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Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Aram Avetisyan on 2024-08-03, 20:58:11

Title: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-08-03, 20:58:11
Chaos Corona 13 for 3ds Max Daily Builds Discussion

You can grab the latest build from: Daily Builds Changelog (https://forum.corona-renderer.com/index.php?topic=43295.0)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: PTMV on 2024-08-03, 23:57:25
Will we have live link in this version in chaos vantage?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: _fosafosa on 2024-08-05, 15:45:33
I made clean install for this daily build.
Unfortunately in scenes made back in Corona 10 still crushes when starting IR...


Edit:
Guys i am sorry, that's actually forest pack that doesnt work well with new Corona.....
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-05, 16:06:22
I made clean install for this daily build.
Unfortunately in scenes made back in Corona 10 still crushes when starting IR...


Edit:
Guys i am sorry, that's actually forest pack that doesnt work well with new Corona.....

Could you please send us a sample of such a problematic scene at https://support.chaos.com/hc/en-us/requests/new
We are using the newest available versions of Forest and RailClone, in our internal scenes and user scenes, and we could not reproduce any crashes so far.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: amitgedia1980 on 2024-08-06, 13:36:48
Hi,
When is the bug going to get sorted where the Chaos scatter toolbar doesn't show up when using small icon toolbar in 3dsmax. This is a long awaited fix we have been waiting for.
Thank you.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-06, 13:43:35
Hi,
When is the bug going to get sorted where the Chaos scatter toolbar doesn't show up when using small icon toolbar in 3dsmax. This is a long awaited fix we have been waiting for.
Thank you.

This is already fixed internally and will be included in the upcoming Corona 12 Hotfix 1.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2024-08-06, 15:33:05
Please please pretty please could we finally get a toon outline shader? Or even just expand coronawire to include a profiles mode (like sketchup profiles) without needing to outline every face?

At work currently to produce elevations with just the profiles outlined and not every polygon we are relying on a free third party exporter to export to sketchup and then produce them in there. If corona had the ability to render outlines it would have saved me genuinely weeks of work in the last two months.

It has been requested since 2014 for the exact same purpose and theres a TON of support for it every time someone posts about it. I dont think ive seen many people asking for ink and paint style shading. Just this outlines feature.

I imagine youll say you cant make any commitments to features etc etc and to post it in the feature requests etc which is fine. But toon outlines have been requested since the beta days and are consistently requested still and are one of the most backed and popular requests every time its mentioned. So if you could consider this for v13 it would make lots of your core user base very happy.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: amitgedia1980 on 2024-08-06, 20:34:14
Hi,
When is the bug going to get sorted where the Chaos scatter toolbar doesn't show up when using small icon toolbar in 3dsmax. This is a long awaited fix we have been waiting for.
Thank you.

This is already fixed internally and will be included in the upcoming Corona 12 Hotfix 1.
Thank you for the update and releasing the fix for it in the HF 1. It has been long waited.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2024-08-06, 22:53:48
Just this outlines feature.

+1 million
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: karelbuhr on 2024-08-12, 10:06:46
Hello, are you planning to enable 'history autosaving for sequences and for slaves during distributed rendering' again in a future hotfix? I've been using this as a way to save the full CXR file since there is no other way to do it.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-12, 10:59:51
Hello, are you planning to enable 'history autosaving for sequences and for slaves during distributed rendering' again in a future hotfix? I've been using this as a way to save the full CXR file since there is no other way to do it.

Just to make sure all is clear: this is disabled only for the VFB history autosave (not for the rendering autosave).
Do you need this feature? If so, why exactly would you like to save history items while rendering a sequence?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: karelbuhr on 2024-08-12, 11:16:41
Okay, sorry about that. I'll try to be more clear. I just meant this (render history A/B comparison). When I use DR, it no longer saves the CXR file. But without DR it saves it.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-12, 11:37:05
Can you explain why exactly you would like to autosave history items when using DR? What's your workflow?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2024-08-12, 18:15:22
Quote from tooltip "Render History and A/B Comparison":

Quote
"If enabled, a new item will be automatically added to the render history in the Corona VFB after each render ends (both IR and Production). This feature is automatically disabled when rendering sequences, and also for nodes during distributed rendering."

This is another feature Corona team managed to turn into some broken mystery, needing a diagram to look at when trying to use it. And it feels like decisions are made to work around design flaws rather than solving the issue itself.

1. IR results have never ever been saved to history in any Corona version so far. It was even considered as a bug in some daily when it happens - I remember reporting this, and some famous developer who is unfortunately out of duty atm. confirmed it as a bug. If (this==kindof NewFeature): the result does not get saved into history by pressing "stop" if using IR which is the "stop and save the results so far" button in contrast to "cancel", so it SHOULD be saved in history when pressing "Stop". It only gets saved if IR "Max passes" is set explicitly by the user - and has been reached.

AND it only happens if having "Time Output" to "Single"?! Who on earth should be able to understand and remember all this? If I just want to IR a frame and would like to have a history item from it, I have to change my scene setup, really? Btw: IR stop condition still defaults to 0, meaning "rendering forever", so you usually do not get a history item using IR anyway (a shame to have it at 0 by default nowadays btw.).

2. Do not even try to be smarter as the user. If I render a sequence, say frame 0 to 20, every 5th frame, I want to have exactly this in the history if I have enabled "autosave" - independently of having DR activated or not. DR on/off should never ever make any difference while using any feature anyway. Of course DR slaves should not write history items locally, they should never EVER write anything to production files. I've been fighting a lot to just have slaves not to overwrite light cache files - hard to believe that it took almost a decade to get that destructive behavior removed. Slaves should just deliver data to the master and never touch any production file, no need to stress that in a tooltip.


Good Luck




Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2024-08-12, 18:36:26
Can you explain why exactly you would like to autosave history items when using DR? What's your workflow?

Am i missing something here?  But surely the answer is "for the exact same reasons as when not using DR"
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: LukaK on 2024-08-12, 21:33:48
Please please pretty please could we finally get a toon outline shader? Or even just expand coronawire to include a profiles mode (like sketchup profiles) without needing to outline every face?

At work currently to produce elevations with just the profiles outlined and not every polygon we are relying on a free third party exporter to export to sketchup and then produce them in there. If corona had the ability to render outlines it would have saved me genuinely weeks of work in the last two months.

It has been requested since 2014 for the exact same purpose and theres a TON of support for it every time someone posts about it. I dont think ive seen many people asking for ink and paint style shading. Just this outlines feature.

I imagine youll say you cant make any commitments to features etc etc and to post it in the feature requests etc which is fine. But toon outlines have been requested since the beta days and are consistently requested still and are one of the most backed and popular requests every time its mentioned. So if you could consider this for v13 it would make lots of your core user base very happy.

Agree 100%. But it seems they just don't care what customers are asking for for almost a decade. Corpo behaviour at its finest, thanks to Chaos I guess.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-13, 12:01:31
Hmm, I don't understand the strong reaction regarding the history autosaving. Let me try to explain what the original issue was and how we ended with the current solution:

First of all, there was a long and thorough discussion before making any decisions. The discussion involved the devs, support, and QA.

The issue was that while rendering in "silent" mode (no UI, no VFB, for example distributed rendering) with the history autosaving enabled, a pop-up message could appear when the HDD size / number of snapshots limit is reached, asking the user whether to delete the history snapshots or not, and this would halt rendering. So theoretically you could start rendering in the evening and wake up to see only 10% of your animation rendered.

We were considering either ignoring the popup in silent mode or disabling the history autosave in this case. The thing is, we could not think of any scenario where a user would like to use silent rendering and sequence rendering and use the history autosave. We assumed that you either set your main output file or you use the "regular autosave" (not history autosave) for this. It can also store images on render end, and you can set the limit to 0, and it saves to CXR format.


Here are my requests/questions:

Okay, sorry about that. I'll try to be more clear. I just meant this (render history A/B comparison). When I use DR, it no longer saves the CXR file. But without DR it saves it.
Please explain why exactly you need the history autosave here and the "regular" autosave is not enough for you. What is your exact workflow, what you are achieving thanks to using the history autosave?


Can you explain why exactly you would like to autosave history items when using DR? What's your workflow?

Am i missing something here?  But surely the answer is "for the exact same reasons as when not using DR"

And what exactly is that reason? Can you please provide a use case? Why not use the "regular" autosave instead of the history autosave?


Agree 100%. But it seems they just don't care what customers are asking for for almost a decade. Corpo behaviour at its finest, thanks to Chaos I guess.

This is simply not true and this case has nothing to do with Chaos (as in: the whole company, or other people than the Corona team). Please check this article: https://www.chaos.com/blog/behind-the-scenes-the-corona-renderer-development-process

"Which does not mean we always get it right (we don’t, whether that’s in picking features, or estimating how long things take). What we can say is this though – even when we get it wrong, our heart was in the right place!"

"The article mentions how important user feedback is, so here’s how you can become part of the process! Keep up-to-date with the Changelogs in the daily builds sections of the forum:


Corona for 3ds Max Daily Builds
Corona for Cinema 4D Daily Builds

The Changelog posts in those sections detail what is in each daily build, giving you a chance to test new features well before release. Then you can give us your feedback in the discussion/reporting threads there too, where we welcome suggestions for those new features, as well as any reports of problems using them."


Please note that:
- Saying "this feature is a broken mystery" will help literally nobody. You should instead explain what exactly is wrong and how we can improve it.
- Saying "surely the answer is "for the exact same reasons as when not using DR"" will help literally nobody. We need to know what exactly you mean by "the same reasons".
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2024-08-13, 12:29:57

Can you explain why exactly you would like to autosave history items when using DR? What's your workflow?

Am i missing something here?  But surely the answer is "for the exact same reasons as when not using DR"

And what exactly is that reason? Can you please provide a use case? Why not use the "regular" autosave instead of the history autosave?


Please note that:
- Saying "surely the answer is "for the exact same reasons as when not using DR"" will help literally nobody. We need to know what exactly you mean by "the same reasons".

I was more so getting at the fact that whether it's a DR render or single workstation render shouldn't make a difference as to whether a certain feature works or not.  Most of us use DR simply to get faster renders, so if something works when doing a local render, you'd assume it would work when bringing DR into play, because you're not changing anything workflow wise other than wanting to get a faster render by adding more processors into the mix.

Also, I thought the OP of that comment had already given his reasons "I've been using this as a way to save the full CXR file since there is no other way to do it."

As I understand it, this feature worked previously but the functionality has since been changed.  Was the change documented/announced anywhere or was it another under the hood change that users weren't notified about?  Because that's happened before and I remember users weren't too happy then.

Also if you're basically saying "you don't need this feature" which is certainly what it sounds like.  Then why does it/did it even exist as an option in the first place?

Ultimately the users determine how they use the product and if the option is there, chances are someone will find a reason to use it.

Also I wasn't try to be confrontational/unhelpful in any way.  Frood actually beat me to it when they said "DR on/off should never ever make any difference while using any feature anyway."  That's all I was getting at
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-13, 13:25:36
Also, I thought the OP of that comment had already given his reasons "I've been using this as a way to save the full CXR file since there is no other way to do it."
We understand what you would like. But we do not understand why. None of the replies so far explains why you are asking for this. The only valid answer would be explaining to us what exactly you are doing with the history autosave feature, not just saying that you are using it.

Quote
As I understand it, this feature worked previously but the functionality has since been changed.  Was the change documented/announced anywhere or was it another under the hood change that users weren't notified about?  Because that's happened before and I remember users weren't too happy then.
It was announced in the V13 and V12 HF1 changelog.

Quote
Also if you're basically saying "you don't need this feature" which is certainly what it sounds like.  Then why does it/did it even exist as an option in the first place?
Nobody is saying that, I am just trying to understand you (and failing so far). I also do not understand why you can't use the regular VFB autosave feature for this (not the history autosave).

Quote
Ultimately the users determine how they use the product and if the option is there, chances are someone will find a reason to use it.
Of course, and we need to know that reason if we made a mistake and should revert some behavior. We do not understand the reason so far.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2024-08-13, 13:45:44
Let's be clear.  I don't personally use this feature.  I was simply confused as to why DR would make any difference to the OP's reasons (whatever they are) whatsoever.  That's it.  Nothing more.

One thing that does frustrate me sometimes with this forum, is simple questions being answered with questions and requests to justify your reasonings.  So perhaps it just got my back up a little bit and I replied with a reactionary response.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-08-13, 14:01:29
Our questions are so we can prioritize this, and see if any changes are required. Naturally we don't want to assume that we think is correct - we want to hear from you all on what and why you use a certain approach / feature / workflow, as there may be things not obvious to us. It is not an attempt to deflect, by answering a question with a question, just that we are trying to properly understand how and why something is used in real world work scenarios, so we can prioritize things accordingly (far better than us just assuming we know what is "the right way" to do something, right?). Hope this helps clarify why all the questions!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-08-13, 14:06:04
PS - also, the questions are so that if a change or fix is required, we get it right first time (we hope!), and that again means we have to understand precisely why this approach is needed (in this case, vs. other things that seem to us to achieve the same goal... but we may be wrong :) ).
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2024-08-13, 14:11:54
The discussion involved the devs, support, and QA.

"The article mentions how important user feedback is, so here’s how you can become part of the process!

So where is the user here? There has not even been a daily containing those changes, it just has been released in a final hotfix version with no chance to discuss anything, not to mention testing.

- Saying "this feature is a broken mystery" will help literally nobody. You should instead explain what exactly is wrong and how we can improve it.

I'd say instead, quoting a single expression without context won't help.

If you read 1) and 2) it should be clear. VFB history is an interactive feature and it got crippled because of some situation that may occur if users brain is in idle state. I already mentioned, that disabling history autosave in slave mode of course is something that should have been there out of the box. But why those master and sequence restrictions? No one would render a complete animation having history autosave activated. If so, it is just a user error, nothing more. Corona does not check dozens of other user errors like that (worse ones that should be handled at Corona side included). But in this case it does, while obscuring the feature at the same time.

