Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: Naxos on 2019-08-12, 11:53:31

Title: spots light with multimap
Post by: Naxos on 2019-08-12, 11:53:31
Hello there,
Not really a bug, more an annoying limitation :

I have several spots lights to place (standarts, to use nice volume Fx and directionality), in random flashy colors.
But putting a CoronaMultimap in the Map Prjector slot of the spot does not do the tric, whatever the mode i choose (logically "instance" mode)..

Any idea ?
Title: Re: spots light with multimap
Post by: aaouviz on 2019-08-12, 14:07:11
I can get this to work fine... see attached?

Is this what you wanted?

Done in Corona 4 hotfix 1.
Title: Re: spots light with multimap
Post by: Naxos on 2019-08-12, 14:46:33
Not in CoronaLights, in Spotlights, but yes, this is what i need.
Title: Re: spots light with multimap
Post by: maru on 2019-08-12, 17:01:20
Solved by the user - it was user error.
Title: Re: spots light with multimap
Post by: Naxos on 2019-08-12, 17:32:03
Solved by the user - it was user error.
Not really : i would like to get CoronaMultimap into standard 3dsmax's Spotlight.
And it does not work : all the spots (instances) get the same coloe.
Title: Re: spots light with multimap
Post by: maru on 2019-08-12, 17:43:24
Ok, sorry, we will look into this ASAP.
Title: Re: spots light with multimap
Post by: maru on 2019-08-13, 09:50:13
Confirmed with Max standard and photometric lights and logged.
It seems the only workaround for now is using Corona Lights instead of Max Lights.

(internal id=385302399)
Title: Re: spots light with multimap
Post by: rowmanns on 2019-08-13, 09:54:26
Hi,

Maybe a stupid question. But can you explain why you need to use the Max lights instead of the Corona lights?

Thanks,

Rowan
Title: Re: spots light with multimap
Post by: Naxos on 2019-08-13, 10:21:58
Hi,

Maybe a stupid question. But can you explain why you need to use the Max lights instead of the Corona lights?

Thanks,

Rowan

It is a clever question :
When you need some directionality for lights (the spot effect), it is way better (faster to solve) to use the standard Spotlight with beam size / falloff.
Also, when you need a projector light : Sportlight is far faster, and fully supported by Corona.
Last, with spotlights you can use the VolumeEffect that is faster (though less nice) than VolumeMtl.

Those tricks are from Corona team (Corona Academy).

For a project, i needed spotlights (with beam) with same parameters, but with several colors, so the CoronaMultiMap is the solution. But not supported in sportlights yet.
Title: Re: spots light with multimap
Post by: rowmanns on 2019-08-13, 10:44:21
Hi,

Thanks for the information :)

Cheers,

Rowan
Title: Re: spots light with multimap
Post by: PROH on 2019-08-13, 11:34:30
@Naxos. I've done the same, and found out, that the beams (Standard VolumeEffect) will render even when the light are off.

So set up your beams with standard spotlight, and set up the actual light with Corona lights.

Would that workaround work in your case?
Title: Re: spots light with multimap
Post by: Naxos on 2019-08-13, 14:19:57
@Naxos. I've done the same, and found out, that the beams (Standard VolumeEffect) will render even when the light are off.

So set up your beams with standard spotlight, and set up the actual light with Corona lights.

Would that workaround work in your case?
Not really, because the directionality function for Corona Lights are banned for now : too much noise they give, and i guess it will be fixed / made better in the future.

To prevent a spot to be shown in the VolumeEffect, you have to remove it from the list in the Environment effects ( "8" touch)
Title: Re: spots light with multimap
Post by: PROH on 2019-08-13, 18:26:01
Yes I know. But I use this setup on purpose :)
Title: Re: spots light with multimap
Post by: rowmanns on 2019-08-26, 10:41:28
Hi,

I have done some investigation into this and spoken with our dev team.

Unfortunately it looks like it is a Max limitation reagrding using the CoronaMultiMap with 3ds Max lights.

However we will definately look at optimising the CoronaLight so you are able to use it instead of the Max lights.

Thanks,

Rowan

(Internal ID=390148597)
Title: Re: spots light with multimap
Post by: Naxos on 2019-08-26, 12:14:10
Hi,

I have done some investigation into this and spoken with our dev team.

Unfortunately it looks like it is a Max limitation reagrding using the CoronaMultiMap with 3ds Max lights.

However we will definately look at optimising the CoronaLight so you are able to use it instead of the Max lights.

Thanks,

Rowan

(Internal ID=390148597)

I'd love to use Directionality of CoronaLights, but as we were teached in the Academy, it is not yet usable in production : better is to use spots.
I'll wait.
Title: Re: spots light with multimap
Post by: TomG on 2019-08-26, 14:22:42
Two things there - directionality is fine, it's *high* directionality that might introduce noise (values such as 0.7 and above). Also, this has improved with the new adaptive light solver (on by default since Corona Renderer 4) so that it is less of a concern.
Title: Re: spots light with multimap
Post by: Naxos on 2019-08-26, 15:10:24
Two things there - directionality is fine, it's *high* directionality that might introduce noise (values such as 0.7 and above). Also, this has improved with the new adaptive light solver (on by default since Corona Renderer 4) so that it is less of a concern.

Ok i'll give a try...

Also, using Max's default spotlight is good for the fake Volume effect : fast and easy to setup.