I run into issues when working with projects, where i want to keep materials in legacy "mode" as it might happen, that these objects will be rendered in corona 6 or before.
So converting materials of selected objects only converts them into physical objects... would be great to have an option to convert them into legacy instead of physical.
its a bit forced into physical, while even lots of scripts doesn't even support physical material yet.
A material made with Corona 6 consists of 1) after conversion with the latest converted, the newly created material contains many maps and nodes 1) + 2); That's so frustrating; Is there any workaround?
Will the updated material converter convert 3dsmax's Physical Material to Corona?
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.
thanks
Will the updated material converter convert 3dsmax's Physical Material to Corona?+1
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.
thanks
Will the updated material converter convert 3dsmax's Physical Material to Corona?
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.
thanks
hello my friends!
still the same issue with falloff map ...
corona 6 - 1 falloff map in difuse chanel - OK
corona 7 - 1 falloff map in difuse (converted) - lot of CoronaMix maps.
why? wouldn't it be easier not to convert this type of map? (falloff) or rather, create a Coronafalloff?
Another issue is incorrect recognition of metal materials, non-metal in the case of vrayblend conversion turns the materials from the machine into metallic
Thanks for the feedback! We are aware of this issue, and one of the upcoming daily builds will include an updated converter which greatly lowers the number of nodes created in the conversion.
Hi
Not the 1st time mentioned, but here is comparison of Corona 6's and Corona 7's conversion results. Corona 7 tries to keep front/back colors which is really good, but gives a mess of mix maps which (IMHO) have no sense. The tree model taken from Evermotion Archmodels 207 collection where material structure of all models is about the same.
DB 2021-05-20
Hi
Not the 1st time mentioned, but here is comparison of Corona 6's and Corona 7's conversion results. Corona 7 tries to keep front/back colors which is really good, but gives a mess of mix maps which (IMHO) have no sense. The tree model taken from Evermotion Archmodels 207 collection where material structure of all models is about the same.
DB 2021-05-20
Hello Bormax, please could you provide us the scene in question, so we could make sure it works as expected even for this particular case?
Done
1622111539_converter6-7-comparison.zip
A material made with Corona 6 consists of 1) after conversion with the latest converted, the newly created material contains many maps and nodes 1) + 2); That's so frustrating; Is there any workaround?
hello my friends!
still the same issue with falloff map ...
corona 6 - 1 falloff map in difuse chanel - OK
corona 7 - 1 falloff map in difuse (converted) - lot of CoronaMix maps.
why? wouldn't it be easier not to convert this type of map? (falloff) or rather, create a Coronafalloff?
Done
1622111539_converter6-7-comparison.zip
Done
1622111539_converter6-7-comparison.zip
Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.
it is because of vray version. corona guys are looking into this.Yes, I have seen their reply, wish they could do something for the old version
https://forum.corona-renderer.com/index.php?topic=33513.msg186483#msg186483
Done
1622111539_converter6-7-comparison.zip
Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.
Done
1622111539_converter6-7-comparison.zip
Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.
Hi
Thanks for your affords, material tree looks better now. But I've got pretty different visual results comparing pictures with original materials rendered by Vray3.7 and converted ones rendered by Corona Renderer V7 RC1.
This should be fixed in RC2 released just a few minutes ago. Please try it out and let me know if you have further issues.it is because of vray version. corona guys are looking into this.Yes, I have seen their reply, wish they could do something for the old version
https://forum.corona-renderer.com/index.php?topic=33513.msg186483#msg186483
I have some notes regarding your comparisons:
- they actually look similar (but if it could be even better - we are definitely interested in improving)
- you are comparing two scenes with completely different lighting - there are strong reflections visible on the leaves in the Corona version, but also the overall lighting is different - for example you can see the effect of sunlight on the branches too in the Corona version, but in the V-Ray version there is uniform illumination coming only from the sky - the branches are much darker)
- V-Ray 3.7 is a very old version, I am not sure if we can do proper conversion from it
If you can send this problematic scene to us, that would be perfect.