And exactly right now I use that feature in Corona 11: the client has chosen a few shots and I render those frames into history because there will be some changes. And I need the current state for later comparison. And yes, it's a frame sequence (with disabled output). And yes, I have some DR nodes active to speed things up. The use case is to use the feature, that's it.

The obvious solution for me would have been to check at render start if 1. VFB history is enabled and 2. if a sequence is going to render and if so, to issue a warning when starting to render. This should be enough to solve that issue (if it even is one) without restricting a feature that has been working perfectly until now.

Finally about "mystery": try to make a lists of DR render on/off, iterative render, interactive render, frame sequence, single render where you would see the consequences of using VFB history autosave. And try to create a support article about it. And compare the result with the (former) philosophy of Corona.


Good Luck



Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2024-08-13, 14:35:52
Our questions are so we can prioritize this, and see if any changes are required. Naturally we don't want to assume that we think is correct - we want to hear from you all on what and why you use a certain approach / feature / workflow, as there may be things not obvious to us. It is not an attempt to deflect, by answering a question with a question, just that we are trying to properly understand how and why something is used in real world work scenarios, so we can prioritize things accordingly (far better than us just assuming we know what is "the right way" to do something, right?). Hope this helps clarify why all the questions!

I think the biggest issue is that when people post on the forums, they're generally mid-job and are looking for a quick fix/answer to a new problem.  The last thing they want/need is to have to put a full business case together in order to get a response to a relatively simple question.  And they most definately don't want to have to change all or part of their workflow mid job just to be able to achieve the same thing they were achieving previously
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2024-08-13, 14:57:30
And they most definately don't want to have to change all or part of their workflow mid job just to be able to achieve the same thing they were achieving previously

At any time, kick legacy stuff if outdated or designed newly and properly. But what is happening here is pure activism, destroying (again) a working and useful feature.


Good Luck



Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: karelbuhr on 2024-08-13, 15:44:02
Hello,

I'm not upset or anything. :)
So I'll try to explain in more detail:

I've been using history autosaves to save CXR files for quite some time. It was fine with me that these files were deleted after 3ds Max or C4D was closed because I would copy them to a folder with renders or rendered elements before closing. This way, if my clients wanted any changes to the image in progress, I could easily make them using the full CXR file in the VFB. That's why I prefer to keep these files. I agree that it doesn’t make sense to enable this for a single station and disable it for DR. I have two PCs with approximately similar configurations, so my render times are twice as fast. That’s why I use it. Before version 12, it sometimes saved thousands of CXR files, and I didn't mind. The problem now is that these files are no longer deleted after the application is closed, which causes that pop-up dialog to appear. In my case, it has frozen 3ds Max a few times.

If I can achieve the same result with Output Autosave without saving tens of GB for each image (which would use up my TBW within a year), I'm okay with that.

Have a nice day,
Karel
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-13, 16:08:16
Please try the autosave feature and let us know if it works for your use case. You can also load a CXR file (saved from autosave, manually, or any other way) into the VFB:
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2024-08-14, 16:02:52
Messages with feature request were moved to appropriate thread: https://forum.corona-renderer.com/index.php?topic=96.0

Please stay on topic people, this thread is for discussing issues related to Corona 13 daily builds. Don't make life harder than necessary for mods, thanks.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2024-08-16, 16:59:56
Please stay on topic people, this thread is for discussing issues related to Corona 13 daily builds.

All IS about v13. The fact that a v13 daily got v12.1 (the usual procedure) does not change the fact, that things are suggested here to be "ok" for v13. Nobody mentioned that any change is a temporary solution (cure the disease by killing the patient - see Francis Bacon) because there are issues. It is rather presented as a "fix" and I never ever want to have this "fix" in 12.1 nor in v13.


Good Luck



Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2024-08-16, 21:23:53
All IS about v13. The fact that a v13 daily got v12.1 (the usual procedure) does not change the fact, that things are suggested here to be "ok" for v13. Nobody mentioned that any change is a temporary solution (cure the disease by killing the patient - see Francis Bacon) because there are issues. It is rather presented as a "fix" and I never ever want to have this "fix" in 12.1 nor in v13.

There were few messages with wishlists for future versions. I moved them to feature request board. I think that everything that left here is appropriate for this discussion. Peace.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-08-19, 16:50:07
Okay, sorry about that. I'll try to be more clear. I just meant this (render history A/B comparison). When I use DR, it no longer saves the CXR file. But without DR it saves it.

Hi,

I have finally found time to conduct some tests for this. Corona 12 fh1, Max 2024:

• When rendering a single frame, with DR, the history autosave works as expected - file is saved on the master. Nodes do not save anything (it would be incomplete anyway). If confirmation window for deletion appears, OK-ing it will remove some file(s) and save, if cancelled, output will be saved without any deletion (this means confirmation window will appear on the next round of rendering too, as file count/size is reached)
• When rendering sequences, Max will throw a warning message, that only the last file will be saved, prompting for output. History autosave (not output autosave) is expected to not work here, which is fine with the tests too.

If you have a scene where rendering with DR does not do history autosave, please send it over and we will test it.

For the rest:
• Stopping (but not cancelling? any thoughts on this) IR should make history autosave. Currently it doesn't, only when pass limit is reached - this will be reported.
• Output autosave (the one made for full, complete renders by design), worked as expected in any scenario - single or sequence rendering, with or without DR. It automatically overwrote oldest files.

My suggestion is to use history autosave for IR (iterating over design, local rendering), and for complete frames use Output autosave, that is given you have not explicitly specified output for renders in Max.
The main difference is that history autosave automatically adds history items for convenience. But you can still load CXR from output autosave into history.

Another suggestion:
Output autosave automatically overwrites old files to store new ones, without any confirmation window.
Does it make sense to implement the same behavior for history autosave too?

Hope this clears things out.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2024-08-22, 05:44:01
Hi team

Not sure if this could be posted here, but it does affect the dailies.  I wrote a post here:
https://forum.corona-renderer.com/index.php?topic=43406.msg227275#msg227275

Look at the difference between Maxs Native Physcal Material vs Corona.  Its such a time waster!!!!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2024-08-25, 00:39:57
Hi Devs

Something that has been bothering me for years.  When you do a render and have bloom ON and THEN you want to REGION render an area, the bloom disappears when you re-render (ie when you have the 'clear VFB between renders' checked OFF).
is this something that can be fixed?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-08-26, 18:21:41
So, I started using Corona in 2018. I almost immediately complained that a Corona Light with direction set at .4 or above isn't properly visible in reflections/refractions.

This is still somehow a problem 6 years later.

Any plans to improve this?

Many thanks :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-08-26, 18:25:26
So, I started using Corona in 2018. I almost immediately complained that a Corona Light with direction set at .4 or above isn't properly visible in reflections/refractions.

This is still somehow a problem 6 years later.

Any plans to improve this?

Many thanks :)

Hi,

This is not quite v13 related.
It it because of POV, if a light source has some directionality, it is expected to not see if from some angles, same applies for reflections. You can use separate lights for lighting and for light source visibility.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-08-27, 10:12:49
The "prevent black appearance" option doesn't affect reflections and refraction, only direct visibility. We have this logged at (Report ID=CMAX-195).
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Avi on 2024-09-05, 11:42:04
Hi Devs

Something that has been bothering me for years.  When you do a render and have bloom ON and THEN you want to REGION render an area, the bloom disappears when you re-render (ie when you have the 'clear VFB between renders' checked OFF).
is this something that can be fixed?

Hi,

We have this logged in our system.

(Report ID=CMAX-1261)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: zaar on 2024-09-13, 09:57:19
Please please pretty please could we finally get a toon outline shader? Or even just expand coronawire to include a profiles mode (like sketchup profiles) without needing to outline every face?

At work currently to produce elevations with just the profiles outlined and not every polygon we are relying on a free third party exporter to export to sketchup and then produce them in there. If corona had the ability to render outlines it would have saved me genuinely weeks of work in the last two months.

It has been requested since 2014 for the exact same purpose and theres a TON of support for it every time someone posts about it. I dont think ive seen many people asking for ink and paint style shading. Just this outlines feature.

I imagine youll say you cant make any commitments to features etc etc and to post it in the feature requests etc which is fine. But toon outlines have been requested since the beta days and are consistently requested still and are one of the most backed and popular requests every time its mentioned. So if you could consider this for v13 it would make lots of your core user base very happy.

I think this topic produces a cognitive dissonance in Corona. From what I understand Corona sees itself as a cheaper (?) and simplified verision of v-ray that is more focused on just producing photoreal renders without all the clutter and confusion of all the settings and buttons in v-ray. Now contrary to popular belief, you don't need to touch all the buttons in v-ray render settings anymore. But there are other things like working with displacement that is very nice and simple in Corona compared to v-ray! So with this in mind one can understand that you can't just keep adding stuff all over, because at the end of that trajectory Corona eventually becomes V-ray? And then v-ray users would ask the question why they pay more for v-ray if they are almost the same? So Corona either has to increase it's price or v-ray has to lower it's price.

Corona has also described itself as being focused on visualisation, specifically architectural visualisation (correct me if I'm wrong here!). But in the process of visualising architecture it is not uncommon that the client or architect wants more NPR-like diagrams, sections, axonometric with lines on top of them. But then you are breaking the rule of being the "simple camera that just does photoreal rendering".

Going to sketchup to produce the lines seems like a pain. Depending on how much control you need over the lines, like do you need dashed hidden lines and so on? I think even V-ray toon falls short and you need to look at a specialised toon renderer.
What I've done is to set up a simple template Arnold file, that just renders everything with a white override material and black toon lines. I just merge tha camera and geometry and render. And as long as I don't have a lot of proxies and Corona specific stuff that won't render in Arnold it works ok and I can use it as a multiply layer in Ps.


EDIT: btw, this reminded me of how I a year ago or two, really needed to bake texture maps from a product visualisation job done in Corona. I had to manually convert everything to V-ray. Despite there being some compability, I had used a couple of corona specific maps that wouldn't render in v-ray. And there as a huge amount of manterials to go through. For my main task, Corona render was the perfect choice and a joy to work with! But for my secondary task it fell short. And if you as an artist more and more diversify into different kinds of tasks, you start to question Corona as your choice of renderer. IMHO Chaos could have solved this situation from arriving by simply not allowing any new render-specific maps to be created after the merger. This wouldn't have stopped either team from contributing or taking the lead on a new function/map, but the other team would have to ensure that it was compatible. If a Chaos TriplanarX5000 map was created by the Corona team in one release, one could expect the V-ray team to include Chaos TriplanarX5000 in the next release. From a developer side I'm sure there a billion reasons for why this would be a pain. But from a customer perspective this makes sense to me. Corona could still be Corona, but I could pay for a month of V-ray when I need those extra features like toon lines or texture baking.
Sorry if this is off topic and derailing the thread! I just want to help this situation that I and others are struggling with.

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ronaldjung on 2024-10-03, 15:20:01
I hope that the Vray, Gaussian Splatting, and Firefly remover updates arrive soon in Corona.

BTW, where do I find an updated Corona Renderer Road Map?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-10-03, 16:20:03
I hope that the Vray, Gaussian Splatting, and Firefly remover updates arrive soon in Corona.

BTW, where do I find an updated Corona Renderer Road Map?

I saw that Gaussian Splatting update too... Would be amazing!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2024-10-11, 10:54:38
Oof, the new caustics improvements in today's DB are sounding tasty! Thanks devs. This is what we like to see. Hope we can test here soon.

Edit: devs, do you have any visual examples of the changes and the impact they have by any chance? Would be super cool to see your internal tests for this and how they're impacting speed + quality.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2024-10-11, 15:44:55
I like the new distribution map presets, but i think in current implementation they are very limiting. We need controls for scale and also RW scale support. Instead of high-low variants of the same map, it would be much more useful if users could edit the balance (levels) and contrast. Rotation and perhaps offset would be very useful too. I know that most of those things can be achieved by other means, like adding UVW map and UVW xform modifiers to distribution object, but it's much more convenient to have all controls in one place, especially since switching between scatter and other objects is not particularly snappy operation even in medium complexity scenes.

Oh, and why UV channel selection is disabled with custom maps? A bug perhaps?

Edit: one more request - an option to invert map.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: 88qba88 on 2024-10-11, 15:45:29
I love it!
One light (corona disc, directionality 1), 2 lenses with dispersion (spheres with refraction set to 1, color white, roughness 0, caustics ON + dispersion 35 ON). All inside box with volume material applied (absorption + scattering, close to white color, distance adjusted to scene size).
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-11, 15:50:50
I did some similar experiments and I think there is one upgrade you could add: duplicate the lenses, apply Corona Slicer Mtl to them, and slice the volume box (not the lenses). This way you will end up with no volumetric medium inside the lenses. If we imagine that the volume box is smoke, then in your scene there is some smoke INSIDE the lenses too and it affects light passing through them. :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-10-11, 16:47:26
Current roadmaps are at https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max for Max and https://trello.com/b/dgI8vjDb/corona-tentative-road-map-cinema-4d for C4D, though with a focus on 12 Update 1 and not what is planned for next year (ie big pool hasn't been reviewed in a bit, as we'll wait til the next release is done - an example there is we hope to add the rendering of Gaussian Splats into one of the releases next year, but it's not on the map yet).

And yes, on release, this is being called 12 Update 1, not 13 :)

I hope that the Vray, Gaussian Splatting, and Firefly remover updates arrive soon in Corona.

BTW, where do I find an updated Corona Renderer Road Map?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-10-11, 16:56:19
An example of improvement, does not use the new volumetric caustics, both rendered for the same amount of time, no denoising to maximize the comparison, not run til clean to keep noise to maximize the comparison, between existing 12 Hotfix 1 and the 12 Update 1 daily:
https://corona-renderer.com/comparer/gQtUPv

PS they are all sat on a glass table, which is why the ground in the background also shows more cleaning up.

Example of volumetric caustics off and on, note when on the steam catches the light refracting out of the pool:
https://corona-renderer.com/comparer/irVEXo


Oof, the new caustics improvements in today's DB are sounding tasty! Thanks devs. This is what we like to see. Hope we can test here soon.

