Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: NikaNikitina on 2019-06-27, 21:20:20
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Hey guys,
Just doing a little R+D with Corona Volume Grid and a purchased sky cloud volume. When I add a global environment volume to my scene, it highlights the scatter boundary (or container boundary) of the sky cloud volume. Tone mapping diminishes the visibility of this but its highly visible in the alphas as you will see attached. Any tips on how to get the combo to work to eliminate this extra scatter in the container? This is my first time working with the CVG so my testing has been done in a vacuum and there's not a whole lot I was able to find online except for examples.
Additional question, having the global volume on also produces some FUNKAY antialiasing as you will see on the horizon of the hills. I've tested without the clouds and the jagged edges remain. I have never seen this with Corona before. The only way I was able to get rid of them was using "high quality filtering." I am running things on 4 hotfix so my experience with the new denoising is also limited to just this little r&d test. Also, this scene uses Corona Sun and Sky with Corona Environment.
Let me know your thoughts!
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Figured out that the bulk of the aa noise was coming from an inactive map plugged into the global environment volume mat.
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So there are (at least) two issues here, right?
1) Boundary of the volume grid visible directly or in alpha
2) Jagged edges where the mountains meet the sky
As to 1, the solution could be:
- Disabling "single bounce only" option for the global volume material and / or for the volume grid. I had a similar issue recently, and this solved it (in my case, disabling it for the global fog).
- Adjusting the distance of the sky environment. This can be done by accessing the "development / experimental stuff" rollout (https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288) and then adjusting "enviro distance". Unfortunately I can't tell you if it should be set to higher or lower. :) You would need to experiment with it.
As to 2:
- It looks like DOF. Are you sure that you have DOF disabled in your current camera / perspective view?