Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Dalton Watts on 2024-02-14, 13:19:27

Title: New VFB Skin and functionality
Post by: Dalton Watts on 2024-02-14, 13:19:27
Hello guys,

Can you elaborate on what is being planned for the new VFB skin and functionality? Are we moving towards a more vray-ish VFB? I would love that! With VFB editing capabilities like Cryptomate masks along with shadow/highlight clipping warnings, and a more flexible and dynamic VFB regarding window sizes.

Thanks!
Title: Re: New VFB Skin and functionality
Post by: TomG on 2024-02-14, 14:04:55
We can't elaborate yet, sorry. What I can say is there are no plans for cryptomatte masks inside the VFB, certainly not for 12 anyway. Beyond that, we have a long list, and we are aiming to see how far (very far, not far at all?)  we get through it, so we don't want to over or under state things by giving a set of plans for now. The main focus is on the UI rework, streamlining, better performance, and then we'll see what features make it in. This will be a "watch the daily builds" scenario by and large. Hope this helps!
Title: Re: New VFB Skin and functionality
Post by: CharlyRT on 2024-02-14, 16:23:05
:(
I was really hoping that the new VFB could handle cryptomatte masks in Corona 12.
And what about render history? This tool really needs more presence, its practically unusable right now.
Title: Re: New VFB Skin and functionality
Post by: TomG on 2024-02-14, 16:50:12
As mentioned, we're not giving a feature list just yet, and will mostly reveal what features are being included when they come out in a daily. This is to save under or over stating what will / will not be included.
Title: Re: New VFB Skin and functionality
Post by: CharlyRT on 2024-02-14, 18:43:00
Understood, thanks for answering, its really to soon to talk about it anyway, keep up the hard work
Title: Re: New VFB Skin and functionality
Post by: Tom on 2024-02-15, 00:26:45
:(
I was really hoping that the new VFB could handle cryptomatte masks in Corona 12.
And what about render history? This tool really needs more presence, its practically unusable right now.

100% agree with cryptomatte masks and a revamped render history.
Thanks for the update TomG,
All the best to you guys,
Title: Re: New VFB Skin and functionality
Post by: TomG on 2024-02-15, 12:52:24
TY RTstudio and Tom! We will indeed keep on working hard, and we'll let you know as soon as we can on features to expect / hope for! Meantime ty for the feedback on what you are most looking forward to, or wanting to see.
Title: Re: New VFB Skin and functionality
Post by: Dalton Watts on 2024-02-15, 14:53:16
Yes, Cryptomatte masks would save us a lot of time. Although in Vray, and from my limited time testing it 2 days ago, I think there's a problem with color bleed not being taken into account.

This is what I would like to see in the new VFB:

- Cryptomatte masks (if this could work also for selective denoising, even better)
- Allow creation of folders in the main layer stack in VFB
- Add the ability to select and move multiple layers into a folder in VFB
- Post chromatic aberration in the VFB
- Highlight/Shadow clipping warning

But I agree with TomG. VFB performance and streamlining should be the priority, and then build upon that.
Title: Re: New VFB Skin and functionality
Post by: lupaz on 2024-02-15, 17:35:11
- Cryptomatte masks (if this could work also for selective denoising, even better)
- Allow creation of folders in the main layer stack in VFB
- Add the ability to select and move multiple layers into a folder in VFB
- Post chromatic aberration in the VFB
- Highlight/Shadow clipping warning

I like all these.

I just want to say that you guys did a really good job with the Corona Lister and I'm hoping to see more of that UI design in the new VFB.
Title: Re: New VFB Skin and functionality
Post by: romullus on 2024-02-15, 20:25:05
I just want to say that you guys did a really good job with the Corona Lister and I'm hoping to see more of that UI design in the new VFB.

I hope the team will do much better job on the new VFB than they did on the lister. I think that tool is unfinished and lacks basic functionality. Not inviting to use at all.
Title: Re: New VFB Skin and functionality
Post by: arqrenderz on 2024-02-15, 20:32:21
I agree with the half baked corona lister, the thing is not usable at all.
Title: Re: New VFB Skin and functionality
Post by: Tom on 2024-02-16, 00:44:35
I hope the team will do much better job on the new VFB than they did on the lister. I think that tool is unfinished and lacks basic functionality. Not inviting to use at all.