Edit: devs, do you have any visual examples of the changes and the impact they have by any chance? Would be super cool to see your internal tests for this and how they're impacting speed + quality.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-10-11, 17:01:43
A VERY early test, should make clear what volumetric caustics are - the stuff on the bottom surface is "usual caustics" that any engine offering caustics does, the refracted rays through the volume of the water are what few engines do:

Given this is a very early test, please don't share, but it will help here in case anyone is puzzled by just what volumetric caustics means (you can see the reflected or refracted rays of light pass through volumes, rather in the same way as you see direct light pass through volumes e .g. the "god rays" we are all familiar with)

PS I hope you don't see these in your pool, since that would mean a lot of particulate matter in your pool and just ewww ;)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2024-10-11, 17:22:28
Thanks Tom! Great to see examples and encouraged by the results. More of this generally, please! I'm sure the user-base really appreciates it.

Cheers,
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-10-11, 17:31:45
Thanks Alex! I figured the speed up here would be something y'all enjoyed as I know you have a lot of scenes that feature caustics :) Would love to hear how you get on with it when you get a chance to try it, you know where to find me lol!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-11, 18:09:00
I've started a playground thread for the new caustics as I believe they have a high fun factor. :)
https://forum.corona-renderer.com/index.php?topic=43709.0
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2024-10-12, 04:08:06
I love caustics and the first thing that I wanted to try to this new daily was the multiplier.
Finally, I have been asking for this from ages, glad to see that we can add more presence to this effect.
BTW
I had an issue with Chaos Scatter while installing the Daily
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2024-10-12, 08:23:55
Something feels off with this release.  As soon as i launch a IR render, imy system becomes almost unusable.  everything seems more laggy.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-14, 14:34:10
Something feels off with this release.  As soon as i launch a IR render, imy system becomes almost unusable.  everything seems more laggy.

Is this happening in any scene or only in some specific scene(s)?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2024-10-15, 01:14:54
just in general - while rendering, the VFB seems more laggy.  Even in windows in general - browsing the net, the websites feel laggy to (ie mouse stutters).  It just feels really off.  It never used to do this.  I am using a 5995wx TR if that helps.

Something feels off with this release.  As soon as i launch a IR render, imy system becomes almost unusable.  everything seems more laggy.

Is this happening in any scene or only in some specific scene(s)?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-15, 12:01:46
I was able to get some lagging/stuttering which does not seem to happen in V12 HF1. It is especially visible when IR is running and you pan/zoom/move the camera. We will look into it.
(Report ID=CMAX-1322)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-10-15, 13:58:12
Yeah, I'm experiencing this lag with IR too. I thought it was just from heavy scatters, but now I think not...

Windows 10. Max 2025.1 Threadripper 7970x
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Neil Cross on 2024-10-16, 17:24:18
I see we cant make any new posts under the new features thread so im gonna drop this here hoping we can see some similar features in future builds.

Gaussian Splats
Some cool VFB tools you could add to VFB 2.0
Luminaire Lights

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-16, 17:27:47
This thread is only for daily build-related things. If you would like to submit a feature request or vote for an existing one, please see https://forum.corona-renderer.com/index.php?topic=43440.0
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Neil Cross on 2024-10-16, 17:31:25
Yup I realised that after scrolling up and seeing Toms post.. thanks!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-10-16, 18:07:28
Just to continue misusing this thread briefly - I already predicted that gaussians and luminaires would be requests from Corona users once the V-Ray 7 feature set went public, so already have that down on the list of things to consider for next year :) OFC still add them to the Ideas Portal (unless they are there already, I am pretty sure gaussian splats are there if I remember right)

EDIT - For VFB 2 suggestions based on V-Ray 7, please list each feature separately rather than as an all-in-one request for multiple changes, thanks!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Neil Cross on 2024-10-16, 18:26:24
Awesome thanks Tom! Will do.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2024-10-17, 00:38:01
Hi.
I'm not sure if I understand this update:

"Extended CoronaBitmap about togglable aspect ratio lock button + added 'Fit to bitmap' button. The second one is available when Real World Scale is on and lock is not active."

What's this for? Triplanar?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2024-10-17, 05:26:22
its for maps that are NOT square.  For instance, a floorboard texture that is 2000pixels x 800 pixels.  It adjusts the ratio so that it maps correctly.

Hi.
I'm not sure if I understand this update:

"Extended CoronaBitmap about togglable aspect ratio lock button + added 'Fit to bitmap' button. The second one is available when Real World Scale is on and lock is not active."

What's this for? Triplanar?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shakedalon on 2024-10-17, 16:15:24
Are there any Corona to Vantage updates?
Especially in Corona color-correction terms , it's still not smoothly exported to vantage.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2024-10-18, 01:23:17
its for maps that are NOT square.  For instance, a floorboard texture that is 2000pixels x 800 pixels.  It adjusts the ratio so that it maps correctly.

Hi.
I'm not sure if I understand this update:

"Extended CoronaBitmap about togglable aspect ratio lock button + added 'Fit to bitmap' button. The second one is available when Real World Scale is on and lock is not active."

What's this for? Triplanar?

So... Does it work with triplanar?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2024-10-18, 09:26:17
So... Does it work with triplanar?

Why wouldn't it? It's just a aspect ratio lock button, nothing has changed in regards of how Corona physical material or triplanar work.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-18, 14:02:27
It seems to be working as expected with Triplanar. Here is a short demo.
Using Triplanar with RWS is a bit tricky. It looks like the dimensions specified in RWS bitmap are respected by triplanar when its scale is set to 1 unit.

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2024-10-18, 15:13:12
EDIT: Is it possible to have "fit to bitmap" available when NOT using RWS?

It seems to be working as expected with Triplanar. Here is a short demo.
Using Triplanar with RWS is a bit tricky. It looks like the dimensions specified in RWS bitmap are respected by triplanar when its scale is set to 1 unit.


Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-10-18, 21:04:09
EDIT: Is it possible to have "fit to bitmap" available when NOT using RWS?

it is, but you always UVW map the bitmap with tile mode, don't you? And it is more convenient to control the UVW map rather than the bitmap.
You can always change to RWS, fit to bitmap, then turn back to tile mode.

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2024-10-18, 23:24:18
EDIT: Is it possible to have "fit to bitmap" available when NOT using RWS?

it is, but you always UVW map the bitmap with tile mode, don't you? And it is more convenient to control the UVW map rather than the bitmap.
You can always change to RWS, fit to bitmap, then turn back to tile mode.

I'm specifically thinking about the usage together with triplanar.
So I wouldn't use a UVW map. I can control the overall size with the triplanar node, but switching to RWS to use the button "fit to bitmap" and then back to regular mapping doesn't seem to be a very convenient workflow, when it sounds like having that "fit to bitmap" available always wouldn't require much work on your end.
I may be wrong of course, but it sounds like this will be like the 'no open CXR button' situation in the VFB and for years we had to use "resume from file" instead.
If not too much bother, please, have the "fit to bitmap" button available at all times.
Appreciated.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2024-10-19, 00:13:26
I wonder why fit to bitmap is only available in RWS mode? This makes no sense to me. Please make it available all the time.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-21, 10:34:19
I wonder why fit to bitmap is only available in RWS mode? This makes no sense to me. Please make it available all the time.

I agree. Let's see if this can be done.
(Report ID=CMAX-1342)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2024-10-21, 12:03:19
Hi,
Want to mix light? Is this toolbar fixed?
This toolbar does not slide with the slider on the right.
Because there are too many lights, slide down to adjust the lights and slide back to the top to use this toolbar.
It doesn't seem very convenient. It's a small personal idea.
②Corona hopes to launch an official Chinese version.
I would like to express my gratitude to the Corona team.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-10-21, 15:45:31
I wonder why fit to bitmap is only available in RWS mode? This makes no sense to me. Please make it available all the time.

There can be a separate fix for triplanar to always respect texture aspect ratio, so there is no need to click on every CoronaBitmap's "Fit to bitmap" to use it with triplanar.

Fit to bitmap to automatically calculate the height/V tiling (based on width/U tiling) would not hurt to have, but that will mean UVW mapping usage difference.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-10-21, 16:04:13
Hi,
Want to mix light? Is this toolbar fixed?
This toolbar does not slide with the slider on the right.
Because there are too many lights, slide down to adjust the lights and slide back to the top to use this toolbar.
It doesn't seem very convenient. It's a small personal idea.
②Corona hopes to launch an official Chinese version.
I would like to express my gratitude to the Corona team.

To "lock" the toolbar to always be visible is reported now, thanks.
No info on Chinese version support for now, sorry. Hopefully there will be news sometime soon.

(Report ID=CMAX-1344)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-25, 15:04:38
I moved the viewport / IR performance discussion here: https://forum.corona-renderer.com/index.php?topic=43787.0
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2024-10-25, 16:33:02
I wonder why fit to bitmap is only available in RWS mode? This makes no sense to me. Please make it available all the time.

There can be a separate fix for triplanar to always respect texture aspect ratio, so there is no need to click on every CoronaBitmap's "Fit to bitmap" to use it with triplanar.

Fit to bitmap to automatically calculate the height/V tiling (based on width/U tiling) would not hurt to have, but that will mean UVW mapping usage difference.

Sorry, i missed your reply. I think fit to bitmap is quite useful even without triplanar. If RWS mode have it then i see no reason why 0-1 UV mode shouldn't, after all they're one and the same thing.

I'm not sure if i understand your last sentence, but if you're saying this will be addressed in one way or another, then please ignore my message.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shadyz on 2024-10-30, 20:31:13
Is there any possibility to implement this in Corona? Other engines like VRay or FStorm have it, and it's very useful for materials that use many maps. If adjustments to tiling or other parameters are necessary, it makes the process much faster.

Thank you!

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-10-31, 09:29:03
Is there any possibility to implement this in Corona? Other engines like VRay or FStorm have it, and it's very useful for materials that use many maps. If adjustments to tiling or other parameters are necessary, it makes the process much faster.

Thank you!

Please log your feature request on our Ideas Portal: https://support.chaos.com/hc/en-us/articles/27701668531729-How-to-request-a-new-feature
You will need to pick "Add a new idea" and describe your feature request in detail.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-10-31, 18:14:00
To be honest, I'm getting kinda sick of having this problem and asking this question, but here we go again:

How do I ensure the latest scatter is installed when I use the latest daily? It doesn't seem to install + update as expected.

From memory there is a manual install, but I cannot find the steps I must follow...

I can't even find information on which is the latest scatter release (to check if I have the latest installed or not, I only know do to lack of released features)

Please advise. Thanks!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-10-31, 20:07:35
To be honest, I'm getting kinda sick of having this problem and asking this question, but here we go again:

How do I ensure the latest scatter is installed when I use the latest daily? It doesn't seem to install + update as expected.

From memory there is a manual install, but I cannot find the steps I must follow...

I can't even find information on which is the latest scatter release (to check if I have the latest installed or not, I only know do to lack of released features)

Please advise. Thanks!

Hi,

A new (daily) build of Corona does not necessarily mean a new build of Scatter.
In any case, the installer automatically "sees" if the Scatter version needs updating (if it comes with the installer) and does so. If not, the previous version is kept.
It used to be like this for quite long.

Please tell which version of Corona you are using and what is the reported version of scatter in 3ds Max > Scatter object > info menu, so we can check.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-11-01, 08:27:08
To be honest, I'm getting kinda sick of having this problem and asking this question, but here we go again:

How do I ensure the latest scatter is installed when I use the latest daily? It doesn't seem to install + update as expected.

From memory there is a manual install, but I cannot find the steps I must follow...

I can't even find information on which is the latest scatter release (to check if I have the latest installed or not, I only know do to lack of released features)

Please advise. Thanks!

Hi,

A new (daily) build of Corona does not necessarily mean a new build of Scatter.
In any case, the installer automatically "sees" if the Scatter version needs updating (if it comes with the installer) and does so. If not, the previous version is kept.
It used to be like this for quite long.

Please tell which version of Corona you are using and what is the reported version of scatter in 3ds Max > Scatter object > info menu, so we can check.

Hi, I'm using latest daily of Corona; Oct 23 - Scatter installed is: 6.0.27947+daily-2024-07-30, build timestamp: Jul 30 2024 08:30:15

Is this correct? I only ask as I'd like to use the new scattering options I've seen promoted around the place.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-11-01, 09:10:59
If by "around the place" you mean VRay 7, then again it may not be the case, as builds vary for Corona and VRay too.
But if you have access to VRay 7, it should come with a newer version of scatter and it should be installed with VRay, and you can give it a try.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-11-01, 09:28:58
If by "around the place" you mean VRay 7, then again it may not be the case, as builds vary for Corona and VRay too.
But if you have access to VRay 7, it should come with a newer version of scatter and it should be installed with VRay, and you can give it a try.

Oh! I must've misunderstood that the new distribution scattering maps were available for Corona already. Apologies!

Ok, I'll continue to wait :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-11-01, 09:38:06
Oh! I must've misunderstood that the new distribution scattering maps were available for Corona already. Apologies!

They are available in the Corona 13 daily builds since the 10.10 build.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2024-11-01, 09:44:18
Hello, I hope distributed rendering can support regional rendering and selective rendering (pixel mask).
I would like to thank the corona team.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2024-11-01, 09:45:07
Hi, I'm using latest daily of Corona; Oct 23 - Scatter installed is: 6.0.27947+daily-2024-07-30, build timestamp: Jul 30 2024 08:30:15

Is this correct? I only ask as I'd like to use the new scattering options I've seen promoted around the place.

I'm on the same daily build, but my scatter version is 6.0.483047 timestamp Oct 9 2024 and i can confirm, distribution scattering maps are there.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-11-01, 09:49:33
I would suggest uninstalling Scatter (it is listed in the Windows "Programs and Features") and then running the newest Corona installer again.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-11-01, 09:59:23
I would suggest uninstalling Scatter (it is listed in the Windows "Programs and Features") and then running the newest Corona installer again.

Ok, this worked. Thanks.

So my first, earlier, query was relevant and this was the answer I was looking for.