Sure, we will check the scene, thank you!
And just to explain what I mean, I am attaching a screenshot showing the huge differences in lighting. Or the materials are just very, very different.
We are losing (3dsmax) Material Id Chanel after conversion. Corona Legacy Mtl with id channel = 1 always converted with mtl ID channel = 0. So I lost my mtl channels in materials for postproduction in my scene.
Corona G-Buffer ID override works fine.
We are losing (3dsmax) Material Id Chanel after conversion. Corona Legacy Mtl with id channel = 1 always converted with mtl ID channel = 0. So I lost my mtl channels in materials for postproduction in my scene.
Corona G-Buffer ID override works fine.
Sure, we will check the scene, thank you!
And just to explain what I mean, I am attaching a screenshot showing the huge differences in lighting. Or the materials are just very, very different.
Thanks Maru.
But the difference in areas marked by you on pictures unfortunately is matter of texture conversion too. Here is the same Vray scene picture and the only difference here is RGB level parameter of trunk diffuse map - it's raised to 4. As you can see shadows look about the same because they are just more noticeable now.
Next question is about Converter - why converted scene looks so different? (I know, the original Vray picture looks not really nice, but it's not about the beauty of this image :))
Hi guys
we are struggling in several cases ( RC4 )
1st - more than half of the materials are converted incorrectly .. our old library/models ( Evermotion 85 - palm trees (vray) for instance ) for most of the leafs its converted as metal material.. this is no problem to change .. just letting you know its happening - basically in every convert - when using old converter - pre 7 it as nearly errorless
- also is most of the time incorrectly convert the 2 sided Vray materials - way to dark and glossy
- and preview of conversion into Physical.Mtl does some strange transparency ...
2nd much more crucial - on most of the models ( Vray 5 installed ) this error appears.. so I have to manually re-make affected materials ( basically all below the first affected )
I can send you a sample scene, if helpfull
many thanks
Hi,
The 2nd issue we know about and already have a fix in the pipeline, if everything goes well it will be in RC5.
The other issues are a bit more tricky to solve, would you be able to send through some simple examples for each and we will see what can be done.
Cheers,
Rowan
Convert by class in corona converter v1.45 does not convert 3Ds Max Physical Material (compile error: Unexpected end-of-script).
I am still on Corona 6 hotfix 2 in 3Ds Max 2022, has this already been fixed, or is this a known bug?
Hi guysThe 2nd issue is fixed in RC5. Please can you install it and let me know if you still have issues?
we are struggling in several cases ( RC4 )
1st - more than half of the materials are converted incorrectly .. our old library/models ( Evermotion 85 - palm trees (vray) for instance ) for most of the leafs its converted as metal material.. this is no problem to change .. just letting you know its happening - basically in every convert - when using old converter - pre 7 it as nearly errorless
- also is most of the time incorrectly convert the 2 sided Vray materials - way to dark and glossy
- and preview of conversion into Physical.Mtl does some strange transparency ...
2nd much more crucial - on most of the models ( Vray 5 installed ) this error appears.. so I have to manually re-make affected materials ( basically all below the first affected )
I can send you a sample scene, if helpfull
many thanks
The 2nd issue is fixed in RC5. Please can you install it and let me know if you still have issues?
Cheers!
Once again June has passed and I don't feel we are even remotely close to the V7 release. The converter is making even the simple conversion from the Legacy material a complete mess. Mixes on top of mixes on top of mixes. If you think people will go through their entire libraries and will have to set up everything manually you got it absolutely wrong.
Stop checking stupid marks from your Trello map that are once again NOT FINISHED [ pink areal perspective] and actually fix this release hopefully before the end of the year.
P.S. Invisible material after conversion too.
Hi
RC5
Again the same tree test. Thanks, this time render result is closer to original, but the shader structure is still messy. Sorry, but I can't see the logic in this Mix map chaos, even simple opacity map from original material became two mix maps (original bitmap + CoronaColor?) plugged in to Front/Back map. Actually all simple bitmaps are converted to Mix maps - original bitmap + CoronaColor with no affect of CoronaColor map in those mixes... This structure is very difficult to handle which makes it not usable for further adjustments. It's easier to remake the shader manually from original material, than to handle this mess.