The lister is one of the best new recent features to me. I use it all the time to tweak my lights, I find it really convenient.
Not sure what lack of basic functionalities you're talking about, I find it very comprehensive.
It'd be even better if it could list non Corona ligths as well though.
Title: Re: New VFB Skin and functionality
Post by: romullus on 2024-02-16, 09:56:53
I didn't touch the lister for a few months and i can't use Corona right now, but from what i remember there's plenty serious issues that makes this tool much less useful than it could/should be. Like the ridiculous items selection system, no option for editing multiple items at once and many others, which i don't recall, but they were reported/requested many times by many users here on the forum. It feels like half baked, barely functioning tool and i see no signs that the team is intended to finish the job in the immediate future.
Title: Re: New VFB Skin and functionality
Post by: shortcirkuit on 2024-02-16, 22:14:49
For me, this biggest time waster over the years is the UI (material editor) - i know its not a corona thing (or it could have an impact?) - however the material editor, becomes slow and sluggish, mainly in heavier scenes (not really that heavy, fairly detailed interior scenes.  2-3 seconds for things to open.... and i do have the most of the latest hardware/software.... again, not sure if this is solely a autodesk thing or a combination between autodesk and corona materials, however its just so sloowwww and it kills my patience... it sometimes feels like im using a intel pentium from the early 2000's..... its 2024, UI, all of them, should be zipppy and we shouldnt be held back by such nuances.
Title: Re: New VFB Skin and functionality
Post by: Tom on 2024-02-18, 10:00:04
For me, this biggest time waster over the years is the UI (material editor) - i know its not a corona thing (or it could have an impact?) - however the material editor, becomes slow and sluggish, mainly in heavier scenes (not really that heavy, fairly detailed interior scenes.  2-3 seconds for things to open.... and i do have the most of the latest hardware/software.... again, not sure if this is solely a autodesk thing or a combination between autodesk and corona materials, however its just so sloowwww and it kills my patience... it sometimes feels like im using a intel pentium from the early 2000's..... its 2024, UI, all of them, should be zipppy and we shouldnt be held back by such nuances.

I get that too: the material editor becomes really so slow sometimes, especially when IPR is running, up to the point that I have to stop the IPR, only then I'm able to tweak my materials in the SME, and only then I start the IPR again to see the results. This isn't how things should be: ideally I wouldn't have to stop the IPR in order to be able to tweak the materials, but if I don't the SME UI is just sooooo slow, it's unbearable.
Title: Re: New VFB Skin and functionality
Post by: magmatik on 2024-02-18, 11:01:58
We can't elaborate yet, sorry. What I can say is there are no plans for cryptomatte masks inside the VFB, certainly not for 12 anyway. Beyond that, we have a long list, and we are aiming to see how far (very far, not far at all?)  we get through it, so we don't want to over or under state things by giving a set of plans for now. The main focus is on the UI rework, streamlining, better performance, and then we'll see what features make it in. This will be a "watch the daily builds" scenario by and large. Hope this helps!
Some good things to come!
Can't wait to know more!
Title: Re: New VFB Skin and functionality
Post by: shortcirkuit on 2024-02-18, 23:03:06
glad im not the only one - ive even spent thousands on updated hardware thinking it would fix the problem.  Its literally been like this since i started using max over 10 years ago.  In fact, i think its gotten a little worse.
@CoronaDevs - i think this needs to be looked at for sure.

For me, this biggest time waster over the years is the UI (material editor) - i know its not a corona thing (or it could have an impact?) - however the material editor, becomes slow and sluggish, mainly in heavier scenes (not really that heavy, fairly detailed interior scenes.  2-3 seconds for things to open.... and i do have the most of the latest hardware/software.... again, not sure if this is solely a autodesk thing or a combination between autodesk and corona materials, however its just so sloowwww and it kills my patience... it sometimes feels like im using a intel pentium from the early 2000's..... its 2024, UI, all of them, should be zipppy and we shouldnt be held back by such nuances.

I get that too: the material editor becomes really so slow sometimes, especially when IPR is running, up to the point that I have to stop the IPR, only then I'm able to tweak my materials in the SME, and only then I start the IPR again to see the results. This isn't how things should be: ideally I wouldn't have to stop the IPR in order to be able to tweak the materials, but if I don't the SME UI is just sooooo slow, it's unbearable.
Title: Re: New VFB Skin and functionality
Post by: pokoy on 2024-02-20, 14:27:20
If I had a wish, for me it's how the denoiser workflow is implemented:
1. Let us denoise *during* a final render, with whatever the denoiser is set to. I'd love to see if the noise level is good enough while i'm rendering. Sometimes I'll set way too many passes and having a way to preview the denoiser without stopping/cancelling the render would be great.
2. Currently, a denoised render will save to the history only if it was a final render, IR will save to history without the denoiser... This is inconsistent and makes it impossible to compare IR vs final renders since you can't save/view the denoised version from IR.
3. Denoiser checkbox in the VFB is inconsistent - for final rendering it will work only after a render is stopped/finished. For IR it can't be disabled without re-rendering (and has no function there), plus, it has to be disabled in a different place. It just doesn't do what it implies the way it's designed now.