Thanks again.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-11-01, 11:02:07
I would suggest uninstalling Scatter (it is listed in the Windows "Programs and Features") and then running the newest Corona installer again.

Ok, this worked. Thanks.

So my first, earlier, query was relevant and this was the answer I was looking for.

Thanks again.

Glad to hear that.
Nevertheless, if you have simply downloaded the dailies and installed them, the newer version should have been installed, it is strange that the scatter version was left at 07-30 DB.

Did you do some custom installation or so (multiloaders e.g., with just Corona version, without specifying scatter version)?
Did you have or installed VRay in between the daily builds of Corona?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-11-01, 13:32:32
I would suggest uninstalling Scatter (it is listed in the Windows "Programs and Features") and then running the newest Corona installer again.

Ok, this worked. Thanks.

So my first, earlier, query was relevant and this was the answer I was looking for.

Thanks again.

Glad to hear that.
Nevertheless, if you have simply downloaded the dailies and installed them, the newer version should have been installed, it is strange that the scatter version was left at 07-30 DB.

Did you do some custom installation or so (multiloaders e.g., with just Corona version, without specifying scatter version)?
Did you have or installed VRay in between the daily builds of Corona?

No custom install. And no vray installed.

This same issue has plagued me (and I know others) for at least a year... so it's on-going.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2024-11-05, 05:28:17
Hello, Corona sometimes has a full memory when using interactive, so here's your feedback.
Thanks again to the corona team
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-11-05, 10:17:01
Hello, Corona sometimes has a full memory when using interactive, so here's your feedback.
Thanks again to the corona team

Which exact version of Corona are you using and did this start happening after you installed this version? Was RAM usage lower in the older versions?
My best guess is that your scene is simply so heavy that it requires more RAM than you have available.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2024-11-05, 10:35:34
I am using corona 12.1. I did not have this problem when using 11.2 before. This problem also occurred when the scene file was small. The 96G memory was suddenly fully loaded and stuck. I could only end the application by opening the task manager. Thank you.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2024-11-05, 10:45:58
Current daily-2024-11-04:

Thanks for reverting from that VFB history restriction nonsense (https://forum.corona-renderer.com/index.php?topic=43296.msg227047#msg227047) and for the installer unpack option.

As for the "Update during animation" checkbox of VFB auto adjustments: I still cannot figure out a situation where this would be unwanted. What's the use case here?


Good Luck



Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: andrew1988 on 2024-11-05, 17:00:44
I am using corona 12.1. I did not have this problem when using 11.2 before. This problem also occurred when the scene file was small. The 96G memory was suddenly fully loaded and stuck. I could only end the application by opening the task manager. Thank you.

It sounds like a memory leak occurred
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2024-11-05, 17:03:59
I am using corona 12.1. I did not have this problem when using 11.2 before. This problem also occurred when the scene file was small. The 96G memory was suddenly fully loaded and stuck. I could only end the application by opening the task manager. Thank you.

It sounds like a memory leak occurred

It does, but it could be something completely different. We will do our best to find out what it is.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: i_mamun on 2024-11-10, 09:28:14
Hello, Corona sometimes has a full memory when using interactive, so here's your feedback.
Thanks again to the corona team


I'm also having the same issue, Some of my 3d scene uses full ram suddenly. But after restarting the scene it goes to normal state using 1/4 of ram memory
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-11-29, 15:51:47
Hi,

Currently on daily build 2024-11-04 I'm getting odd behavior with my lighting in IR - essentially the lighting is all wrong between camera switches, a restart is necessary each time. Never seen this before.

I have an env override on and some varied camera tonemapping overrides, but nothing else is special.

Please see video and attachments. Thanks.

ab_channel=AnotherAngle3DVisuals
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2024-11-29, 18:07:35
Hi,

Currently on daily build 2024-11-04 I'm getting odd behavior with my lighting in IR - essentially the lighting is all wrong between camera switches, a restart is necessary each time. Never seen this before.

I have an env override on and some varied camera tonemapping overrides, but nothing else is special.

Please see video and attachments. Thanks.

ab_channel=AnotherAngle3DVisuals

I believe it is the camera tone mapping overrides which need a restart to get updated for IR, just like camera object visibility.
You can try doing batch rendering of few cameras which have different tone mapping. They should all come out with expected tone mapping overrides.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-11-29, 21:22:12

I believe it is the camera tone mapping overrides which need a restart to get updated for IR, just like camera object visibility.
You can try doing batch rendering of few cameras which have different tone mapping. They should all come out with expected tone mapping overrides.

Has that always been the case?

I don't recall such behavior...
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2024-12-03, 09:32:38
Hello, the memory is often full these days. I hope this problem can be solved. Thanks again to the Corona team
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2024-12-03, 11:07:28

I believe it is the camera tone mapping overrides which need a restart to get updated for IR, just like camera object visibility.
You can try doing batch rendering of few cameras which have different tone mapping. They should all come out with expected tone mapping overrides.

Has that always been the case?

I don't recall such behavior...

Unfortunately yes. Tone Mapping Overrides "break" in IR when you make changes, and you're forced to restart IR each time you make a change. It's quite unfortunate and often catches you out because it doesn't warn you and you can be led to a false impression that something is wrong/not working, when in fact it is fine, when you restart IR or just render normally.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2024-12-03, 13:05:35
Damn, I either completely forgot this, or have never noticed.

I can only assume it has, indeed, unknowingly caused me issues through the years.

Either way; this should be high on the priority list to fix.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2024-12-05, 09:54:59
Polygonal Region Rendering
Hello, I hope the next version of Corona will have the same polygonal area rendering function as VRAY. This function is so useful. I hope Corona can add this function. Thanks to the Corona team
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2024-12-05, 12:25:04
Polygonal Region Rendering
Hello, I hope the next version of Corona will have the same polygonal area rendering function as VRAY. This function is so useful. I hope Corona can add this function. Thanks to the Corona team

For any feature requests, remember to vote for them or add them if not already there over on the Ideas Portal at https://chaoscorona.ideas.aha.io/ - we don't track feature requests from the forum itself any more. Thanks!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Chatchawind on 2024-12-14, 08:11:44
Hello, the memory is often full these days. I hope this problem can be solved. Thanks again to the Corona team

I have the same issue : Memory leak when using IR > sometimes moving objects or changing materials suddenly memory goes up full of total amount (128GB) normally I use only 44GB for this scene but 3ds max doesn't crash it is just freeze I need to force to close my 3ds max. I also have the same cpu AMD Ryzen 9 7950X.  Anyway I am not alone with this problem.

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: michaltimko on 2024-12-16, 12:57:46
Corona version: 12 Update 1 (Release Candidate 1)

Not sure if this was reported already but there is small but quite annoying bug when IR is set to stop after certain number of passes and you are tweaking parameters in classic/slate material editor or anywhere in 3ds max. Once the target is reached (for example 6 passes out of 6) - max will deselect your cursor from where you are currently at with your mouse.

For example tweaking bump value require you to click into bump "field" every time IR finishes all the passes instead of keeping bump value selected. Or if you are tweaking UVW map - after typing desired value, IR finishes and deselect you out so instead of typing value again and pressing enter, you have to click into the field again.

Another issues i have is corona error messages popping up from minimized state randomly (quite often).

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2025-01-14, 07:11:19
Latest Daily - Finding that the UI is still very sluggish.

Win 11
Max 2024
TR 5995wx
4090
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-01-14, 08:53:23
Corona version: 12 Update 1 (Release Candidate 1)

Not sure if this was reported already but there is small but quite annoying bug when IR is set to stop after certain number of passes and you are tweaking parameters in classic/slate material editor or anywhere in 3ds max. Once the target is reached (for example 6 passes out of 6) - max will deselect your cursor from where you are currently at with your mouse.

For example tweaking bump value require you to click into bump "field" every time IR finishes all the passes instead of keeping bump value selected. Or if you are tweaking UVW map - after typing desired value, IR finishes and deselect you out so instead of typing value again and pressing enter, you have to click into the field again.

Another issues i have is corona error messages popping up from minimized state randomly (quite often).

I couldn't reproduce this in the final Corona 12 Update 1. If it's still happening to you, could you provide a screen recording?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-01-14, 08:54:40
Latest Daily - Finding that the UI is still very sluggish.

Win 11
Max 2024
TR 5995wx
4090

Could you explain what exactly you are doing and which part of the UI is sluggish? A screen recording would be great.

Update: logged as support ticket #334112

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-01-14, 17:19:04
"Camera tone mapping overrides not updating in IR" is now logged as support ticket #334116. I couldn't reproduce it so would like to investigate it.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2025-01-16, 20:43:05
So, I was plagued by the slow-down problem that so many of us experienced. I upgraded in the hopes that this was resolved. I guess, it was... BUT

Now I'm just getting a similar (and sometimes worse) sluggish experience across my whole PC. Not when rendering in IR but bigtime when opening scenes, when merging other scenes, when loading new materials into the scene. It's so slow that my music stops/lags. Much worse than previous and this only started with the latest daily.

So, 1 step forward, 2 steps back, guys. What did you do to cause this? Something went wrong...
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-01-16, 20:46:34
So, I was plagued by the slow-down problem that so many of us experienced. I upgraded in the hopes that this was resolved. I guess, it was... BUT

Now I'm just getting a similar (and sometimes worse) sluggish experience across my whole PC. Not when rendering in IR but bigtime when opening scenes, when merging other scenes, when loading new materials into the scene. It's so slow that my music stops/lags. Much worse than previous and this only started with the latest daily.

So, 1 step forward, 2 steps back, guys. What did you do to cause this? Something went wrong...

Funnily enough this is pretty much what I experienced when first installing Update 1, it just felt A LOT more resource hungry than any version prior to it.  Having said that, it's not as bad anymore but I can't remember if I changed any settings or if I've just learnt to live with it now
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-01-17, 09:15:47
@anyone with this problem, please share any problematic scene with us (even if it's just a teapot) and let us know what your exact CPU model is.
The best contact channel is https://support.chaos.com/hc/en-us/requests/new
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: michaltimko on 2025-01-17, 11:51:30
Corona version: 12 Update 1 (Release Candidate 1)

Not sure if this was reported already but there is small but quite annoying bug when IR is set to stop after certain number of passes and you are tweaking parameters in classic/slate material editor or anywhere in 3ds max. Once the target is reached (for example 6 passes out of 6) - max will deselect your cursor from where you are currently at with your mouse.

For example tweaking bump value require you to click into bump "field" every time IR finishes all the passes instead of keeping bump value selected. Or if you are tweaking UVW map - after typing desired value, IR finishes and deselect you out so instead of typing value again and pressing enter, you have to click into the field again.

Another issues i have is corona error messages popping up from minimized state randomly (quite often).

I couldn't reproduce this in the final Corona 12 Update 1. If it's still happening to you, could you provide a screen recording?


I can reproduce it even with simple teapot. I`ll prepare scene with instructions and upload.

Regarding performance - im also experiencing what was already described many times (threadripper 64c, 256gb). Im using corona since pre-alpha when Ondra was coding it alone and we were testing new stuff at 2am morning talking on Skype. I had more APM in Corona than in Starcraft Diamond league while working, it was so snappy (its just very strong nostalgia).

Now its more about waiting until max unfreezes so i can finally replace texture or pan 5k image in buffer from one side to another while zoomed in. Im very happy how far Corona is right now and i also understand that i can`t compare much simpler builds with current situation so i hope this performance issue will be solved in upcoming months because sometime its very frustrating.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2025-01-17, 14:59:45
I wish Ondra would chime in at least. Having him again would be so good.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2025-01-20, 08:07:08
The VFB on the latest daily so so delayed even with tone mapping adjustments.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-01-20, 09:00:06
The VFB on the latest daily so so delayed even with tone mapping adjustments.

Have you got a curves operator in your stack?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2025-01-20, 23:02:46
nop

The VFB on the latest daily so so delayed even with tone mapping adjustments.

Have you got a curves operator in your stack?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2025-01-23, 22:34:43
definitely an improvement with the latest HOTFIX - well done team :)  More of that please :)

Thought - seeing as though the only thing that is still bad and i dont think its all corona related - is the material editor.  It would be great if corona had its very own material editor, outside of autodesk with the hope that the UI is completely in the hands of the Corona team.  the material editor in Max has forever been laggy.  I did write a post on this with a supporting video.
https://forum.corona-renderer.com/index.php?topic=43406.15

have a great weekend all.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2025-01-23, 22:44:38
definitely an improvement with the latest HOTFIX - well done team :)  More of that please :)

Thought - seeing as though the only thing that is still bad and i dont think its all corona related - is the material editor.  It would be great if corona had its very own material editor, outside of autodesk with the hope that the UI is completely in the hands of the Corona team.  the material editor in Max has forever been laggy.  I did write a post on this with a supporting video.
https://forum.corona-renderer.com/index.php?topic=43406.15

have a great weekend all.
That would be the old Qt story... vote for it here:
https://chaoscorona.ideas.aha.io/ideas/CMAX-I-23 (https://chaoscorona.ideas.aha.io/ideas/CMAX-I-23)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-01-23, 23:19:36
I have a feeling that with every single release material editor is getting slower and slower. Going to cast my vote on Qt rewrite request, although i doubt if that will change anything :/
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-01-24, 10:13:00
definitely an improvement with the latest HOTFIX - well done team :)  More of that please :)

Thought - seeing as though the only thing that is still bad and i dont think its all corona related - is the material editor.  It would be great if corona had its very own material editor, outside of autodesk with the hope that the UI is completely in the hands of the Corona team.  the material editor in Max has forever been laggy.  I did write a post on this with a supporting video.
https://forum.corona-renderer.com/index.php?topic=43406.15

have a great weekend all.

Glad to hear that!

Quote
I have a feeling that with every single release material editor is getting slower and slower. Going to cast my vote on Qt rewrite request, although i doubt if that will change anything :/

It is definitely going to bring improvement. It will be even more visible with long sessions of 3ds Max (current implementation tends to get slower the more it is used in a session, while VRayMtl, which is Qt based, is snappy no matter when).
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2025-01-24, 11:39:03
Does that mean you are working on it? That would be finally a good reason to upgrade for me.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-01-24, 11:48:55
Does that mean you are working on it? That would be finally a good reason to upgrade for me.