The test scene was uploaded some time ago - 1624024326_converter7-vray-comparison.zip
P.S. Also coronadistance refuses to get into any map slot if the converter was used on the material. Only solution is to create a new material with it.I wasn't able to reproduce this, can you provide an example please?
I was wondering if there could be a feature added to the Corona Converter. The studio I work at uses Corona to render all of our animation jobs. Our pipeline uses the default Max camera, we usually need to export cameras to Nuke, and we have not had success with exporting Corona cameras. To solve this we use Max cameras in animation, then add the Corona Camera modifier to those cameras for lighting and rendering. It would be great if in the converter there was an option to convert Max cameras to Corona cameras.Hi,
I am not sure if there is a technical limitation to this being a feature. Just thought I would be great to have.
Thanks,
Steven
Open Archmodels vol. 251 on the Evermotion website download the free sample and be amazed how the scene works just fine and when you convert it, all goes to hell.
Also, I am not sure why I am even bothering writing about how you are gonna release V7 with a material library only half-converted and when using the converter on the other half the materials are broken with spaghetti mixes and look nothing like they should.
P.S. Also coronadistance refuses to get into any map slot if the converter was used on the material. Only solution is to create a new material with it.
Hey,
I intended to use the Corona Converter tool mainly to convert Vray materials into Corona materials. But I always get a mess (so many unecessary nodes) and the result is not convincing. Eventually, I end up making the conversion manually which is very time consuming.
Did the corona team plan to make major improvements in this field ?
Thanks !
Also are you in the talks with major texture providers such as Quixel, Poliigon. They both have plugins for importing textures and both don't work at the moment. Getting materials as pure glass or with 99 bump and so on.
some materials are converted with refraction at 1! For now the Rc has disappointed me. I hope the final version of Corona 7 is good.
Does anyone have problems with Forest pack and Corona 7 RC 5? when i try with corona-7-3dsmax-daily-2021-06-03 work good but with Corona 7 RC 5 i think with the new converter desen't even start the render if i have a forestpack obj on the sceneHi,
We are losing (3dsmax) Material Id Chanel after conversion. Corona Legacy Mtl with id channel = 1 always converted with mtl ID channel = 0. So I lost my mtl channels in materials for postproduction in my scene.Fixed in RC6 :)
Corona G-Buffer ID override works fine.
Convert by class in corona converter v1.45 does not convert 3Ds Max Physical Material (compile error: Unexpected end-of-script).Fixed in RC6 :)
I am still on Corona 6 hotfix 2 in 3Ds Max 2022, has this already been fixed, or is this a known bug?
Hi
RC5
Again the same tree test. Thanks, this time render result is closer to original, but the shader structure is still messy. Sorry, but I can't see the logic in this Mix map chaos, even simple opacity map from original material became two mix maps (original bitmap + CoronaColor?) plugged in to Front/Back map. Actually all simple bitmaps are converted to Mix maps - original bitmap + CoronaColor with no affect of CoronaColor map in those mixes... This structure is very difficult to handle which makes it not usable for further adjustments. It's easier to remake the shader manually from original material, than to handle this mess.
The test scene was uploaded some time ago - 1624024326_converter7-vray-comparison.zip
The RC 6 version of the converter constantly badly detects metal / non-metal materials when converting, Very annoying situation, e.g. in the case of many objects, such as books .Link to the scene after converting, original vray materials in the editor https://drive.google.com/file/d/1QV2Bx3_FdbIcoBxPBFkn4r9vbNAEY-mY/view?usp=sharingI can confirm that. I have decided to test the daily onto a real-life working scene with many trees and guess what - all leaves went as metal.