For me it's the small things and consistency between final/IR rendering is not where it should/could be wrt to denoising.
Title: Re: New VFB Skin and functionality
Post by: michaltimko on 2024-03-07, 12:55:44
I always set IR it to force PT and set some pass limit like 5-7 (depends on the scne). That way you are lag free when it comes to mat editor or max ui. Another option is to use IR in the viewport. Not sure if its just for me but its way more snappy than having it in separate VFB window.

glad im not the only one - ive even spent thousands on updated hardware thinking it would fix the problem.  Its literally been like this since i started using max over 10 years ago.  In fact, i think its gotten a little worse.
@CoronaDevs - i think this needs to be looked at for sure.

For me, this biggest time waster over the years is the UI (material editor) - i know its not a corona thing (or it could have an impact?) - however the material editor, becomes slow and sluggish, mainly in heavier scenes (not really that heavy, fairly detailed interior scenes.  2-3 seconds for things to open.... and i do have the most of the latest hardware/software.... again, not sure if this is solely a autodesk thing or a combination between autodesk and corona materials, however its just so sloowwww and it kills my patience... it sometimes feels like im using a intel pentium from the early 2000's..... its 2024, UI, all of them, should be zipppy and we shouldnt be held back by such nuances.

I get that too: the material editor becomes really so slow sometimes, especially when IPR is running, up to the point that I have to stop the IPR, only then I'm able to tweak my materials in the SME, and only then I start the IPR again to see the results. This isn't how things should be: ideally I wouldn't have to stop the IPR in order to be able to tweak the materials, but if I don't the SME UI is just sooooo slow, it's unbearable.
Title: Re: New VFB Skin and functionality
Post by: Tom on 2024-03-08, 02:21:34
Thanks for the IR advice @michaltimko, I never paid attention to these settings, but indeed it makes things more responsive.
Title: Re: New VFB Skin and functionality
Post by: zaar on 2024-03-15, 15:23:55
Can we put suggestions in this thread?

I'm here to raise a hand for custom background or reference image overlay, that maybe works like A/B history so you can compare your render to any image of your choice. Color management here is of course priority otherwise the feature is completely useless.

I want to A/B my current render to either my own renders of the same scene/product or reference images.
Title: Re: New VFB Skin and functionality
Post by: shortcirkuit on 2024-03-16, 01:03:15
could we PLEASE add a function to FLIP the image horizontally - just to refresh the eyes to look at the render from a new perspective.
Title: Re: New VFB Skin and functionality
Post by: lupaz on 2024-03-16, 02:03:57
could we PLEASE add a function to FLIP the image horizontally - just to refresh the eyes to look at the render from a new perspective.
+1
Title: Re: New VFB Skin and functionality
Post by: lupaz on 2024-03-16, 02:06:06
And composition lines please
Title: Re: New VFB Skin and functionality
Post by: Tom on 2024-03-16, 06:21:25
could we PLEASE add a function to FLIP the image horizontally - just to refresh the eyes to look at the render from a new perspective.

+1
Title: Re: New VFB Skin and functionality
Post by: brr on 2024-03-17, 15:56:51
It would also be nice to have an option to change the VFB background color in Corona Renderer.
This was discussed previously here: https://forum.corona-renderer.com/index.php?topic=28172.0

It really helps a lot when you need to adjust the overall brightness level of the rendering, because with the current linear RGB 4/4/4 background color, it is easy to miss it.
Title: Re: New VFB Skin and functionality
Post by: maru on 2024-03-18, 16:20:42
They are logged.
Flip/rotate the VFB content: (Report ID=CMAX-862)
Change VFB background color: (Report ID=CMAX-861)
Title: Re: New VFB Skin and functionality
Post by: Place on 2024-03-19, 16:28:52
Am I the only one who would like to draw hand free the region zone?
Is it possible to implement?

Thank you,
Manuel
Title: Re: New VFB Skin and functionality
Post by: lupaz on 2024-03-19, 19:45:36
Am I the only one who would like to draw hand free the region zone?
Is it possible to implement?

Thank you,
Manuel
Since you're bringing this up, it would be great to be able to mark the region in either the viewport or the VFB, not just the VFB.

But yes, a freehand region selection wouldn't be bad if not hard to implement.
Title: Re: New VFB Skin and functionality
Post by: dzintas on 2024-03-25, 14:40:21
Since you're bringing this up, it would be great to be able to mark the region in either the viewport or the VFB, not just the VFB.

You can already define render region in viewport, or native one from max aren't sufficient enough? 
Title: Re: New VFB Skin and functionality
Post by: dzintas on 2024-04-03, 10:03:00
Now when I think about it. Will new vfb brake batch exporter script, or it will work with new image editor?
Or even better, do you have plans for inbuilt tools in image editor itself?
Title: Re: New VFB Skin and functionality
Post by: Dionysios.TS on 2024-06-10, 17:35:11
Saw the new VFB today, cool and I like it! :)
Stupid question, what's the meaning now of aplying the LUT also in linear mode? How should be used???