Haha it certainly sounds like it, that's what I read into Arams response anyway
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-01-24, 18:08:13
If there are updates on it, users will sure be notified about it :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-01-24, 19:47:07
It is definitely going to bring improvement. It will be even more visible with long sessions of 3ds Max (current implementation tends to get slower the more it is used in a session, while VRayMtl, which is Qt based, is snappy no matter when).

Oh, i have no doubts that Qt rewrite would significantly improve responsiveness. What i wanted to say, is that i don't think that users' voting have big impact on your decision wether to implement certain feature or not.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-01-25, 12:22:38
Quote
Oh, i have no doubts that Qt rewrite would significantly improve responsiveness. What i wanted to say, is that i don't think that users' voting have big impact on your decision wether to implement certain feature or not.

Voting in AHA currently has the biggest possible impact from user side for a feature request.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2025-02-15, 00:09:40
Hey Corona Devs - whats going on with new development?  usually theres heaps of activity in the road map - just checking that this is still the active link?
https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

I saw that sketchup/vray had a release update (VFB upgrades) - i assume thats coming soon?

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: zaar on 2025-02-17, 09:49:03
Yeah, the pool of big ideas seem to have thinned out. My hope is that the devs are so busy working on gaussian splats that they don't have time to update the trello :D

Looking back in the trello one can see that a whole lot of amazing work has been done over the years! We hope to see Corona lead and evolve the same way in the future. But right now I have a feeling of lack of momentum that makes me a bit worried.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2025-02-17, 18:00:30
I was wondering when could we have a way to turn off/on denoiser IR directly from VFB, right now it doesnt work, it only works with Production rendering.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: zaar on 2025-02-17, 18:33:47
You can, (unless there’s something changed in 13) under the performance tab. Denoising for IR is a separate setting from production rendering.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2025-02-17, 18:41:14
You can, (unless there’s something changed in 13) under the performance tab. Denoising for IR is a separate setting from production rendering.

Ohh I forgot to mention that its needed in VFB
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Mr.White on 2025-02-20, 10:03:33
Yeah, the pool of big ideas seem to have thinned out...
...But right now I have a feeling of lack of momentum that makes me a bit worried.

Don´t forget: As different news sources told in the beginning of the year, Ondra joined another "project" - so that surely had an effect.

But i have full trust in the actual team.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-02-20, 10:38:38
The roadmap was updated yesterday. I think folks who over the years has been asking for NPR rendering, might be very pleased with it.

Don´t forget: As different news sources told in the beginning of the year, Ondra joined another "project" - so that surely had an effect.

I didn't know that. Would you mind to share a link to those sources, please?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Mr.White on 2025-02-20, 10:49:18

I didn't know that. Would you mind to share a link to those sources, please?

Yes, surely. It´s just three sources, there are many more.

https://www.linkedin.com/posts/jakub-cech_ondra-karlik-joins-mode-maison-as-head-of-activity-7287820237947731968-bW-O
https://www.linkedin.com/posts/mode-maison_ondra-karlik-joins-mode-maison-as-head-of-activity-7287500536038187008-hCAM
https://finance.yahoo.com/news/ondra-karlik-joins-mode-maison-140000277.html
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-02-20, 11:21:04
Thank you!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-02-20, 13:19:42
The big pool if ideas is thinned out just because I haven't been updating it :) There are too many possible ideas that it would be counter productive to list them all, and confusing to list only a few. The best thing to refer to in place of that these days is the Ideas Portal, to see what is getting the most user votes, as that is a major guiding star in terms of things we consider for future versions (https://chaoscorona.ideas.aha.io/ ). So, that list is not a change in momentum for any reason, simply a change to it not getting updated :) Meantime I don't want to delete it until it gets cleared out.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: zaar on 2025-02-21, 11:56:55
Nice to see some updates! Surpriced and dissapointed not to see gaussian splats there. Like this is something that I really want to offer to my clients as soon as possible, and I see my self going elsewhere to experiment with this soon.

Toon... a bit baffled (and dissapointed in relation to other priorities) but also intrigued. I just held a class this week on how to take your corona project into arnold to render out toon lines to overlay and do "artistic" images in photoshop. Odd to see this after I've just told students, that even though lines rendering is not an uncommon requested in archviz, corona has always had it's focus on being a photo real camera that's easy to use. I know a lot of people will be happy about this. But I want my splats first :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-02-21, 13:02:23
Splats are planned for 14, because there is still ongoing work there from the innovation and V-Ray teams, so rather than rush it into 13 it is better to a) take our time and b) when we release in 14 we'll catch whatever the latest wave of features and development is from Chaos overall, rather than release then have to update right away in the next version :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Marijan on 2025-02-22, 11:51:12
Any ideas when Porting Material and Render Dialog UIs to Qt could be implemented?
It's the most popular request in Corona Ideas Portal with almost twice as much votes comparing to Toon shading.

Recently, I worked on a project in V-Ray after many years of working with Corona.
The difference in the material editor response is significant, and consequently, the workflow and productivity is improved.
I don't want to diminish the value of toon shading, I know that some users have been wanting this feature for years
but improving material editor response could be great improvment in everyday work for all users.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-02-24, 13:47:09
We might see some initial / partial work on this for Corona 14, though 14 isn't fully planned out yet (and won't be until 13 is released). BTW, back when mapping out plans for 13 it was not that far ahead of Toon shading, and Toon shading also has a history dating back to 2016 or more on the forums that we also took into account :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2025-02-24, 15:32:07
We might see some initial / partial work on this for Corona 14, though 14 isn't fully planned out yet (and won't be until 13 is released). BTW, back when mapping out plans for 13 it was not that far ahead of Toon shading, and Toon shading also has a history dating back to 2016 or more on the forums that we also took into account :)
My 2 cents - even though Toon might be on the list for quite some time its availability will affect a smaller group, while a Qt port will benefit all users.

I think material/map UI components would be the most pressing as these are slowing down working with Corona the most, the render dialog can probably have less priority.
Is Scatter's modifier UI already ported?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2025-02-24, 16:20:35
Agree. Not sure why something that's clearly well outside of Corona's photorealism modus operandi is taking priority over something (interface slowness) that affects quite literally every single Corona user in every single use session, no matter what you're doing with it. It's nice that Toon stuff is happening, but the priorities here are... strange. It currently sounds like it's not even a priority in 14 either but more of a starting point there for release more likely in 15? And toon stuff won't be any kind of innovation either, when it's in. It'll be catching up with other NPR engines from many years ago, so I don't really put it into an "innovative new tools" mindset. Doesn't make sense to me, sorry!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-02-24, 16:53:56
Toon was such a long, long standing request, the one usually trotted out to say "You never listen to us users! We've been asking for Toon for years!", it was top of the list on Aha for some time (back when decisions were being made for 13), plus Toon had a lot of work on it was done during the Rendathon last year so it already had a head start.

The Qt rewrite is a major project that will take a long time, which is why 14 is described as possibly having some initial version of it (e.g. rewriting the Corona Physical Material only, or some other such well-defined subset), and then we'll see incremental updates as we go, as it can't be fitted into a single release.

There are also things we have to do for Update 2 etc. that limit what we can work on for 13, which made Toon a viable option and Qt not so much.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: RecentSpacesSam on 2025-02-25, 11:26:32
I appreciate that software development isn't necessarily as straightforward as saying "just change it from A to B" but I'm curious to know if the QT re-write could be done in stages?

As others have mentioned the biggest impact would be the material editor change so even if just the CoronaPhysicalMtl was updated in 12u2 (or 13) and other parts of the UI followed in later versions this would already have a huge effect on productivity.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2025-02-25, 11:34:06
I appreciate that software development isn't necessarily as straightforward as saying "just change it from A to B" but I'm curious to know if the QT re-write could be done in stages?

As others have mentioned the biggest impact would be the material editor change so even if just the CoronaPhysicalMtl was updated in 12u2 (or 13) and other parts of the UI followed in later versions this would already have a huge effect on productivity.
Side note, slightly related - not sure what's happening with LayerMtl but it looks like adding a new Layer to it will update all layers (probably registering/re-ordering anim tracks for all 10 layers...?) adding a lot of overhead and time until you can work again.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-02-25, 14:18:13
We're already well underway with 13, which is why the Qt part won't appear in it (barring something planned miraculously taking a lot less time to implement and test.... I mean everything is just a plan :) But Qt is not in the plan for 13), and this idea of doing it in stages is why it's called an "initial" version on 14.

As a note, it is not yet known or proven how much, if any, of a benefit would come from doing it, which is also why 14 will not be the total rewrite, but some subset so that everything can be tested and checked. This will then inform future plans along those lines.

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-02-26, 17:04:03
For once in recent times, i'm not complaining.  Really looking forward to 13 now that toon is being implemented.  However I will repeat, I don't think anyone wants a fully comprehensive 'toon' shader - just a better implementation of CoronaWires.  Personally for me better Wires is a higher priority than faster UI.  I can currently use the UI, even if it's slow, it's not stopping me doing anything, it's just making me do it slower.  Not having properly behaving wires is stopping an integral part of my workflow that up until now, I've had to find shoddy workarounds for.

Whilst one of Corona's aims is photorealism, the first sentence on it's product page is this "Chaos® Corona is the only renderer created specifically for high-end architectural visualization." - so whilst Toon/Wires aren't a tool aimed at photorealism, they are an integral part of many architectural visualisation workflows.  Arch Viz goes beyond realism, so in my opinion if a piece of software is dedicated to 'arch viz' then it should have all the necessary tools inside of it to cover the full arch viz pipeline.

Someone also mentioned that it isn't 'innovation' and it's merely bringing Corona up to speed.  Again, personally, I'd rather be up to speed than behind.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2025-02-26, 17:43:28
Any ideas when Porting Material and Render Dialog UIs to Qt could be implemented?
It's the most popular request in Corona Ideas Portal with almost twice as much votes comparing to Toon shading.

Recently, I worked on a project in V-Ray after many years of working with Corona.
The difference in the material editor response is significant, and consequently, the workflow and productivity is improved.
I don't want to diminish the value of toon shading, I know that some users have been wanting this feature for years
but improving material editor response could be great improvment in everyday work for all users.

Was it VRay GPU or CPU you were using?  I'm just curious why with VRay slate would be snappier (I don't doubt it, I seem to vaguely remember experiencing it back in the day.)  Are aspects of slate\VRaymtl ported to QT already or something?

I'm happy for those users getting their toon shader but, man, for me the sluggishness with SME is such a buzz kill.  Will be great to see that getting improved one day!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-02-26, 17:50:03
Are aspects of slate\VRaymtl ported to QT already or something?

Yes: https://www.chaos.com/blog/the-qt-fication-of-v-ray
This article also explains how much work it is to convert from win32 to Qt.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2025-02-26, 21:02:03
Are aspects of slate\VRaymtl ported to QT already or something?

Yes: https://www.chaos.com/blog/the-qt-fication-of-v-ray
This article also explains how much work it is to convert from win32 to Qt.

Thanks Maru!  Interesting read.  Definitely would be amazing if\when it happens.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2025-03-03, 20:05:40
Hi
Im testing the newest Daily Build (chaos-corona-13-3dsmax-daily-2025-02-28.exe)
CoronaMix map has changed its behaivior, heres an example of the same material, in Corona 12 update 1 hotfix 1 and with the new one.
This is messing with all the materials that are using CoronaMix, could it be related to "Added mix alpha option to CoronaMix map"
I have tried recreating the material and its giving me the same new ressults, could we have a "legacy behavior" option like other maps or what can I do to restore the old behaivior?
The only "solution" is to turn off "perform mixing in sRGB space" but it seems thatt the color is not the same
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-03-06, 11:58:47
Thanks, this is now confirmed and logged for the devs.
(Report ID=CMAX-1509)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2025-03-08, 20:33:54
Hi,
on Interactive Lightmix is no more possible to select the lights in the scene by pressing the right  mouse botton.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-03-10, 10:30:14
Hi,
on Interactive Lightmix is no more possible to select the lights in the scene by pressing the right  mouse botton.

Hi,

It is possible, you just have to click on the free space after the layer name.
Nevertheless, this is reported now and will be improved - right click on any part of the row should open the context menu.

(Report ID=CMAX-1514)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Mattschia on 2025-03-16, 12:36:07
Hello, I'm having issues with the Vantage export: all the materials that have a Color Correction texture (max native one, not the plugin) don't get translated properly and have missing textures in Vantage, is this a known issue?

I've tried for testing to remove the color correction but my maxscript is not great and i can't get the original texture to be translated:

for m in (getClassinstances color_correction) do replaceInstances m (BitmapTexture texmap:(getSubTexmap m 1))

Can anyone help?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-03-20, 16:19:07
I tried with the 3ds Max Color Correction and Corona Color Correct and the results seem pretty close. Could you please specify what exactly you mean by "don't get translated properly and have missing textures"? Could you share a sample scene, or at least screenshots showing what you are getting?

Update: I am pasting a maxscript I wroteChatGPT wrote. It removes the Corona Color Correct and Max Color nodes from material diffuse slots and instead plugs the bitmaps directly. It works for any material which is assigned to any scene object. I couldn't force it to affect all material editor materials, even unassigned.