The RC 6 version of the converter constantly badly detects metal / non-metal materials when converting, Very annoying situation, e.g. in the case of many objects, such as books .Link to the scene after converting, original vray materials in the editor https://drive.google.com/file/d/1QV2Bx3_FdbIcoBxPBFkn4r9vbNAEY-mY/view?usp=sharingHi,
I can confirm that. I have decided to test the daily onto a real-life working scene with many trees and guess what - all leaves went as metal.Hi,
Until further solution to this, I've decided to use one of the old converters and it's been working fine.
Hello Bormax, we tried to make some changes in the Corona Converter code to create simpler shading networks when converting VRay2SidedMtl. These changes are included in Corona Converter which is shipping with Corona Renderer 7 RC6. Please let us know whether the shading networks created during conversion now look as expected or whether there is still some room for improvement.
The RC 6 version of the converter constantly badly detects metal / non-metal materials when converting, Very annoying situation, e.g. in the case of many objects, such as books .Link to the scene after converting, original vray materials in the editor https://drive.google.com/file/d/1QV2Bx3_FdbIcoBxPBFkn4r9vbNAEY-mY/view?usp=sharing
Thank you!
RC7- now the shader tree looks much simpler and reasonable. No more unnecessary Mix maps - that's good :)! (Converter7_vray-corona_mat-structure_RC7.jpg) and rendered result is visually the same as it was with RC5 and close to original look of the shaders (Converter7_vray_original-converted_mat-RC5-7.jpg)
This time material structure is much cleaner for further work with it which is great, now I understand how almost all maps were converted in order to use all aspects of Vray 2sided material within single Corona Physical material using FrontBack maps (Converter7_vray-corona_mat-structure_RC7-1.jpg), but:
1. could you explain, please, the meaning of use maps in Vol. adsorption and Vol. scattering of leaf material and why the map which was used in Vray material to map translucency (Map #11) is used here, not in translucency slot of Corona Physical material (Converter7_vray-corona_mat-structure_RC7-3.jpg)?
2. Why IOR parameter of the trunk material is mapped with some Mix map? Is it the way to imitate mapped reflection parameter of Vray material (Converter7_vray-corona_mat-structure_RC7-4.jpg)? And would be interesting to know about the usage of CoronaColor map with applied Solid HDR color higher than 1 in IOR mapping, like IoR map from this example has.
Also would be interesting to hear what do you think about the way of conversion of Vray 2 sided material which I used in my experience. I used two Corona materials plugged in to Corona Layer material with Corona FrontBack map used as mask. Here is a very quick example of this kind of conversion (Converter7_converted_mat_RC7-layerd_2sided_mat_strc.jpg). Material structure is pretty simple, render results you can see also here (Converter7_vray_original-converted_mat-RC7-layered_mat.jpg and Converter7_converted_mat_RC7-layerd_2sided_mat.jpg)
Hello Bormax!
Answer to question 1:
The same phenomenon which is defined by Translucency Fraction parameter in CoronaPhysicalMtl is defined by Translucency color in VRay2SidedMtl (not by VRayMtls' parameters connected to the VRay2SidedMtl).
The Map #11 is not used in Translucency color slot of CoronaPhysicalMtl, because VRay2SidedMtl automatically uses base color of the opposite side as a translucency color (that's why we pick Map #10 and Map #16).
CoronaPhysicalMtl ignores both Volumetric Absorption and Volumetric Scattering parameters when its Thin-shell parameter is enabled, but Corona Converter always propagates all maps from the original material, even when they do not contribute to look of the converted material. If VRayMtl uses some other Translucency modes - e.g. SSS, we plug the corresponding maps to these slots so we decided to do the same in this case to be consistent.
Answer to question 2:
Because the original VRayMtl uses reflection amount parameter / reflection amount map, however this parameter is not physically plausible (that's why it's not present in CoronaPhysicalMtl). Since the only CoronaPhysicalMtl's parameter which may affect its reflectivity is IoR (if the material is not metal), we try to create a new IoR value by decreasing the original material's IoR using the reflection amount parameter / reflection amount map in order to preserve look of the original material. However note that this is a "hack" created to preserve look of the original materials. Alternative (more strict) method would be to ignore / drop such parameters / maps, but this could lead to many look-breaking changes during the conversion.