Thanks!
Title: Re: New VFB Skin and functionality
Post by: CharlyRT on 2024-06-10, 18:42:10
Hi
Im testing the new VFB, its pretty cool, I think you could improve a little bit if possible
Could we have a separate button for IR and resume Last? theres some space that can be used
Could we have a shortcut for 100% or adjust image to vfb window with double click (left)
Could we have a history settings here instead of in render setup System settings?
I have been wishing for a long time that we could have a permanent render history (in previous versions all images dissapear when closing 3ds max) for what Im testing in this daily if I use a custom folder, images are store in there, but if I use the trash can button images are deleted, could we have those deleted images in the recycle bin? Could we have a multiple folders for each project like in Vray? in there you can specify the folder from the Project folder
Title: Re: New VFB Skin and functionality
Post by: Aram Avetisyan on 2024-06-11, 00:13:56
Hi
Im testing the new VFB, its pretty cool, I think you could improve a little bit if possible
Could we have a separate button for IR and resume Last? theres some space that can be used
Could we have a shortcut for 100% or adjust image to vfb window with double click (left)
Could we have a history settings here instead of in render setup System settings?
I have been wishing for a long time that we could have a permanent render history (in previous versions all images dissapear when closing 3ds max) for what Im testing in this daily if I use a custom folder, images are store in there, but if I use the trash can button images are deleted, could we have those deleted images in the recycle bin? Could we have a multiple folders for each project like in Vray? in there you can specify the folder from the Project folder

Hi,

UI is still in progress.
For permanent render history - there is trach can icon and X icon, one clears from render history and the file stays on the drive, the other deletes all together. There is also sweep icon for batch clear and delete.
If you change the folder, every next history add will be stored in the new folder. This is currently stored as a parameters for each 3ds Max. Making it per-project can be a nice idea.
Title: Re: New VFB Skin and functionality
Post by: marchik on 2024-06-13, 14:23:15
I tested the new VFB a little, I really like it so far, there are a couple of comments that I would be glad to see at the release stage.
I know that most of this has already been logged, I’m just sharing my impressions, thanks!

Title: Re: New VFB Skin and functionality
Post by: Elementstudio on 2024-06-20, 17:57:15
Hello Guys,

I hope you are all well! I wanted to share my opinion about the new look of the VFB. Personally, I think it would add some sophistication and visibility if the buttons with certain features were as shown in the attached image.

Thanks a lot!
Title: Re: New VFB Skin and functionality
Post by: _fosafosa on 2024-06-20, 19:29:43
I tested the new VFB a little, I really like it so far, there are a couple of comments that I would be glad to see at the release stage.
  • return the spinning emoticon, firstly, it has already become canonical, and secondly, it clearly shows that rendering is in progress - now, apart from the noise of the fans, it is difficult to understand whether the interactive is running. (Play/stop indicators are made in b&w gamma, which does not have a very good effect on readability)
  • add a button to enable and disable interactive denoising (and, maybe make a drop-down list with a choice of its type), now I use a script and a hotkey for this, but a button would be a great addition
  • make a smoother step when zooming, this is still sorely missing
  • make "Start IR" as a separate button, and not from a drop-down list - this function is obviously used even more often than launching a regular render, so aiming at the small arrow every time is not the best solution.
  • detachable Curve window
  • maybe you can integrate switchable "image upscaling factor" parameter right into VFB, like x1/x2/x3 buttons. Personally, when using 4K monitors, I often tweak this parameter, finding a balance between detail and performance. This point also includes the ability to enable 2d pan zoom / real zoom in VFB
I know that most of this has already been logged, I’m just sharing my impressions, thanks!



+1 !
Title: Re: New VFB Skin and functionality
Post by: marchik on 2024-06-21, 01:32:09
+1 !

Thanks!
To be honest - what I miss most is smooth stepless zooming, for some reason I was sure that we would see it after rewriting VFB :D but well, let's hope for the best
Title: Re: New VFB Skin and functionality
Post by: henk95 on 2024-06-23, 10:35:29
I tested the new VFB a little, I really like it so far, there are a couple of comments that I would be glad to see at the release stage.
  • return the spinning emoticon, firstly, it has already become canonical, and secondly, it clearly shows that rendering is in progress - now, apart from the noise of the fans, it is difficult to understand whether the interactive is running. (Play/stop indicators are made in b&w gamma, which does not have a very good effect on readability)
  • add a button to enable and disable interactive denoising (and, maybe make a drop-down list with a choice of its type), now I use a script and a hotkey for this, but a button would be a great addition
  • make a smoother step when zooming, this is still sorely missing
  • make "Start IR" as a separate button, and not from a drop-down list - this function is obviously used even more often than launching a regular render, so aiming at the small arrow every time is not the best solution.
  • detachable Curve window
  • maybe you can integrate switchable "image upscaling factor" parameter right into VFB, like x1/x2/x3 buttons. Personally, when using 4K monitors, I often tweak this parameter, finding a balance between detail and performance. This point also includes the ability to enable 2d pan zoom / real zoom in VFB
I know that most of this has already been logged, I’m just sharing my impressions, thanks!