Code: [Select]
-- Global recursive function to process materials
fn processMaterial mat =
(
    if mat == undefined then return ()  -- Skip if undefined

    if classof mat == CoronaPhysicalMtl then
    (
        if mat.baseTexmap != undefined do
        (
            -- If the diffuse map is a Color Correction or Corona Color Correct node, strip it
            while (classof mat.baseTexmap == Color_Correction or classof mat.baseTexmap == CoronaColorCorrect) do
            (
                local ccMap = mat.baseTexmap         -- current color correction node
                local originalMap = getSubTexmap ccMap 1  -- get its input (the bitmap)
                if originalMap == undefined then exit  -- if there is no submap, exit the loop
                mat.baseTexmap = originalMap          -- assign the bitmap directly to the diffuse slot
            )
        )
    )
    else if classof mat == MultiMaterial then
    (
        -- Process each sub-material recursively
        for s = 1 to mat.numsubs do
        (
            processMaterial mat[s]
        )
    )
    -- (Optional: handle other container material types as needed)
)

-- Main function to gather and process all materials
fn RemoveColorCorrectionsFromCoronaMaterials =
(
    local allMaterials = #()  -- array to store unique materials

    -- Add all materials assigned in the scene
    for m in scenematerials do
    (
        if m != undefined do append allMaterials m
    )

    -- Add materials from the Material Editor if not already included
    for i = 1 to meditMaterials.count do
    (
        local m = meditMaterials[i]
        if m != undefined and (findItem allMaterials m) == 0 do append allMaterials m
    )

    -- Process each material
    for mat in allMaterials do
    (
        processMaterial mat
    )
)

-- Execute the script
RemoveColorCorrectionsFromCoronaMaterials()
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Ledahublanc on 2025-03-28, 16:33:27
Hi,

I have this error when launching 3dsmax 2026 on clean install :
Impossible d'initialiser DLL <c:\programdata\autodesk\applicationplugins\chaosscatter3dsmax2026\ChaosScatterMax2026.dlt> correctement - échec de chargement.

everything is ok on 2025 !
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-03-28, 16:37:56
We do not support 3ds Max 2026 yet. Check out this post by Tom G: https://forum.corona-renderer.com/index.php?topic=44692.msg232315#msg232315
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: v.p.vlasenko on 2025-04-04, 14:48:51
Hi,

hiding/unhiding layer with corona light (and, probably, lights itself) cause max crash with latest daily. Previous doesn't have such problem.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-04-04, 17:16:28
Thank you for reporting this, I was able to reproduce it and logged it as (Report ID=CMAX-1575).
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: 3dcorner on 2025-04-08, 16:13:58
Hi

I have a crash when exiting Isolation Selection with the latest build from 28 March. Going back to the previous build of the Corona fixed the issue.
I also tried resetting 3ds Max to the default and reinstalling Corona, but that didn't help.

Tom
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-04-08, 16:21:07
Could you send us a scene where this can be reproduced at https://support.chaos.com/hc/en-us/requests/new ?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Giorgos Zacharioudakis on 2025-04-09, 09:41:58
Hi,

I am having the same issue with the latest daily. Reverting back to previous daily fixed the issue.
Thank you for your time and effort.

Giorgos



Hi

I have a crash when exiting Isolation Selection with the latest build from 28 March. Going back to the previous build of the Corona fixed the issue.
I also tried resetting 3ds Max to the default and reinstalling Corona, but that didn't help.

Tom
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-04-09, 10:15:22
@Giorgos - Could you send us a scene where this can be reproduced at https://support.chaos.com/hc/en-us/requests/new ?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: NazarVitkovskyi on 2025-04-09, 13:44:43
logged: (Report ID=CMAX-1586)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-04-09, 16:04:39
Hi,

I am having the same issue with the latest daily. Reverting back to previous daily fixed the issue.
Thank you for your time and effort.

Giorgos

Hi,

This is fixed internally already and should be in upcoming Corona 12 Update 2 RC (release candidates).
Please stay tuned and test with it, thanks.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2025-04-22, 08:54:46
Hello, I have previously reported that when using interactive rendering, the memory bar will suddenly become full and the rendering will freeze. Have you solved this issue? Thanks again to the Corona team
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-04-22, 11:30:38
Hi, perhaps the scene is so complex that it requires more RAM? If you would like us to look into this issue, please submit a support ticket at https://support.chaos.com/hc/en-us/requests/new
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: giorgi909 on 2025-04-28, 10:34:15
Hi guys, the new scene parsing when scrubbing the timeline is an awesome feature, so are you planning to add it for the final render also? It would greatly speed up rendering the animations. Are you considering this for the next version or for the future?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2025-04-28, 16:31:01
Hi guys, the new scene parsing when scrubbing the timeline is an awesome feature, so are you planning to add it for the final render also? It would greatly speed up rendering the animations. Are you considering this for the next version or for the future?

Yeah if somehow this could work that way with Pulze Render Manager with the nodes is would reduce some of my animations by 30-50% where long load times kill me...not sure if this would work for non GUI instances like that but if so, wow.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-04-28, 16:58:48
Right now it only works when scrubbing the timeline while IR is running. Making this work also when parsing each frame of a sequence sounds like a natural next step to this, so once we'll have any updates on this, we will be sure to include them in the roadmap.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: giorgi909 on 2025-04-29, 15:52:42
Right now it only works when scrubbing the timeline while IR is running. Making this work also when parsing each frame of a sequence sounds like a natural next step to this, so once we'll have any updates on this, we will be sure to include them in the roadmap.
That's all great, but it seems like you guys had it on the roadmap for quite some time in the pool of big ideas, for like more then 5 years if I'm not mistaken?  but only implemented it when Vantage required it. I think this feature should be on the Top priorities list. It would be a massive step up for the animation industry as a whole. It would literally save us days and weeks
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2025-05-04, 09:58:39
Hello there, i have a problem im not sure if I'm the only one dealing with or not. the bug exists in any and all scenes new or old.

 The problem starts once I use the place tool, or rotate object or orbit the camera when interactive render is active it would seem like the axis would just go all hey wire, the rotations become extreme and off axis.

Attached is a screen recording of the situation (https://streamable.com/qj9p5s) Mind that the mouse for some reason is not in the correct place in the recording but can assure you that I know how to use the tools
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-05-04, 14:21:11
It seems you're not the only one experiencing this issue: https://forum.corona-renderer.com/index.php?topic=44847.0

I'm holding off from updating to the latest release then.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: NazarVitkovskyi on 2025-05-05, 10:55:10
 The issue you reported has been escalated to our development team.
https://jira-chaos.atlassian.net/browse/CMAX-1626
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2025-05-05, 17:43:05
The issue you reported has been escalated to our development team.
https://jira-chaos.atlassian.net/browse/CMAX-1626

Great, having the same issue.  Be great to see a fast fix since it's a little debilitating.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Ink Visual on 2025-05-07, 15:46:40
Is there any chance we will see cryptomatte/CXR saving improvements in version 13?
It's really mixture of these feature requests:
https://chaoscorona.ideas.aha.io/ideas/CC4D-I-31
https://chaoscorona.ideas.aha.io/ideas/CMAX-I-170
 
It's such a waste not to being able to use cryptomatte in animations due to the CXR file sizes atm.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-05-07, 17:05:48
No plans for Corona 13, writing our own save routines would be a major undertaking and there was already too much in 13 for it to be in this round, sorry.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2025-05-15, 17:25:27
I'm running the latest Daily (5/7...haven't upgraded to today's HF yet) and I am occasionally having an issue where the first time I use IR upon opening a scene it renders 'empty.'  As in no geometry visible, just the environment background.  If I turn off IR and start again usually everything shows up.

Anyone else experience this?  I don't know that it's scene specific, I have two totally separate scenes where it's happening.  Maybe the latest HF fixes it but I don't see it on the changelog.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-05-15, 17:32:18
Sounds like the elusive "lock icon" issue. Try this:
1. Open Render Setup window
2. Disable the little lock icon in the top-right corner
3. Select any viewport other than the one you want to render from
4. Select the viewport you want to render from
5. Enable the little lock icon again
6. Render

For me, 3ds Max sometimes disables that icon by itself, or perhaps it's a keyboard shortcut I press by accident.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2025-05-19, 17:43:48
I played with this a little and wasn't able to get it to work for me but I appreciate the idea.  It's like I'm in isolation mode but with no geometry.  Cycling IR on\off once solves it, though and the problem doesn't come back until I open max again.  Interestingly if I don't cycle IR on\off and try production render it doesn't generate anything either and then the scene crashes shortly after.

I'll have to upgrade to the latest HF and try with some fresher scenes and see if it keeps happening, especially if no one else is seeing the same behavior.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-05-21, 17:31:20
Could you please contact us at https://support.chaos.com/hc/en-us/requests/new and attach any scene where this can be reproduced? Thank you in advance!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: marche3d on 2025-05-23, 19:47:44
Hey Tom I just logged into the forum to request this for Corona, and I see gaussians and luminaires are already being discussed 😄 That’s great to hear! Really looking forward to seeing these features implemented. Thanks for always listening to the community!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-05-23, 20:53:19
Howdy! Yes, we're considering the rendering of Gaussians as something that might be in 14, possibly luminaires as well but Gaussians would be the higher priority. We do also want to take some time to innovate for 14, rather than just "add whatever V-Ray added recently" ;) So we'll see what all falls into the plan once we get Corona 13 done and out. Cheers!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2025-05-25, 19:29:51
I would ask to add mappable "Amount" value for Thin Film and min-max thickness values for more usability.

I understand that you wanted to simplify the approach, but this only complicates it.

Yes, adjustable amount can be emulated by adding a map to the thickness / IOR slots, but such setups only become more complicated.
1) To simulate the mappable amount value, you need to use sufficiently contrasting maps, otherwise we will get a rainbow transition instead of a smooth fading at the boundaries even if we don't want it.
2) Despite the fact that the film thickness is set in nanometers, when I add a Corona color with a HDR [1.0 1.0 1.0] value to the slot, it corresponds to 5000 nm (and I expect 1 nm).
And when I use Solid Color with 1.0 output multiplier the shader performs linear interpolation and white 1.0 corresponds to the nm value set in the spinner. 2 completely different logic aprroaches that make no sense to me as a user.

In this case, it would be logical if white 1.0 corresponded to the value of 1 nm and then I could use Corona Color with output multiplier to accurately set the values ​​of the minimum and maximum thickness (using 2 CoronaColor maps as the input for the Noise map for example), but now I have to calculate which color from the [0 : 1] range corresponds to the value I need in nanometers. This does not make life easier.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-05-25, 23:17:41
Completely agree with all the above. In fact i requested same thing on another channel and support team acknowledged the request, so fingers crossed we may have this fixed before final release.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-05-26, 09:35:38
Out of curiosity, what do you guys plan to use thin film for?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-05-26, 10:48:59
To blow soap bubbles of course :] I still need to play with the settings though.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2025-05-26, 10:58:23
Out of curiosity, what do you guys plan to use thin film for?
I'll just add this - for studio lighting environments it can really help to attenuate reflections on dark surfaces and make them more interesting. Also, I have to show metals that have some sort of heat treatment and it helps a lot since the coloring of the effect is realistic out of the box without having to tweak gradients to death.

Here's my +100 for a mapping that's more controllable and consistent, and I'd even support going a step further and suggest real thickness units. It's just so much more convenient and practical to know 'mapping 450-650 nm looked good in my last project, let's just use those values and work from there' than some greyscale map that you plug into a CC node, tweaking levels/gamma until you get the right nm range without ever knowing what the mapped final value is.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: NazarVitkovskyi on 2025-05-26, 11:34:12
logged  (Report ID=CMAX-1661)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2025-06-07, 20:16:19
Hi all
Im testing the new AI enhancer
It is really amazing the ressults with people and complete scenes, but, when testing with objects the ressults are very strange.
I know this is still in development but, are we gonna have values that we could tweak in order to dont let the AI to take completely freedom?
Take a look to this 2 examples in the attachment
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: ying on 2025-06-09, 09:23:04
Hello, is this test for that AI enhancer? Is it the function of the CR14 AI enhancer?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-09, 10:54:10
Hi all
Im testing the new AI enhancer
It is really amazing the ressults with people and complete scenes, but, when testing with objects the ressults are very strange.
I know this is still in development but, are we gonna have values that we could tweak in order to dont let the AI to take completely freedom?
Take a look to this 2 examples in the attachment

I have started a support ticket #385884 for you. Hopefully we can improve our enhancer!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-09, 10:55:16
Hello, is this test for that AI enhancer? Is it the function of the CR14 AI enhancer?

It's a feature available in the Corona 13 Release Candidate - https://forum.corona-renderer.com/index.php?topic=43295.msg233745#msg233745
It will be also a part of the final Corona 13 release (coming soon).
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-09, 16:17:28
The Enhancer will see some improvements either just before or not long after the release of Corona 13, which should help in things like the second case. Then later in the year the AI Enhancer team will be adding additional controls which will let you select objects in the scene to determine whether they get enhanced or not so you can further fine tune things if any objects remain problematic, and then beyond that there will be ongoing improvements to it over time as well of course :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2025-06-09, 16:28:04
The Enhancer will see some improvements either just before or not long after the release of Corona 13, which should help in things like the second case. Then later in the year the AI Enhancer team will be adding additional controls which will let you select objects in the scene to determine whether they get enhanced or not so you can further fine tune things if any objects remain problematic, and then beyond that there will be ongoing improvements to it over time as well of course :)

Yeahhhhh!!!
Thanks Tom.
According to Roadmap:
"It should have extended functionality to allow selecting particular parts of the image for processing, e.g. by using ObjectID or Cryptomatte masks or similar."
This will be really interesting too.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pinguimcg on 2025-06-10, 13:38:40
Sorry to ask, but how do we use the AI Enhancer? I added the element, tried to go to Chaos cloud, but it was not clear for me how to proceed.

Tks!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-10, 13:59:25
Add the CMasking_AiEnhancer render element and then use the button in the VFB. :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pinguimcg on 2025-06-10, 16:16:34
There it is!! Tks
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2025-06-10, 16:18:43
Sorry to ask, but how do we use the AI Enhancer? I added the element, tried to go to Chaos cloud, but it was not clear for me how to proceed.
Tks!

1 Add AI enhancer Render element
2 Render image that has RE
3 Use magic wand icon to upload image
4 Once it has been added, Upload File or Upload new version
5 Once uploaded Open in Cloud
6 In Chaos Cloud select the image and use Enhance (it will take a little while)
7 Once finished you can use compare utility if you click in the name above

Hope this helps
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2025-06-10, 16:42:58
This might by the wrong place to ask but... what happens with the image once it's uploaded? Is there anything a user might want/need to know, especially when it's a commissioned job and in probably all cases carrying some form of copyright, either by the artist or the client?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dvg on 2025-06-10, 18:04:24
Hi all , any tutorial on how to use the AI enhancer... is it similar to a stable diffusion process with paint or custom alphas?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: CharlyRT on 2025-06-10, 18:15:47
Hi all , any tutorial on how to use the AI enhancer... is it similar to a stable diffusion process with paint or custom alphas?