Answer to question 3:
To be honest I have never tried this before, but it looks like a good idea :) May I ask you whether the results look identical? And which approach leads to better render times?
Installed offical 7 release... My converter saying 2.0??? That normal? not converting properlyHi,
Installed offical 7 release... My converter saying 2.0??? That normal? not converting properlyHi,
That's the correct converter version. What is not converting properly? Do you get some error?
Thanks,
Rowan
Vray2sidedMtl not converting, nor vray lights.. was fine on corona 6
Installed offical 7 release... My converter saying 2.0??? That normal? not converting properlyHi,
That's the correct converter version. What is not converting properly? Do you get some error?
Thanks,
Rowan
Vray2sidedMtl not converting, nor vray lights.. was fine on corona 6
Installed offical 7 release... My converter saying 2.0??? That normal? not converting properlyHi,
That's the correct converter version. What is not converting properly? Do you get some error?
Thanks,
Rowan
Vray2sidedMtl not converting, nor vray lights.. was fine on corona 6
I am guessing it could be too old V-Ray version. You need V-Ray 4 or newer. It doesn't have to be purchased or activated, just installed.
I see, so I installed demo of lastest vray.. now cannot see or select corona renderer in choose renderer??
Tried that first, tried uninstalling, then deleting all files.. no luck..I see, so I installed demo of lastest vray.. now cannot see or select corona renderer in choose renderer??
That's definitely not expected... Can you try reinstalling Corona 7?
Tried that first, tried uninstalling, then deleting all files.. no luck..I see, so I installed demo of lastest vray.. now cannot see or select corona renderer in choose renderer??
That's definitely not expected... Can you try reinstalling Corona 7?
Then uninstalling 3ds max, clean install, clean install of corona 7... still nothing. going nuts D: Mid project and 2 days gone going round in circles.
Tried that first, tried uninstalling, then deleting all files.. no luck..I see, so I installed demo of lastest vray.. now cannot see or select corona renderer in choose renderer??
That's definitely not expected... Can you try reinstalling Corona 7?
Then uninstalling 3ds max, clean install, clean install of corona 7... still nothing. going nuts D: Mid project and 2 days gone going round in circles.
Sorry about that. Please try following this guide step by step:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000694496
If it doesn't help or you are having some difficulties, please contact us here https://coronarenderer.freshdesk.com/support/tickets/new and we will assist you ASAP.
can I convert material to the old CoronaLegacyMtl, I am still not familiar with Physicalmtl
I just tried to convert a timber floor from Vray to corona with the Corona Converter of Corona 7 and it gave me a metall in return. If we have to manually adjust all materials after converting from Vray, this will suck bad. The old converter to the legacy material worked great. Can you please include the option to convert to the Corona Legacy. Or else just improve the converter to the Physical material.
Any chances there could be a "Ignore Legacy material" checkbox in the converter so the corona materials that comes from old scenes remains unchanged?+1
Any chances there could be a "Ignore Legacy material" checkbox in the converter so the corona materials that comes from old scenes remains unchanged?
Any chances there could be a "Ignore Legacy material" checkbox in the converter so the corona materials that comes from old scenes remains unchanged?
(I haven't dared to install Corona 7 because of how broken the converter seems to be right now. At least based on the feedback I see on the forums)I think you can install corona7 and move out CoronaConverter.ms, put coronaConverter_v1.42.ms on the same folder.
I don't think I've actually seen anything more broken in a corona release than this converter. Converting from V-ray is a complete spageti mess. Metal non-metal materials get completely messed up. Again Front and back and mix maps all over the place. Converting from legacy materials to new materials is also absolutely broken.
I tried to start a simple library update after the third asset I gave up. You have to spend a good 5 minutes on each model to fix the materials after the converter has "done" its thing.