+1
Title: Re: New VFB Skin and functionality
Post by: LE DON on 2024-07-04, 17:37:45
I tried the new vfb and have to say its design is really stupid.
Title: Re: New VFB Skin and functionality
Post by: dj_buckley on 2024-07-04, 21:39:21
I tried the new vfb and have to say its design is really stupid.

Provide some context and reason.  Personally I think it looks nice, the only things that feel strange to me, from a purely UI perspective, is the stats page - why are the stats aligned centre, and everything else in the UI is aligned left.  And the icon choice for 'Copy to host app frame buffer' - why the 3?  Does this change dynamically depending on what host software you have installed?

Also if the VFB window is anything bigger than the smallest you can make it, then there's a lot of empty space so perhaps it would be nice if it were customizable and we could choose which icons to display up there in that empty space.  Personally I'd rather have all icons visible rather than drop downs.

Other than that, I agree with the points made below.  The curves not being detachable and scalable is a huge miss for me personally, it's not even square which kills my OCD :)
Title: Re: New VFB Skin and functionality
Post by: romullus on 2024-07-04, 22:36:24
For me VFB2 feels like real productivity killer, everything takes twice as long to do or find in it compared to the old VFB which was plain and simple. I really hate the new design.

On top af what's already been mentioned by others, why new snapshots in history tab are added at the bottom, instead of top like it used to be? Makes no sense to me.
Why in AB comparison snapshot names were replaced with non descriptive "A" and "B"? Seems like serious downgrade.
I'm sure i would find many more issues, but frankly i can't stand this half baked product, so much so that i switched to the old VFB right away. Thank you team for not taking away an option to choose, at least until the VFB2 will be made somewhat usable. Sorry for the harsh critique, but i really think you should keep new VFB out of v12 and try to make it flawless before public release.
Title: Re: New VFB Skin and functionality
Post by: marchik on 2024-07-05, 01:40:46
I tested the new VFB a little, I really like it so far, there are a couple of comments that I would be glad to see at the release stage.
  • return the spinning emoticon, firstly, it has already become canonical, and secondly, it clearly shows that rendering is in progress - now, apart from the noise of the fans, it is difficult to understand whether the interactive is running. (Play/stop indicators are made in b&w gamma, which does not have a very good effect on readability)
  • add a button to enable and disable interactive denoising (and, maybe make a drop-down list with a choice of its type), now I use a script and a hotkey for this, but a button would be a great addition
  • make a smoother step when zooming, this is still sorely missing
  • make "Start IR" as a separate button, and not from a drop-down list - this function is obviously used even more often than launching a regular render, so aiming at the small arrow every time is not the best solution.
  • detachable Curve window
  • maybe you can integrate switchable "image upscaling factor" parameter right into VFB, like x1/x2/x3 buttons. Personally, when using 4K monitors, I often tweak this parameter, finding a balance between detail and performance. This point also includes the ability to enable 2d pan zoom / real zoom in VFB
I know that most of this has already been logged, I’m just sharing my impressions, thanks!

I’ll probably add one more item to my list, I really miss the Refresh button, which would restart the interactive render; for some reason, with the addition of VFB2, I had a situation several times where the content of the interactive render “stuck” and did not update the geometry/xRef scenes/Forest Pack objects and instead of trying to figure out what’s going on, it would be more convenient for me to just press the button. The same applies to the moment when, during an interactive render from a perspective camera, you want to update the displacement display without going into its parameters.   

This button can literally stop the IR render and start it again, without any tricks, because now for this you need
1) find and click on the Stop button
2) click on the small drop-down list button
3) hold the button to expand the list
4) click on the IR start button
I think this approach is not very rational for UI design, given that this function still has to be used.

