Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: iMotion on 2015-03-01, 10:52:52

Title: Some questions about features in Corona 1.0
Post by: iMotion on 2015-03-01, 10:52:52
As I understand, in earlier versions (like A7 etc) if we need to localy activate DOF in some camera, we just put CoronaCameraMod on it and no need to go to global camera settings. Now in 1.0 we have not such option in CCM, because there are no checkbox that activates DOF. Instead of it, I see checkbox which is deactivates DOF. Logicaly, first I need to go to global camera settings and activate DOF globaly and only after then I can switch it off (instead of switching ON) on some cameras? Thats the right way? Is it really simplier way then before?
I'm a bit confused =)
Title: Re: Some questions about reatures in Corona 1.0
Post by: Ondra on 2015-03-01, 11:03:08
Hi,

the situation with camera mod is a bit tricky. This solution was chosen co camera mod does not influence DOF by default - which confused some of the users. So we decided to put either "force off" or "force on" checkbox there - so when it is unchecked, the camera mod would have no effect on DOF.

We chose "force off" because if you would have DOF globaly off, but forced on in some camera mod, you would have the global controls such as bokeh shape frozen.
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-01, 11:17:28
Hi, Ondra.
Couldn't be the better way, maybe, to: 1) implement 2 checkboxes - Force DOF on and Force DOF off. 2) Make default settings of corona with global DOF on?
Why I'm asking? I have a situation tonight: My transfer from 7.2 to 1.0 was a little hard, because I instaled 1.0 almost at 23.59 before A7.2 will dead =). I dont expected of such new features with DOF in 1.0 and when I start batch rendering and go to sleep, at morning I see that there are no DOF effect in all of my cameras at all.
Title: Re: Some questions about reatures in Corona 1.0
Post by: Ondra on 2015-03-01, 11:30:47
I dont think there is a reason to add extra controls - we need to make some sacrifices to keep the UI simple ;)
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-01, 11:38:09
Ok, I will get used to. Thank you
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-01, 11:43:38
QUESTION #2: About exposure and same CCM (coronacameramod).
Why it is better to lock Exposure setting when use CCM? As I see, it discredits real time exposure tweaking when rendering (the most powerful advantage of our lovely render engine ;)

Title: Re: Some questions about reatures in Corona 1.0
Post by: Ondra on 2015-03-01, 12:39:32
This is because exposure is usually the only reason to use corona camera mod - so we saved another confusing checkbox by making this override always enabled
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-01, 13:06:30
Are GGX brdf model are hard locked or can be changed to another type(blinn/phong/ward) ?
Thanks.

P.S Additional thanks for implementing estimated time option ;)
I thought it is not possible at all, even in another renderers (can be viewed only during animation rendering?)
Title: Re: Some questions about reatures in Corona 1.0
Post by: Ondra on 2015-03-01, 13:39:24
you can actually change BRDFs via maxscript, but the option is hidden from UI because it is generally not needed, and would complicate the UI
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-01, 14:23:51
you can actually change BRDFs via maxscript, but the option is hidden from UI because it is generally not needed, and would complicate the UI

Most people (and you, particularly) said that GGX is good for metals. Most likely, for another types of mats we need another brdf ?Or GGX is something like just physical correct model and universal type?

P.S Will go wikipedia to study BRDFs )))
Title: Re: Some questions about reatures in Corona 1.0
Post by: Ondra on 2015-03-01, 14:28:42
GGX work nicely also for other material types, whereas other BRDFs work only for non-metals, but not for metals.

Truth is that people are very bad at recognizing BRDFs, just as they are for example bad at judging refraction. What they recognize is for example lighting and surface details. So usually tweaking reflection maps pays off much more than adjusting BRDF shape. Plus working with textures is natural, whereas working with BRDF models is not
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-01, 14:50:48
Thank you. For now - I have exhausted all my questions =). Maybe later when I dig deeper in 1.0 )
Title: Re: Some questions about reatures in Corona 1.0
Post by: Anri_Ford on 2015-03-01, 18:17:35
is it possible to lock the render region in interactive?
Title: Re: Some questions about reatures in Corona 1.0
Post by: Ondra on 2015-03-01, 18:18:40
currently impossible. Scheduled for a monthly build 1.1 or 1.2
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-02, 11:10:46
What is the "god days" in tips about "single bounce only" from scattering option in mat.editor? ))))
Title: Re: Some questions about reatures in Corona 1.0
Post by: romullus on 2015-03-02, 11:21:47
http://en.wikipedia.org/wiki/Crepuscular_rays
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-02, 19:22:41
http://en.wikipedia.org/wiki/Crepuscular_rays

Thanks ) So, maybe not god days, but god rays ? ))
Title: Re: Some questions about reatures in Corona 1.0
Post by: romullus on 2015-03-02, 19:37:55
Oh crap, didn't notice that. You should report that as a critical error then :]
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-02, 20:07:37
I think that is a main reason of very often max crashes =))). Ondra need to be informed about it ;-)
Title: Re: Some questions about reatures in Corona 1.0
Post by: romullus on 2015-03-02, 20:31:42
I reported it on Mantis. Let's hope it'll solve all those nasty crashes :]
Thanks for spotting!
Title: Re: Some questions about reatures in Corona 1.0
Post by: maru on 2015-03-02, 20:38:41
wow, I saw this tooltip billion times and never noticed it :D

also, thread title :)
Title: Re: Some questions about reatures in Corona 1.0
Post by: j_forrester on 2015-03-02, 21:38:37
In Corona V1.0 i can no longer access the last frame buffer via maxscript. I was using "CoronaRenderer.CoronaFp.showVfb()" before but this no longer works and i have tried many variations but with no luck? Does anyone know if and what the syntax has changed to?

Many thanks
Title: Re: Some questions about reatures in Corona 1.0
Post by: Ondra on 2015-03-02, 21:59:12
In Corona V1.0 i can no longer access the last frame buffer via maxscript. I was using "CoronaRenderer.CoronaFp.showVfb()" before but this no longer works and i have tried many variations but with no luck? Does anyone know if and what the syntax has changed to?

Many thanks
It now takes a argument to differentiate between showing and hiding. See this list of functions, it is always up to date: https://corona-renderer.com/wiki/maxscript
Title: Re: Some questions about reatures in Corona 1.0
Post by: j_forrester on 2015-03-02, 22:12:15
Many thanks Ondra!
Title: Re: Some questions about reatures in Corona 1.0
Post by: iMotion on 2015-03-02, 23:39:45
In older versions there was an option "enviro portal" in materials. Now its gone. So, seems that only solution to insert portals to scene is to add planes with portal material. Whats the reason of removing "enviro portal" option ?