Not sure if you are just trolling at this moment or what. Take any Evermotion model and I mean any and it's a complete mess.Almost all Evermotion models have very outdated and ugly shaders... (too complicated nodes tree with a lot of garbage textures, overstaurated and overburned colors, old BRDFs and so on..) Did you tried some actual volumes, like 200+? All older volumes must be reshaded to get normal looking result...
original material was not set up in a realistic fashion
Hello,Hello lupaz,
I have a case of conversion here that doesn't make sense.
It converts what it looks like a matte object into a metal.
I think the reason the converter does that is bc the IOR is very high. Still, the reflection is at 0, so it shouldn't convert it into a metal IMO.
Steps:
1- open the scene, and render IR
2- Convert, and render again.
Thanks.
EDIT: I'm using Corona 7 hotfix 1, Max 2020
I need to batch convert a few thousand of assets.
When I run corona converter, there is no script output.
How can I use the corona converter to do the work for me? It's an insane amount of work for handwork.
Is the corona converter open-source/on git somewhere? How can I access it & configure & run it?
TIA
Ok as far as I can tell original author released source, but since Corona picked it up is no longer open source?! Why, ffs. Why is it not open so people can use it on bigger projects ?!
Ok found it, glad its public and not private bs! YAy! off to batch my scenes >.> tia!
I just noticed that my previous message could have sounded a bit underwhelming, sorry for that, I didn't intend it. So just to avoid any misunderstandings: the reason why we are not planning to reintroduce conversion to the Corona Legacy Material is because we believe that the Physical Material offers many advantages over the Legacy one. It's easier to set up, the workflow is more in-line with the leading material creation software, and most importantly the end result that you get is more realistic. We treat the Physical Material as the new standard, and the Legacy Material as, well, legacy. :)
Also please note that the Legacy Material will work just fine in Corona 7, there is no need to convert it if you don't want to.
Please bring back the old converter (convert to Legacy Material) as an option.
Please bring back the old converter (convert to Legacy Material) as an option.
I've been fighting for this unsuccessfully during v7 dailies. But you can do it manually:
- get a Corona v6 installer
- use the "unpack files" option and extract the files somewhere
- go to "Autodesk\3ds Max [xxxx]>\scripts\CoronaRenderer (the Max version does not matter, it's the same script for all)
- copy "coronaConverter_v1.45.ms" to <3ds Max directory>\scripts\CoronaRenderer\
You can start it manually from there, or use the attached button/script for convenience. Result: if you press the converter button of the official toolbar, you get the current converter. If you press the button of the script, you launch the old one. You can have both side by side.
Good Luck
Edit: attention, this is not a supported scenario. It is not assured that the old converter will work in future Corona versions. And it should be considered as a temporary workaround anyway.
I don't like how the new converter manipulates IOR when converting from standard max materials. I think there's no way to match the look of standard materials, nor there's a need for that. In the end i have to reset each converted material's IOR back to default and i would be more than happy if i could avoid this step.+1
fn convertSceneMtlsMaps ErrorReport:true =(
...
for supportedMtlClassName in converterTempData.supportedMtlClassNames do ( -- Where supportedMtlClassName.creatable.
...
to fn convertSceneMtlsMaps ErrorReport:true =(
...
local supportedMtlClassNames = copy converterTempData.supportedMtlClassNames #noMap
if matConvMethods.owner.converterSettings.ignoreLegacyMaterials == true do (
local idx = findItem supportedMtlClassNames "CoronaLegacyMtl"
if idx != 0 do (
deleteItem supportedMtlClassNames idx
)
)
for supportedMtlClassName in supportedMtlClassNames do ( -- Where supportedMtlClassName.creatable.
...
Will the updated material converter convert 3dsmax's Physical Material to Corona?