In the old VFB it was there, but it performed a completely different function, why not add it now by redoing the functionality. Now there is so much empty space in VFB2 that is not being used.
Title: Re: New VFB Skin and functionality
Post by: Aram Avetisyan on 2024-07-05, 07:04:48
Quote
3) hold the button to expand the list

you can just click it, no need to hold :)

As for the feedback -  any constructive one, which yours is/are generally, is welcome. We would like as much feedback about VFB 2.0 as possible. There are things to improve (that we are aware of and are planned) and we would like to know what impacts the users the most.
Title: Re: New VFB Skin and functionality
Post by: marchik on 2024-07-07, 16:19:51
I found another "bug" in VFB2
If you start the IR and zoom in on the image in the framebuffer using the mouse wheel, then when you make changes to the scene, the zoom is automatically reset to 100%. This is a very undesirable behavior, I sometimes need to correct small details pixel by pixel, and the size of the monitor does not allow me to use 100% zoom for comfortable viewing.
Please return the previous behavior of this function if possible.
Title: Corona 12 VFB UI
Post by: simtub on 2024-07-08, 05:09:46
Is it me or the UI in Corona 12 is using a bit more pixel space? Everything seems a bit more spread out especially the top part of the window. Just feels like a lot of wasted screen real estate and those buttons on the top row don't need to be so big (It looks like the UI you would use for basic software like enscape/twinmotion or something...)
Title: Re: Corona 12 VFB UI
Post by: simtub on 2024-07-08, 05:47:16
Upon further investigation, yes the new VFB is using twice as many vertical pixels on the top horizontal menu bar and the RHS menu is super spaced out...

Not sure why this change is necessary, we need all the screen space we can get - viewing renders, changing settings etc and especially in interactive rendering mode (the interactive view especially since a full 100% preview is limited by the pixel height of our monitors without zoom) We also have multiple menus open in max at the same time during production.

For now I've gone into Corona system settings and reverted back to the last VFB instead of VFB 2.0
Title: Re: Corona 12 VFB UI
Post by: dj_buckley on 2024-07-08, 11:22:38
It looks like the UI you would use for basic software like enscape/twinmotion or something...

Haha the first thing I thought was "this feels like Sketchup"
Title: Re: New VFB Skin and functionality
Post by: LorenzoS on 2024-07-08, 13:32:15
Hi,
is planned to have a real zoom-pan directly on VFB?
Title: Re: New VFB Skin and functionality
Post by: maru on 2024-07-08, 13:36:58
I found another "bug" in VFB2
If you start the IR and zoom in on the image in the framebuffer using the mouse wheel, then when you make changes to the scene, the zoom is automatically reset to 100%. This is a very undesirable behavior, I sometimes need to correct small details pixel by pixel, and the size of the monitor does not allow me to use 100% zoom for comfortable viewing.
Please return the previous behavior of this function if possible.

We will look into this. Thanks for reporting.


Hi,
is planned to have a real zoom-pan directly on VFB?

Yes, it is planned. (Report ID=CMAX-1078)
Title: Re: Corona 12 VFB UI
Post by: arqrenderz on 2024-07-08, 15:12:44
Totally agree with the bad layout of the Ui, too much wasted space..
Title: Re: New VFB Skin and functionality
Post by: Tom on 2024-07-09, 03:28:10
+1
Title: Re: Corona 12 VFB UI
Post by: marchik on 2024-07-09, 08:12:14
Totally agree with the bad layout of the Ui, too much wasted space..
I wish it to be possible to dock a VFB2 window, as it can now be done with the Material Editor after max 2024, then we would get rid of the need to run IR in the viewport via "extended viewports"
Title: Re: New VFB Skin and functionality
Post by: Avi on 2024-07-09, 08:30:54
I found another "bug" in VFB2
If you start the IR and zoom in on the image in the framebuffer using the mouse wheel, then when you make changes to the scene, the zoom is automatically reset to 100%. This is a very undesirable behavior, I sometimes need to correct small details pixel by pixel, and the size of the monitor does not allow me to use 100% zoom for comfortable viewing.
Please return the previous behavior of this function if possible.

This is now reported in our system.

(Report ID=CMAX-1159)
Title: Re: New VFB Skin and functionality
Post by: danduya on 2024-07-15, 09:36:31
+ 1 For the wasted space of the VFB, legacy was better.

Also, you can't scroll between passes with the mouse scroll wheel anymore.
Title: Re: New VFB Skin and functionality
Post by: Aram Avetisyan on 2024-07-17, 07:14:22
+ 1 For the wasted space of the VFB, legacy was better.

Also, you can't scroll between passes with the mouse scroll wheel anymore.

Hi,

You cannot scroll render elements, until you click/open it, and then it works.
This can actually be the more desired behavior, as in case of scrolling right-away you may change it accidentally.
Title: Re: New VFB Skin and functionality
Post by: Neil Cross on 2024-07-29, 11:28:21
Hi. Would it be possible to stretch the post sliders? I find them quite narrow. See attached.
Title: Re: New VFB Skin and functionality
Post by: kino_unico on 2024-07-31, 18:46:34
In general, I don't like everything to look bigger and disproportionate.
A function that I personally dislike is that the zoom can only be 25% 50% 100% of the render. I would like to have the option of having the render fit my window as happens with vray, where by pressing the "F" key it fits my window.