At the moment you dont have any kind of control, just upload the image and use a button to enhance and thats it.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-10, 18:31:54
As Tom explained here (https://forum.corona-renderer.com/index.php?topic=43296.msg233801#msg233801), there will be improvements to the AI Enhancer quality and feature set.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-06-10, 19:33:11
Tried AI enhancer on some challenging image, the result was... funny. I think adding prompting option could greatly increase accuracy of AI enhancements.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2025-06-10, 22:42:27
Hi, just downloaded RC1 for Corona 13, will there be any option to postprocess locally?

Im can't imagine using any kind of cloud points, credits or other tokens to do that.

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-10, 22:45:15
No planned option for local AI Enhancing (I am guessing that is the postprocessing you are referring to). At the moment though, it doesn't cost any credits, tokens or money to use it on the Cloud :)

EDIT and I'll add that it hasn't cost any credits, tokens etc. for Enscape users for the last 6 or 8 months since it has been available there.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2025-06-10, 22:51:56
No planned option for local AI Enhancing (I am guessing that is the postprocessing you are referring to). At the moment though, it doesn't cost any credits, tokens or money to use it on the Cloud :)

I appreciate the new feature, but anything involving cloud gives me the ick.

Toon shader on the other hand gives me a lot of hope. Thanks devs!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dvg on 2025-06-11, 07:51:22
Any precision date about this or time of the year? since im a teacher, the question is whether or not will introduce stable diffusion or wait a bit to fully stay in corona.

Thanks
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dvg on 2025-06-11, 07:58:11
So can you confirm using Ai enhancer will not cost any charge more than the regular licence?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-11, 15:01:16
I can confirm that is how it is today, and that there are no immediate plans for this to change (so, you won't find as soon as 13 is out and not just the RC, suddenly it costs money/credits; or that within a month, it costs money/credits). I can confirm it's been there for Enscape users for a long time and has not cost money / credits. Longer term, things are always open for change (after all, running servers costs money, so it may depend on how heavily the feature gets used, or how the cost of running the servers changes, or any number of factors both inside and outside our control here at Chaos).
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-11, 15:04:04
Any precision date about this or time of the year? since im a teacher, the question is whether or not will introduce stable diffusion or wait a bit to fully stay in corona.

Thanks

A precision date for what aspect? For the next round of improvements to AI (no new controls, just behind the scenes changes that make it work better) - any time from tomorrow to July 10th, but nothing more precise than that. For the extended controls, no date at all other than "probably in Q3, and if not then probably Q4" (a lot of work has been done on it, and it is a high priority, so those are fairly reliable "probablies" :) ). If neither of  that answers your question, let me know!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: i_mamun on 2025-06-11, 15:18:54
When will we get Corona 13 Stable Release? Eager to use for Vantage Animation
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-11, 15:28:30
Jason V. might know the answer.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dvg on 2025-06-11, 15:37:58
Any precision date about this or time of the year? since im a teacher, the question is whether or not will introduce stable diffusion or wait a bit to fully stay in corona.

Thanks

A precision date for what aspect? For the next round of improvements to AI (no new controls, just behind the scenes changes that make it work better) - any time from tomorrow to July 10th, but nothing more precise than that. For the extended controls, no date at all other than "probably in Q3, and if not then probably Q4" (a lot of work has been done on it, and it is a high priority, so those are fairly reliable "probablies" :) ). If neither of  that answers your question, let me know!

Thank you for your feedback!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-11, 19:45:42
You're welcome!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: rozpustelnik on 2025-06-11, 21:02:41
I've noticed some strange behavior in CoronaSky Volume Effect. The Volume Effect creates some sort of volumetric cone when the scene is viewed from above. Is there a logic behind this or is it a bug?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-06-11, 22:18:16
I've noticed some strange behavior in CoronaSky Volume Effect. The Volume Effect creates some sort of volumetric cone when the scene is viewed from above. Is there a logic behind this or is it a bug?

This is not quite v13 builds related, but it is reported now. Will check if it is expected and if it can be improved.

(Report ID=CMAX-1700)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: rozpustelnik on 2025-06-12, 08:46:56
Thanks! I hope this can be resolved before the official release.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: v.p.vlasenko on 2025-06-13, 10:05:19
I reported this bug at the end of 2021 and it's still not resolved... https://forum.corona-renderer.com/index.php?topic=35100.msg192899#msg192899
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Bjoershol on 2025-06-13, 13:35:14
The AI enhancing icon is greyed out in the VFB, even after adding the render element. Anything else we need to do in order to use it?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-06-13, 15:41:12
Interface feels very sluggish on the official 13 release with IR running.  Feels like when 12 was first released.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: michaltimko on 2025-06-13, 21:51:08
The AI enhancing icon is greyed out in the VFB, even after adding the render element. Anything else we need to do in order to use it?

Same issue, tried different scenes. It`s not greyed only if i use IR.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-06-14, 22:28:32
The AI enhancing icon is greyed out in the VFB, even after adding the render element. Anything else we need to do in order to use it?

Same issue, tried different scenes. It`s not greyed only if i use IR.

Hi,

With current implementation (and limitations) both sides of the render should be within the range of 512 - 2048 for AI enhancer to work. No limitation on aspect ratio though.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-16, 09:09:51
@Bjoershol @michaltimko - was it caused by too high resolution? Is it working now?

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Bjoershol on 2025-06-16, 11:23:07
Okay, it's working as long as I keep the resolution within 512 - 2048!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2025-06-16, 12:56:04
Even my smallest preview renders I send to my clients are 2560px, but usually I don't go lower than 3000px even for that.
2048px is just brutal limitation for 2025 I am afraid.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-16, 13:37:07
Remember that the AI Enhancer is also an upscaler - it gives up to 4K in results, accepting up to 2K as input. (And with this being under review - you can always add or vote on the AI Ideas Portal for preferred limits :)  https://chaosai.ideas.aha.io/ )
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dfcorona on 2025-06-16, 23:38:41
You have "notes" under "CMasking_AiEnhancer". Why not add the resolution limit to stop the confusion between users. Just a though.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2025-06-17, 10:36:39
You have "notes" under "CMasking_AiEnhancer". Why not add the resolution limit to stop the confusion between users. Just a though.

Good point, thanks.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: michaltimko on 2025-06-17, 12:50:07
@Bjoershol @michaltimko - was it caused by too high resolution? Is it working now?

Yes, it works now if i keep resolution down.
Even my smallest preview renders I send to my clients are 2560px, but usually I don't go lower than 3000px even for that.
2048px is just brutal limitation for 2025 I am afraid.

Same. Was thinking that i can skip stable diffusion but 2k is quite limiting for many. My finals are between 5 and 10k, mostly in bottom range.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-17, 13:59:06
Just a reminder that 2K is the max input resolution, which results in a 4K final image that you would deliver to your client. This will be reviewed as time goes on, but I did do a check on Behance, the Gallery here, etc. and most images were 4K or under so it seemed like a reasonable starting point :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2025-06-17, 14:12:06
Just a reminder that 2K is the max input resolution, which results in a 4K final image that you would deliver to your client. This will be reviewed as time goes on, but I did do a check on Behance, the Gallery here, etc. and most images were 4K or under so it seemed like a reasonable starting point :)

I think it would be best to get the opinions of industry people directly rather than interpreting what you see on social media (which is always lower res than the "originals", for obvious reasons of security etc.). The industry has been at 5k minimum and often higher than this for a very, very long time, for final still images. We've been at 6k for about 5 years, probably more, and many of our clients require 10k, 12k or more sometimes.

There's no way we can reduce the native res of images to as low as 4k or 2k these days just to take advantage of AI enhancements. We'd just be forced to use any of the multitude of alternatives out there (which we're doing already). What if your current implementation could work at the user's high res, internally down-scale, do it's AI "thing", then push it back up to the native high res again? I.e. reduce to 2k then back up to 5k/6k. ? It's still far from ideal but at least it would enable users to work with this.

Confident you guys can figure this one out :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2025-06-17, 15:30:49
Or just focus on the ideas with the most votes?
I know that the ai effort is Chaos-wide, but there are many other things on the list and these features are very much replaceable with other existing and better products out there.
I don't mean to tell you how to do your product. This is just my two cents.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-17, 15:48:35
BTW we didn't set the resolution limitations, those were already there in the AI Enhancer :) And we (V-Ray included) raised the fact that for our users, higher resolutions as input and output would be required. So it is on the cards to have this improved. Tests were done on using a 4K input, downscaling to 2K, running the enhancement, then reupscaling to 4K, and in fact the enhancement results are better in this instance than starting with a 2K input. So we will see some sort of change to this over time, probably incrementally.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2025-06-18, 13:38:50
I can quote Alex's really good suggestion of running internally downresed input so the user can have the primary image be native high-res and AI enhancement up-resed.

I still miss the internal AA down-resing from Corona Alpha :- )
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-18, 13:47:08
Or just focus on the ideas with the most votes?
I know that the ai effort is Chaos-wide, but there are many other things on the list and these features are very much replaceable with other existing and better products out there.
I don't mean to tell you how to do your product. This is just my two cents.


Just a note on this that no-one on the Corona team spends any dev time at all on the AI itself. All we do is the UI and hooks to get an image sent up to Chaos Cloud (well, and created a very easy new render element, which is basically just three other render elements combined). So you are seeing a feature that is as close to "free" as it gets in terms of development time, so much so that not adding it wouldn't make any sense :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-18, 13:49:37
I can quote Alex's really good suggestion of running internally downresed input so the user can have the primary image be native high-res and AI enhancement up-resed.

I still miss the internal AA down-resing from Corona Alpha :- )

Oh the internal AA down resing, that was before my time - is it at all similar to what is shown in this recent video?
(basically, render to 2x resolution, then downscale to final image size). This is an idea I am considering putting on the cards for development, basically skipping the Photoshop step of downsizing, so am interested to hear thoughts.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2025-06-18, 14:00:18
I tested this and yes the result is better than the original. AA of finer details and highlights and bitmap filtering are obviously sharper due to downsampling.

There are limitations though which aren't obvious:
- Complicated shader trees tend to resolve detail (bump, procedural details in noise maps etc) at a later stage in the render progress. With only a few passes the result will be less surface details.
- Some of Corona's sampling-based maps like AO and Curvature will also refine at later stages. I got some heavy differences between the two images where AO was much less pronounced and detailed in the downsampled image (with less passes). If you're using those kind of maps, it's best to still allow more samples.
- Refraction details also tend to take a bit longer, so you trade sharper details (implying more detail) for less actual detail and accuracy.

However on simple scenes and simpler shader trees the workflow results in surprisingly more detail when compared 1:1.

Interestingly, in the first days of Corona there were no image pixel filters and this was exactly the way Corona did it - by rendering twice the resolution internally and displaying the downscaled image in the VFB. EDIT - Oh wait, this was already mentioned above...
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2025-06-18, 16:55:51
Or just focus on the ideas with the most votes?
I know that the ai effort is Chaos-wide, but there are many other things on the list and these features are very much replaceable with other existing and better products out there.
I don't mean to tell you how to do your product. This is just my two cents.


Just a note on this that no-one on the Corona team spends any dev time at all on the AI itself. All we do is the UI and hooks to get an image sent up to Chaos Cloud (well, and created a very easy new render element, which is basically just three other render elements combined). So you are seeing a feature that is as close to "free" as it gets in terms of development time, so much so that not adding it wouldn't make any sense :)

Got it. Thanks for the note. Nice perk of the merger.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Okmijun on 2025-06-19, 14:41:40
I can quote Alex's really good suggestion of running internally downresed input so the user can have the primary image be native high-res and AI enhancement up-resed.

I still miss the internal AA down-resing from Corona Alpha :- )

Oh the internal AA down resing, that was before my time - is it at all similar to what is shown in this recent video?
(basically, render to 2x resolution, then downscale to final image size). This is an idea I am considering putting on the cards for development, basically skipping the Photoshop step of downsizing, so am interested to hear thoughts.

I've learned this trick from Juraj, back in the early days of corona, and yes, I think this could be easily incorporated into daily builds.
some like "render 2/3x bigger and downscale it" option, for final output.
+1
So, basically corona will become 5-10x faster within one single click, with 2-5% loss of details, maybe not even closer.
My advice is HURRY UP, as you slightly loosing the speed battle against GPU renders...
With this little improvement/ hack you are in the game againa...
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2025-06-19, 16:20:47
I can quote Alex's really good suggestion of running internally downresed input so the user can have the primary image be native high-res and AI enhancement up-resed.

I still miss the internal AA down-resing from Corona Alpha :- )

Oh the internal AA down resing, that was before my time - is it at all similar to what is shown in this recent video?
(basically, render to 2x resolution, then downscale to final image size). This is an idea I am considering putting on the cards for development, basically skipping the Photoshop step of downsizing, so am interested to hear thoughts.

I always hated denoising but this sounds pretty amazing. It would be great to have it done under the hood with just one click...As an option I'm guessing.

EDIT: And to me this is a much proper use of AI for a Rendering engine than improving the look of 3D people. I think it would be best if Chaos has a separate application for that kind of work (the AI enhancer), and not integrated into a rendering engine.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: marche3d on 2025-06-20, 04:38:09
You know what would be awesome? Once the Corona AI Enhancer is fully polished, it would support image sequences too, so we could enhance people in animations as well.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Kelevra on 2025-06-24, 08:42:10
I can quote Alex's really good suggestion of running internally downresed input so the user can have the primary image be native high-res and AI enhancement up-resed.

I still miss the internal AA down-resing from Corona Alpha :- )

Oh the internal AA down resing, that was before my time - is it at all similar to what is shown in this recent video?
(basically, render to 2x resolution, then downscale to final image size). This is an idea I am considering putting on the cards for development, basically skipping the Photoshop step of downsizing, so am interested to hear thoughts.