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.
thanks
Hello Javadevil, thank you very much for your feedback. Conversion of 3ds Max's Physical Material is very high on our "what to do next list", however before adding support for another material to Corona Converter, first we want to make sure conversion of already supported materials works as expected. So currently we mostly focus on simplifying the shading networks, since this is something which troubles lots of early adopters of Corona 7. If everything goes well and we'll manage to address all the issues with currently supported materials, hopefully we would be able to start working on support for Physical Material soon :)
Hi guys, FYI, next build of Corona will introduce these 2 new options to the converter:
- Option to disable conversion of LegacyMtl to PhysicalMtl (any other materials will still be converted directly into PhysicalMtl though)
- Option to disable metalness autodetection and instead force the conversion to either metal or non-metal
Hi, guys, keep getting this erros when i convert vray ies lights to corona, (latest build daily and converter)Hi,
>>> SCENE Info: <<<
Converter version: 2.03
Max version: 24000
Installed Vray plugins: V_Ray_GPU_5__update_2_2 V_Ray_5__update_2_2
Error occurred in VRayIES : $VRayIES:vm_v3_062_IES_02 @ [-315.181396,36.867615,364.482788]
-- Unknown property: "includeList" in $VRayIES:vm_v3_062_IES_02 @ [-315.181396,36.867615,364.482788]
Error occurred in VRayIES : $VRayIES:vm_v3_062_IES_03 @ [-187.415619,25.269470,364.482788]
-- Unknown property: "includeList" in $VRayIES:vm_v3_062_IES_03 @ [-187.415619,25.269470,364.482788]
Error occurred in VRayIES : $VRayIES:vm_v3_062_IES_04 @ [-120.652695,27.052795,364.482788]
-- Unknown property: "includeList" in $VRayIES:vm_v3_062_IES_04 @ [-120.652695,27.052795,364.482788]
Error occurred in VRayIES : $VRayIES:vm_v3_062_IES_05 @ [18.733459,16.151428,364.482788]
-- Unknown property: "includeList" in $VRayIES:vm_v3_062_IES_05 @ [18.733459,16.151428,364.482788]
Hi guys, FYI, next build of Corona will introduce these 2 new options to the converter:These are now out in V8 RC1. You can download it here: https://forum.corona-renderer.com/index.php?topic=33839.msg196056#msg196056
- Option to disable conversion of LegacyMtl to PhysicalMtl (any other materials will still be converted directly into PhysicalMtl though)
- Option to disable metalness autodetection and instead force the conversion to either metal or non-metal
I have to say, wither you regard it as a step forward in material creation, physical accuracy or anything else, it is a huge step back in workflow and usability. Converting almost all materials to metals and a load of materials to max physical materials is totally useless and makes it completely unusable.
The old converter was excellent, and to say if you are not including a converter for legacy materials because it is not the way forward it is incredibly arrogant. We need the tools to do our jobs so get it implemented so we can work, and then when you get a working Corona 7/8 converter phase out the old one if you have to.
I have very little interest it converting from corona 6 to 7 or 8, we wouldn't render jobs across 2 different versions. What we NEED is a quick and reliable way to get models from clients and get them in a state where we can start improving them. Not re-texturing them from the start.
Please put your users first not your ideals.
Rant over
thanks :)
+++100
I don't remember when was the last time I used a new converter in last Corona versions/ it is absolutely impossible to use it because you will never be even approximately sure of the final result. especially nice with multimaterials from others models libraries/ I just kept the old converter as a script.
I have some questions and some comments about corona converter :
01. Chaos Cosmos assets using only .tx textures. The only benefit of this format is mipmapping. Does corona renderer support this internal mipmap instructions or it is currently used in "read only" mode ?
If corona have some internal benefits using .tx textures, it will be great to have the option in converter to convert classic jpg/png/tiffs to tx format. If not, then it will be great to have the option to convert tx textures back to common jpg file format.
About this point:01. Chaos Cosmos assets using only .tx textures. The only benefit of this format is mipmapping. Does corona renderer support this internal mipmap instructions or it is currently used in "read only" mode ?
If corona have some internal benefits using .tx textures, it will be great to have the option in converter to convert classic jpg/png/tiffs to tx format. If not, then it will be great to have the option to convert tx textures back to common jpg file format.
