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Messages - dfcorona

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1
Hi, I think there might be an issue with Gaussian Splats.  I attached two render comparing Vray GS vs Corona GS.  Vray's of course looks correct, not sure what is happening with Corona.

2
Another issue I would like to report which seems like a bug that has been in the past versions also. When you use IPR with regions, the stop IPR button is greyed out so you cannot put a stop to the IPR. But If you move or scale an edge of the region the stop button then appears so you can then click it.

Please let's keep the discussion in this thread only related to V14 previews.
What you are mentioning is because IR reaches the pass limit and stop rendering, unless you update scene/region/material etc.
Under stood, but this has to do with V14 also. A lot of times you want to stop the IPR cause you want to make a bunch of changes to materials and don't want it to refresh constantly. But your only option is to close or move region to hit stop button. Many times you still want VFB open for reference. The IPR reaching it limit and stopping isn't actually stopping IPR, cause any new move refreshes IPR. I'll make a topic somewhere else for this, sorry I didn't think I was going outside the preview builds since this was happening in V14 also.

3
Another issue I would like to report which seems like a bug that has been in the past versions also. When you use IPR with regions, the stop IPR button is greyed out so you cannot put a stop to the IPR. But If you move or scale an edge of the region the stop button then appears so you can then click it.

4
Hi Maru,

Yes this is a pretty major issue that many users probably don't even realize is happening in there scenes. Somehow this doesn't happen in V-Ray, But by default this should not be happening in Corona.

5
A couple of Issues with Gaussian splats.

1) I cannot find a way to exclude it from tone mapping. It would be great to be able to have a checkbox for this because it's impossible to get a true render of the gaussian splat while adding objects and lighting to a scene.

2) It would be great if we had an option to make the gaussian splat use a Shadow catcher material so we can use it to catch objects shadows or as a mask for compositing onto the original video.

Great job on everything so far guys! This is going to be a great update.


Exclude GS from tone mapping is already in the list of improvements. Not sure about assigning a material to it, it is fundamentally a different thing. I guess you have used affect shadowcatcher option, and it is not what you are looking for.
That is great to hear Aram. Affect Shadowcatcher doesn't allow you to cast shadows onto the Splat. So say you put a new building into a splat scene, there is no way to drop the shadow of that building onto the splat.

6
I recently ran into this with a grass patch model.
Make sure to disable map filtering for the diffuse bitmap. It's likely caused by a black background in that map where pixels get filtered to a darker tone progressively with increasing distance. It's best to disable filtering on all maps used on fine details anyway as it can be too aggressive.
Your right! Nice find. I could of sworn I tried the filtering. I'm surprised that this is default for Corona since it creates such an issue.  I wonder if turning off the filtering will create issues with animation?

7
A couple of Issues with Gaussian splats.

1) I cannot find a way to exclude it from tone mapping. It would be great to be able to have a checkbox for this because it's impossible to get a true render of the gaussian splat while adding objects and lighting to a scene.

2) It would be great if we had an option to make the gaussian splat use a Shadow catcher material so we can use it to catch objects shadows or as a mask for compositing onto the original video.

Great job on everything so far guys! This is going to be a great update.

8
Hi,

I've ran across this issue a few times. I tried to solve it myself but cannot find a solution. I'm pretty sure this is a bug because this behavior doesn't happen in V-Ray. Attached you can see two renders. One at 1080p and the other at 4k.  You can see how the trees in 4k are much lighter than the same trees rendered at 1080p. Also, you can see the major issue that the trees get much darker with distance. If I go into IPR mode, as I zoom into the background trees, they get much lighter the closer I get. I tried this in V-Ray, this doesn't happen and the trees look the same no matter the distance or the size of the render. How do I solve this issue or is this a bug?

Max 2025.3
Corona 13, hotfix 1



9
[Max] Bug Reporting / Re: Loading CoronaBitmap Sequence
« on: 2025-07-21, 03:42:49 »
Hi Romullus,

I see some features like "Triplanar controls directly in Corona Bitmap". But if we had a transform mapping slot on Corona bitmap like V-Ray or f Storm, we can then plug in Triplanar or other mapping features. That gives us many more options. I know we can add more slots to mapping nodes, but that starts becoming a mess when you're trying to plug in a lot of different nodes.

The other thing I see on the road map is "Screen Space / camera space mapping for Corona Bitmaps". Which is great, but why not add all the other mapping options like you have even in the basic 3DS Max bitmap. They come in very useful in many situations.

Version 14 road map looks really great! I'm looking forward to it. Just working on a scene that I'm working on right now with vector displacement sequences, I had a lot of brick walls trying to use Corona bitmap.

10
[Max] Bug Reporting / Re: Loading CoronaBitmap Sequence
« on: 2025-07-19, 23:05:26 »
Thanks Maru! You guys are doing a great job with Corona. It seems corona bitmap is really lacking in some basic features. Being able to play IFL files is pretty major, especially when you're using vector maps because Corona seems like the only one that could use bicubic filtering for better quality. Also it's really lacking in coordinates/mapping options. It would be great if we had the basic mapping options from 3DS Max like object and world mapping...etc. And another great thing would be if it had a transform mapping slot. This way we have the option of plugging a triplanner, or UVW randomization directly into he Corona Bitmap. A lot of times that's a lot easier and cleaner than adding more slots into those nodes.

11
[Max] Bug Reporting / Loading CoronaBitmap Sequence
« on: 2025-07-15, 00:24:16 »
Can corona not load sequences into Corona Bitmap? I tried loading a .exr Sequence for Vector displacement but it doesn't load, just gives error.

Could not load texture file:
Reason: Texture source's content type not specified

12
You have "notes" under "CMasking_AiEnhancer". Why not add the resolution limit to stop the confusion between users. Just a though.

13
[Max] I need help! / AIEnhance doesn't work with 4K
« on: 2025-06-14, 00:26:57 »
Not sure if this is a limitation or Bug, but AIEnhance doesn't work with 4K renders. If you drop down to 1080p Renders, then it works. But with 4K it grays out the icon and you cannot use it.

14
[Max] Bug Reporting / Corona Pattern Bug
« on: 2025-06-05, 19:21:34 »
When you use a Map for distribution of pattern "On/Off Map:" even if you uncheck the "Render Base Object" it will still render the base object.

Corona Version 12 Update 2 Hotfix 1


Also can we get a Rotation for U & V not just W to add extra breakup?

15
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-18, 18:02:35 »
It is actually not so hard.

On the frame where the issue appears, check camera position, check the objects above it from top view.
Almost always the problematic objects are above the camera. Select them, then "Get from selected" in material editor. This way you filter out just a few material and objects to check.
Hi Aram, Yes you are correct, I just opened the scene which is large, over 2.7GB compressed. It has multiple floors in one shot and the camera is under the object looking at top down. Thanks for that, I'll keep it in mind. It just sucks that you will not find this issue till you render out an animation. out of 240 Frames of one shot, maybe 15 frames have this issue, and not all in a row. It wasn't util frame 105 that this started. But since fixing the issue changed the lighting slightly I had to rerender the entire shot again.

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