no longer happens with Corona 2.
Title: Re: Green/blue Render with Cubemap 360° camera
Post by: Furla on 2018-06-04, 16:44:45
I'll definetely do it :)