We only have initial support for TX textures so that we can render Cosmos assets. We are working on some improvements (out of core rendering of textures) that would work not only with TX but with all texture formats. The main benefit is potentially saving a lot of RAM. This is listed for V9 at https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max
may I ask you - where can I found some detailed information about vray materials and vray texture nodes which are supported (and not) by corona converter ?
Sorry for the delay, but I hope "better late than never" makes sense in this case.
I have logged this question for the devs to review and will share all the information here once I have it.
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Hello Maru,
thanks for your reply.
Don't worry about delaying, I totally understand how much stress it can be in time of releasing a new version.
This question is still (and will be) actual for me and, I presume, for many other users who need a quick more technical overview of Corona Converter possibilities too.
I think, it would be great to have this in corona docks: https://docs.chaos.com/display/CRMAX/Corona+Converter
I'll be waiting for the answer.
Best regards.
Hi, I have added a list at https://docs.chaos.com/display/CRMAX/Corona+Converter
Please let me know if it works for you. :)
I will also see if we can update the list in the converter script itself, or just link to the docs.
We have the Autodesk Physical Mtl conversion feature request logged.Thanks Maru I look forward to it.
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+1000 for max physical > corona physical. Anyone who imports revit/skp/anything needs this to work in corona converter as a one-stop-shop :) Please! :D
@James Vella, maybe it's worth creating new topic in the user contribution board (https://forum.corona-renderer.com/index.php?board=11.0)?
Especially if you have plans to continue development of the script. Honestly, judging by the amount of users requesting physical to Corona material conversion, i think your effort deserves a lot more attention than it got so far.
@James Vella, maybe it's worth creating new topic in the user contribution board (https://forum.corona-renderer.com/index.php?board=11.0)?
Sure if it helps. I didnt want to create a 3rd thread about it and bog down the forum but since you moderate this place I can do that if you think its best.Especially if you have plans to continue development of the script. Honestly, judging by the amount of users requesting physical to Corona material conversion, i think your effort deserves a lot more attention than it got so far.
Not sure if I plan on developing it further but just wanted to help out for the time being and give myself a little project to work on. All the code is in .ms format so you can copy/paste, change, learn from it, whatever to suit your own workflow.
Also happy to hear some feedback about its real-world use since I'm just doing what I think would be useful but I dont actually ever use Autodesk Physical materials so I'm just pushing buttons =D
I would personally love something like this that works the other way too. Corona TO physical for the times where you need to share a model as say an FBX and the other party doesnt have corona.
I would personally love something like this that works the other way too. Corona TO physical for the times where you need to share a model as say an FBX and the other party doesnt have corona.
A common error that pops up is Falloff map in Fresnel model is not supported in Base IOR slot.This is just a wrong thing to do. You should never do this.
Is there anyway we can get a button like Fix CoronaNormal "Incorrect gamma" warnings.There is such a button in the converter script window and in the error message itself.
Im not sure of the best solution but this would be a huge time saver!
This is just a wrong thing to do. You should never do this.Yes but explain that to the thousands of modelers uploading models to the web. Im just trying to find a quick fix to models set up incorrectly.
Good morning guys, im having this issue on several models now, im i doing something wrong? here is the screenshot for the issue
Good morning guys, im having this issue on several models now, im i doing something wrong? here is the screenshot for the issue
Try increasing the maxscript heap allocation size as instructed here: https://support.chaos.com/hc/en-us/articles/4528127520017-I-am-getting-MAXScript-Auto-load-Script-Error
Generally, searching for error messages in our help center is a good idea. :)
This is the problem of delay in changing between lists of materials..
This is the problem of delay in changing between lists of materials..
Hi,
Go to viewports configuration>display performance and decrease baked procedural maps resolution to something like 1024 px or lower, see if that helps.
Users won't be able to vote until it is made live. And I can't make it live because each one should be a separate feature request (because say we decide to do 2 out of the 4, there is no way to reflect that status on the Portal with all four suggestions being in one). While an inconvenience I know, could you resubmit those as separate suggestions? Thanks!