I really prefer the other virtualframebuffer much more,
I thought that the update was going to be that the multilight could be activated with a box and that the lights would be updated automatically or new functionalities. I really don't see the point in this change, it's a step backwards
Title: Re: New VFB Skin and functionality
Post by: Frood on 2024-07-31, 23:08:39
now, apart from the noise of the fans, it is difficult to understand whether the interactive is running. (Play/stop indicators are made in b&w gamma, which does not have a very good effect on readability)

Psssst...

throw this into any scripts\startup directory (or execute manually). If you want to play around, type "ccri.help()" in the maxscript listener ;)


Good Luck



Title: Re: New VFB Skin and functionality
Post by: marchik on 2024-08-01, 06:30:56
now, apart from the noise of the fans, it is difficult to understand whether the interactive is running. (Play/stop indicators are made in b&w gamma, which does not have a very good effect on readability)

Psssst...

throw this into any scripts\startup directory (or execute manually). If you want to play around, type "ccri.help()" in the maxscript listener ;)


Good Luck

:D works just fine, big thanks!
Title: Re: New VFB Skin and functionality
Post by: Quest on 2024-08-04, 10:56:56
now, apart from the noise of the fans, it is difficult to understand whether the interactive is running. (Play/stop indicators are made in b&w gamma, which does not have a very good effect on readability)

Psssst...

throw this into any scripts\startup directory (or execute manually). If you want to play around, type "ccri.help()" in the maxscript listener ;)


Good Luck

Hello, is there possible back smile from legacy?
Title: Re: New VFB Skin and functionality
Post by: marchik on 2024-08-05, 00:03:03
I still ask once again to make a separate button for IR, the fact that in the drop-down list this option is the second, and the first item duplicates the neighboring button makes my designer background nervous every time I see this :D I do not believe that we must wait for the release of version 13 to fix this, thanks!
Title: Re: New VFB Skin and functionality
Post by: Quest on 2024-08-05, 07:55:59
I still ask once again to make a separate button for IR, the fact that in the drop-down list this option is the second, and the first item duplicates the neighboring button makes my designer background nervous every time I see this :D I do not believe that we must wait for the release of version 13 to fix this, thanks!

Totally agree!
Title: Re: New VFB Skin and functionality
Post by: Frood on 2024-08-05, 09:19:48
Hello, is there possible back smile from legacy?

Not by using this script, sorry.


Good Luck



Title: Re: New VFB Skin and functionality
Post by: Jpjapers on 2024-08-06, 15:46:09
I still ask once again to make a separate button for IR, the fact that in the drop-down list this option is the second, and the first item duplicates the neighboring button makes my designer background nervous every time I see this :D I do not believe that we must wait for the release of version 13 to fix this, thanks!

+1 for this. I imagine the vast majority of time people spend in the VFB is using IR to check renders and work on shaders. Having the button as a drop down is a small annoying thing that could be rectified easily. I dont know how many times ive accidentally hit render on a heavy scene and have to then wait for the render dialog to stop and close before i can keep working.
Title: Re: New VFB Skin and functionality
Post by: LorenzoS on 2024-08-06, 16:12:38
Quote
I still ask once again to make a separate button for IR, the fact that in the drop-down list this option is the second, and the first item duplicates the neighboring button makes my designer background nervous every time I see this :D I do not believe that we must wait for the release of version 13 to fix this, thanks!
+1
Title: Re: New VFB Skin and functionality
Post by: zaar on 2024-08-26, 14:58:22
I just noticed that under tonemapping, if one uses the blue triangle on the right to expand or hide an operator, it affects (shows/hides) all the operators of the same kind. Very confusing if one for example has several LUTs or curves and it opens all of them.

I'm about to downgrade to 11 now. I don't want to run into the performance issues I've read and hear about (not just here, it's going around) and I want to get back to the old VFB UI.

If I was to spend time doing some mock-up and constructive feedback on the UI of the VFB, would it be considered and taken seriously or would it fall into a black hole? Thinking of how many of the seemlingly simple suggestions for improvement of the VFB was not implemented. Like a separate IR-button, or the possibility to change the background color or add an image overlay. I fear my time would be better spent on other things in my life.

Wait, on the new support portal there's no option to select "possible bug" eeeh, why? And which one should we use for bugs.
Title: Re: New VFB Skin and functionality
Post by: romullus on 2024-08-26, 15:42:12
I'm about to downgrade to 11 now. I don't want to run into the performance issues I've read and hear about (not just here, it's going around) and I want to get back to the old VFB UI.

You can switch to and use old VFB in Corona 12 as well.

Wait, on the new support portal there's no option to select "possible bug" eeeh, why? And which one should we use for bugs.

