...as long as corona trusts 3dsmax for saving files...
Are you kidding? ;)
I don't get it ? I hope I don't sound arrogant / unpleasant but so far, saving elements with Corona has been a mess for me. Naming, randomly overwriting, blank elements saved.
Corona should really benefit from a dedicated saving function, to allow saving the elements altogether without the risky busniess of trusting 3dsmax. Having the frame number appended to the filename would also be a big plus, allowing multiple workarounds, and a lots of worflow with animated parameters to match different cameras. And also being able to use batch rendering efficiently.
For example, I removed the path in the Asset tracking, and now no element is saved... I'm a bit lost...
Also, the "visible in masks" is a nice idea but refraction affecting the mask is way more useful (to have RGB superimposed masks... again like in VRay ;) )
Thanks for your workflow explanation !
How does the post work in Corona when you reload an EXR ? Are you able to change the exposure, bloom/glare, LUt (I don't use it but might try) afterwards ? And eventually lightmix ?
I based this workflow on Dubcat's post see reply #10 https://forum.corona-renderer.com/index.php?topic=13341.0.
You can change all the settings in the Post Tab (except of Denoising). Normally with the release of 1.6 there will be a stand alone app for Post processing and Denoising. I hope then file saving will be handeld by Corona.
Thanks for pointing me directly to the source !
So the workflow is basically to render the image to get the image in the buffer ??? that's some far fetch workaround for a missing "open" function :)
I guess I'll wait for a standalone (or a simple "open file" function in the VFB) because this workflow is unusable in a team /production environnement.
Eagerly waiting the futures improvements of 1.6 ! :p