Yes, please.
Skipping the downscale process in Photoshop would be amazing.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Sandertype on 2025-06-24, 17:39:38
+1 to having this auto rescale with the ai denoiser done under the hood.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Mr.White on 2025-06-25, 09:30:30
+1 also from me. It works fantastic and the benefits are many (saved time especially). Would be great to see it implemented directly in Corona.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2025-06-26, 10:59:57
Not to derail the topic about the AI thing, but that video about the intel denoiser used with tent really changed the game. We're finding significant detail boost at lower passes using this method, and that's without actually rendering at 2x scale and downscaling back down. It's meaning we can render animations natively at 4k in the same general time as we'd have rendered 1080p animations, because the image detail and denoising results with the Intel denoiser (with Tent) are so impressive. And of course the benefits are there too no matter what resolution you're working at, so we're also using this method now for general work e.g. 6k/10k renders. The whole 2x scaling thing is more faff than it's truly worth IMO. Also what's not discussed in that video AFAIK is RAM usage at higher resolutions - something to consider.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-06-26, 11:21:24
Not to derail the topic about the AI thing, but that video about the intel denoiser used with tent really changed the game.

May i ask, what filter and denoising combo you were using before? I always set Intel denoiser and tent filter as default after each new version install since it doesn't work with HQ filter and i find it quite amusing that apparently it's a new discovery. Oh, and i completely agree with you about that rage about 2X scale - i did some short tests and my findings was that out of 3 very different scenes it kinda worked ok'ish in one of them, but the other two were clearly inferior to just simple rendering at native rez.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-06-26, 11:35:13
Not to derail the topic about the AI thing, but that video about the intel denoiser used with tent really changed the game.

May i ask, what filter and denoising combo you were using before? I always set Intel denoiser and tent filter as default after each new version install since it doesn't work with HQ filter and i find it quite amusing that apparently it's a new discovery. Oh, and i completely agree with you about that rage about 2X scale - i did some short tests and my findings was that out of 3 very different scenes it kinda worked ok'ish in one of them, but the other two were clearly inferior to just simple rendering at native rez.

Glad I wasn't going mad back in 2021 https://forum.corona-renderer.com/index.php?topic=32584.msg182506#msg182506 it was around this time I made my defaults Intel/Tent and never looked back
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2025-06-26, 12:53:49
Somehow it just missed us, this knowledge! Been using the default Corona HQ denoising + HQ filtering since... forever. One naturally assumes that anything native/Corona and "high quality" and which is also the default must be the best, for day-to-day use, and of course we've never had any issues with it, therefore no incentive/reason to try anything else. It's just this recent vid that caught our attention recently which caused us to change. But yes, the difference really is night-and-day. I wonder if the corona method simply needs to be improved if it's to remain the default... or just make Intel+Tent the default if better?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-06-26, 13:05:39
Somehow it just missed us, this knowledge! Been using the default Corona HQ denoising + HQ filtering since... forever. One naturally assumes that anything native/Corona and "high quality" and which is also the default must be the best, for day-to-day use, and of course we've never had any issues with it, therefore no incentive/reason to try anything else. It's just this recent vid that caught our attention recently which caused us to change. But yes, the difference really is night-and-day. I wonder if the corona method simply needs to be improved if it's to remain the default... or just make Intel+Tent the default if better?

That's what I was repeatedly told when questioning it too, in that thread I posted you can see the other response were convinced with comments like "I rarely sharpen now with Corona defaults".  Intel + Tent is my default in my Maxstart file, i like the freedom of Tent too as you can adjust the Width(Px) to your liking, higher values softer, lower values crispier

Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2025-06-26, 14:26:58
To be honest, i prefer HQ filter over any other, too bad it's not compatible with AI denoisers and since having noise free image in a fraction of time is more important than having nicer looking noise, there's little sense to go with anything else but Intel denoiser + Tent. I agree that Corona team could evaluate an option to make it the new default.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2025-06-26, 14:47:39
What's going on here, I didn't post this ....
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-26, 14:54:21
I guess Tom accidentally edited your post instead of quoting it. Happens to the best of us! :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-26, 15:50:52
Ahhhh apparently I hit Edit on dj_buckley's post when I meant Quote. Wondered why it seemed to be working strangely. Let me see if I can restore it, sorry about that.

Did my best to restore the original post, there's no undo, but I didn't modify the text and just took out the quoting of Alex, so I *think* I have it back to normal. So sorry!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-26, 15:52:33
Somehow it just missed us, this knowledge! Been using the default Corona HQ denoising + HQ filtering since... forever. One naturally assumes that anything native/Corona and "high quality" and which is also the default must be the best, for day-to-day use, and of course we've never had any issues with it, therefore no incentive/reason to try anything else. It's just this recent vid that caught our attention recently which caused us to change. But yes, the difference really is night-and-day. I wonder if the corona method simply needs to be improved if it's to remain the default... or just make Intel+Tent the default if better?

That's what I was repeatedly told when questioning it too, in that thread I posted you can see the other response were convinced with comments like "I rarely sharpen now with Corona defaults".  Intel + Tent is my default in my Maxstart file, i like the freedom of Tent too as you can adjust the Width(Px) to your liking, higher values softer, lower values crispier


Depends when you questioned it :) For a long time, the AI denoisers tended to blur detail and lose bump mapping, especially subtle (think wall plaster or similar), so Corona HQ was the best. That began to change in 2022 with Corona 8, "Added OIDN feature pre-denoising in the Intel AI Denoiser, which gives better preservation of detail." and Intel have made several other improvements to OIDN since then, while NVIDIA's hasn't changed at all that I know of. Over the course of the last 3 years, Intel has become by far the best denoiser, including becoming fast enough to use in IR too. From when they come visit, it also seems like they are planning to continue updating OIDN, so they aren't finished it would seem :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: arqrenderz on 2025-06-26, 16:04:07
I did a post 4 years ago exposing the "corona high quality" denoiser  https://forum.corona-renderer.com/index.php?topic=32452.msg182932#msg182932
It just become my secret sauce for faster rendering, i did chat with the developers at that time and they SAY that they knew about this, corona denoiser being subpar with the intel One But meh it was never solved or looked in 4+ years.....
Feel free to render with 10% noise limit and intel denoise on 0.65
I render all our animations with these same settings, on animations i can go up to 12% noise...
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-26, 16:26:39
Didn't make sense to spend time "competing" with other solutions we can include for free - even if we could compete that is, given that they a) run on GPU and b) use AI. This made trying to improve the Corona Denoiser rather unnecessary, and the dev time better spent elsewhere.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2025-06-26, 16:37:35
Didn't make sense to spend time "competing" with other solutions we can include for free - even if we could compete that is, given that they a) run on GPU and b) use AI. This made trying to improve the Corona Denoiser rather unnecessary, and the dev time better spent elsewhere.


Tbh i would agree with tom here, and i think it was just a matter of time before some community members would go back to revisit to the topic of denoisers. or it would've been an industry secret that would be unfolded with time or something. so i think so far it would be just perfect to have that option back to lets say more advance users that know what needs to be done to get the quality to time and effort ratio just like the (Speed vs Accuracy balance) in the performance tab.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Sandertype on 2025-06-26, 20:06:37
I did a post 4 years ago exposing the "corona high quality" denoiser  https://forum.corona-renderer.com/index.php?topic=32452.msg182932#msg182932
It just become my secret sauce for faster rendering, i did chat with the developers at that time and they SAY that they knew about this, corona denoiser being subpar with the intel One But meh it was never solved or looked in 4+ years.....
Feel free to render with 10% noise limit and intel denoise on 0.65
I render all our animations with these same settings, on animations i can go up to 12% noise...

I can't believe this is achievable since 2021! Geez.
I wonder what other secrets are hidden in this forum that would save us tons of hours and electricity.
Kind of hard to believe this wasn't used by the Corona team as default having GPU rendering winning in rendering speed. What a shame.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-26, 20:21:51
Well, just changing the denoising to Intel saves a small bit of time but not much. The time savings in the process in the video comes more from the rendering to a higher resolution and downscaling - but this does introduce artifacts at some points. Given it's "not entirely always safe", it isn't a default. As for not making the Intel Denoiser a default, this is because it is not ours and we don't control it - for example, it stopped working for some months as it was not updated for the 50 Blackwell series GPUs and simply didn't run. Again, we don't want to pick something as a default that "can break, and that is out of our control whether it does, and out of our control to fix it".

Anyway, it's historically very interesting, Corona was one of the first to introduce denoising, before other methods existed. Seems Renderman had it earlier but I don't think anything else did - according to the unreliable AI (I had to remind it after it's first answer that our denoising was in 1.4 in 2016 before it updated its answer to what is shown below):



Renderer             Denoiser Type                Release      Notes

Corona 1.4          Non-AI (Intel NLM)         2016            Early denoiser, post-process, AOV-guided
RenderMan 20    Statistical denoising       2014            One of the very first, used in film
NVIDIA OptiX      AI-based denoising        2017            First real-time AI denoiser, revolutionized workflows
Arnold                 Built-in + OptiX later       ~2017+        Integrated multiple denoising methods
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: Sandertype on 2025-06-26, 21:00:59
Well, just changing the denoising to Intel saves a small bit of time but not much. The time savings in the process in the video comes more from the rendering to a higher resolution and downscaling - but this does introduce artifacts at some points. Given it's "not entirely always safe", it isn't a default. As for not making the Intel Denoiser a default, this is because it is not ours and we don't control it - for example, it stopped working for some months as it was not updated for the 50 Blackwell series GPUs and simply didn't run. Again, we don't want to pick something as a default that "can break, and that is out of our control whether it does, and out of our control to fix it".


It's understandable and appreciated that Chaos is careful about that. However, us, users, depend on the Corona team's R&D for workflow as well. It would be just a matter of having a warning message when using this combo.
Please, if there are other "time saving"-"quality improving" workflows out there, make them obvious for us since we're not aware of all the comments in the forum.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2025-06-27, 01:06:05
This one was news to us too :) So not something that has been kept a secret, and really it has only come to light on the creation date of that video a week or so back. Following from that video, we may add some checkbox someplace that basically does "render to 2x resolution then downscale", leaving you as a user to reduce the passes / noise target as you see fit, and apply whichever denoiser you choose though preferably Intel. We are going to revisit the denoising UI, since it has grown from one to three options and in two places (IR and final), so it could use a bit of tidying up.

TBH I am still not convinced of setting either of the AI denoisers because a new user could load up Corona and press render... . and it doesn't work. I get that established users will go "Oh, looks like Intel hasn't updated to handle the new 60 series card that I am using, I guess I will wait for an OIDN update, meantime I'll swap to another denoiser", but for a new user, the whole "It just works out of the box" statement would seem like a lie and they'd be left very confused.

There's also the issue of "reset to defaults" being something that should fix ANY problem, and same thing again, if NVIDIA or Intel break their denoisers somehow at any time, then reset to defaults will just be resetting things to something that doesn't work.

You can of course set your own default scene that loads on startup of the DCC, and in that store the settings you want to use every time, all without us having to change what the Corona defaults are. And this is my preferred solution, as then the defaults are the things guaranteed to work, but you are free to create your own standard settings via a default startup scene - best of both worlds!
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-06-27, 09:23:41
My argument against setting any denoiser as a default would be that most likely you would get flickering when rendering sequences.

Corona defaults are supposed to be safe and with as little bias as possible while keeping reasonable render times.

Also, consider these posts:

There are limitations though which aren't obvious:
- Complicated shader trees tend to resolve detail (bump, procedural details in noise maps etc) at a later stage in the render progress. With only a few passes the result will be less surface details.
- Some of Corona's sampling-based maps like AO and Curvature will also refine at later stages. I got some heavy differences between the two images where AO was much less pronounced and detailed in the downsampled image (with less passes). If you're using those kind of maps, it's best to still allow more samples.
- Refraction details also tend to take a bit longer, so you trade sharper details (implying more detail) for less actual detail and accuracy.

(...)We're finding significant detail boost at lower passes using this method, and that's without actually rendering at 2x scale and downscaling back down.(...).

So maybe that video isn't as revolutionary as it sounds. :)
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2025-06-27, 16:24:39
I don't think it needs to be a default.

Perhaps adding a video to your youtube channel so people that don't follow this person that created the video are aware of these settings and the pros and cons.

I think back when Corona started they used to do a lot more of technical videos that included "secrets" that we didn't know of. Like stuff you could do with certain corona maps that wouldn't even cross our minds, or workflows and techniques that were very interesting and weren't necessarily showing new features only.  Like the way to work with corona scatter and using just as spline to direct a path in the forest.
I think that guy really knew how to use Max in general. Very knowledgeable and was explaining multiple things in one video. Credit where credit is due :)





Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: arqrenderz on 2025-06-30, 22:32:35
I did a post 4 years ago exposing the "corona high quality" denoiser  https://forum.corona-renderer.com/index.php?topic=32452.msg182932#msg182932
It just become my secret sauce for faster rendering, i did chat with the developers at that time and they SAY that they knew about this, corona denoiser being subpar with the intel One But meh it was never solved or looked in 4+ years.....
Feel free to render with 10% noise limit and intel denoise on 0.65
I render all our animations with these same settings, on animations i can go up to 12% noise...

I can't believe this is achievable since 2021! Geez.
I wonder what other secrets are hidden in this forum that would save us tons of hours and electricity.
Kind of hard to believe this wasn't used by the Corona team as default having GPU rendering winning in rendering speed. What a shame.

There is more, better performance for any render, and yes i made a post years ago asking for the change.
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2025-07-14, 11:25:48
I might have discovered a bug (RC1).

You can see attached are 2 images.  The interactive mix has a weird shadow on the armchair whereas the beauty doesnt.
There is NO item casting shadows that is invisible to camera/reflection or refraction (the shadow artifact thingy)

any ideas?
Title: Re: Chaos Corona 13 for 3ds Max - Daily Builds Discussion
Post by: maru on 2025-07-14, 11:40:16
Please do not use RCs for bugreporting. Are you getting the same issue in Corona 13? (final release, not a daily build or RC)