I believe the bugs are still to be reported the old way - either here in the forum, or by opening a support ticket in the Chaos help portal.
Title: Re: New VFB Skin and functionality
Post by: TomG on 2024-08-26, 16:14:23
Yes, bugs are still to be reported primarily by ticket https://support.chaos.com/requests/new (https://support.chaos.com/requests/new) or here on the forum. Ideas Portal is just for suggestions and feature requests.

On "thinking of how many of the seemlingly simple suggestions for improvement of the VFB was not implemented. " this is not because they never will be implemented, just haven't been implemented yet. No decision has been taken on what will happen with those ideas in the future, but they are not rejected. Most of this release of the VFB was focused on the rewrite to QT, with less focus on actual features, for instance. So submitting a request is never a waste of time, and never falls into a black hole. They may stay in Pending for some time, which can be up to years, but that means every release we do revisit whether it can be included this time around. No suggestion is ever forgotten, and few are ever Declined!

One hazard of spending time doing a full mock-up is that it makes a lot of separate changes into one overall thing, which makes it hard to process ("we agree that button x being there is a good idea, but button y should stay there, and that should be radio buttons and not a drop down in the mock up, but that rearrangement of the tone map is good..." - basically it makes it impossible to approve or to say what is being worked on. So it would likely be quicker and more effective to submit a series of separate requests focused on one specific thing.

Hope this helps!
Title: Re: New VFB Skin and functionality
Post by: ramyhanna on 2024-08-29, 16:17:00
Just installed v12.  First thing I noticed was that the "arrow button" drop down for the save and render options, is simply too small when we're working quickly.  I would suggest to include the old functionality of holding click on the save and render buttons to show the drop downs, as well as the arrow buttons, or make the arrow buttons larger.
Title: Re: Corona 12 VFB UI
Post by: ramyhanna on 2024-08-29, 21:56:52
Is it me or the UI in Corona 12 is using a bit more pixel space? Everything seems a bit more spread out especially the top part of the window. Just feels like a lot of wasted screen real estate and those buttons on the top row don't need to be so big (It looks like the UI you would use for basic software like enscape/twinmotion or something...)

-I agree with this.  Pixel realestate is very important when rendering.  With so much space, you don't need a dropdown, as they could all fit in the toolbar above.  The old VFB compared to the new VFB (see attached image), has a smaller rendering for the same screen size.  If we can at least keep the same image size, that would be a win.

-To add to that, the tools sidebar is much wider than in v11. Making IR renderings smaller with the same window size.  If there is a way to dynamically change the size of this bar, similar to 3dsmax Command Panel, that would be ideal. 

-For the Stats tab, I also agree that having the text center-justified is odd, and makes for harder reading.

-During IR, some animated indicator that the machine is still rendering would be good.  It doesn't have to be a :) icon, but even if it's the corona logo spinning, that would be very helpful.
Title: Re: New VFB Skin and functionality
Post by: LorenzoS on 2024-09-02, 10:29:00
Hi all.
a little tip:
when I switch to BEATY, the last used lightmix remains active.
Could you make it clear that it is inactive for example with a gray color?

thank you
Title: Re: New VFB Skin and functionality
Post by: LorenzoS on 2025-03-24, 14:20:36
Hi,
my suggestion:
the possibility to personalize the Lightmix elements with custom folders.

It would be very useful when the lightmix has many elements.

Title: Re: New VFB Skin and functionality
Post by: TomG on 2025-03-24, 14:46:33
Don't forget that for feature suggestions, please add or vote over on the Ideas Portal at https://chaoscorona.ideas.aha.io/ . Thanks!
Title: Re: New VFB Skin and functionality
Post by: brr on 2025-03-31, 19:11:20
Hello,

I'm not sure if this is intentionally developed this way, but it feels a bit counterintuitive:

In VFB2, when I set a render region and then press the "Render Region" button to turn it off, it greys out the region frame, but still renders only that region—not the whole image.
To continue rendering the full image, I need to click the drop-down button on the right side and then select "Disable All."

Please take a look at my attachment.
Is this the expected behavior?
Title: Re: New VFB Skin and functionality
Post by: Aram Avetisyan on 2025-03-31, 21:37:07
Hello,

I'm not sure if this is intentionally developed this way, but it feels a bit counterintuitive:

In VFB2, when I set a render region and then press the "Render Region" button to turn it off, it greys out the region frame, but still renders only that region—not the whole image.
To continue rendering the full image, I need to click the drop-down button on the right side and then select "Disable All."

Please take a look at my attachment.
Is this the expected behavior?

Hi,

Yes, VFB 1.0 was in this way too.
You activate the tool to draw a region (or regions, more importantly), not the region itself.
I believe it is even handier this way, as you can draw and have the regions, then disable (but keep them) or delete them.