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Messages - Aram Avetisyan

Pages: [1] 2 3 ... 61
1
[Max] I need help! / Re: Only Render Shadows
« on: 2025-06-12, 14:33:28 »
Hi,

You shall make the object not visible to camera (objects properties or material - RaySwitch) and use For compositing mode of shadowcatcher.

Hope this scene helps.

2
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)

3
[Max] Bug Reporting / Re: Bloom & Glare are not in alpha...
« on: 2025-06-10, 11:13:01 »
The settings for bloom and glare in Alpha are in Render Settings > Camera > Bloom and Glare.

But apparently CShading_Alpha is not saved with bloom and glare, instead Alpha is (this is reported).
You can save Alpha directly from VFB as a workaround for now. For CShading_Alpha, we will see if it makes sense to have another "Inlcude Bloom and Glare" checkbox in render element settings.

4
[Max] Bug Reporting / Re: Corona proxy scale issue
« on: 2025-06-10, 11:00:31 »
This is expected, as CoronaProxy preserves its real measurements when scene units are changed.
E.g. if you create a teapot object (teapot type) next to it and change the units, teapot radius will get changed, instead of it being scaled. If you check CoronProxy measurements (utility tab) before and after scene unit change, they should be the same - hence the scaling of proxies.

5
[Max] I need help! / Re: noise threshold and tone mapping
« on: 2025-06-09, 15:29:32 »
Hi,

Noise level is calculated for the render before it is tone mapped. Generally tone mapping should have nothing to do with noise (and noise level) but if you get less noisy render with tone mapping/post-processing (e.g. sharpening, blurring) that does not affect the calculated noise level.

6
First Release Candidate for Corona 13 is here!

Please check this article covering the risks of using daily/non-final builds: Daily Builds FAQ
If you are familiar with the daily builds and know how to use them, download the newest one here:

Drive link: chaos-corona-13-RC1.exe
Also: Link in My Chaos.

Major User-Facing Improvements
  • Scatter: Added option to generate clusters. Clusters can be generated, mapped using instance color map or painted via layers.

User-Facing Improvements
  • Improved controls of Thin Film in Corona Physical Material.
  • Added option to disable ACES OT operators in the warning message.
  • Set IR pass limit to 200 by default.

Bugfixes
  • CoronaBitmap selection dialog would default to ACEScg on load. Now it remembers last selected bitmap info.
  • Fixed issue where some fireflies were not removed.
  • Fixed issues with scene/material conversion of the imported vr scene.
  • Fixed issue where node visibility was not updated in IR.
  • Fixed issue where convex objects could create outlines where they should not have been.
  • Fixed issue where at very rare occasion scene would be empty when starting IR.
  • Scatter:
    • Fixed crash that may rarely happen on scene reset.
    • Fixed issue when the edge trimming was not fully respecting final transformations.
    • Fixed behavior of the edge trimming for grouped/hiearchical models and their children.

7
Hi,

Check Compress on save in Preferences > Files.

8
It was improved in previous versions of Corona.
Which version are you using (workstations, nodes)?

9
[Max] General Discussion / Re: cloud
« on: 2025-06-04, 12:03:07 »
Hi,

If you want to create the clouds, that you should simulate or base-model and displace-the-hell-out of it.

On the other hand, there are free cloud VDBs available online, which you can use and tweak by CoronaVolumeMtl.
E.g.: https://kamilkrb.gumroad.com/l/FreeVDBclouds

10
[C4D] Daily Builds / Re: New Toon Shader > documentation
« on: 2025-06-04, 08:29:36 »
Ah sorry, my bad, I thought this is 3ds Max daily builds section (it is available for 3ds Max DBs).

11
[C4D] Daily Builds / Re: New Toon Shader > documentation
« on: 2025-06-03, 20:06:21 »
WOW! Fab work Team Corona!!!! Just tried the new outline, just what I have been waiting for to create technical drawings of units. The wire just did not cut the mustard, well happy :-)

You can as well enhance the human model with AI Enhancer, available in the v13 DBs and also coming soon in v13.

12
Hi,

Your lighting setup is too dense, and yes, they cancel each other if placed so.
You can try placing the lights further away from the furniture.

I believe, nevertheless, that a uniformly lit environment light (aka HDRI or a solid color), optionally with some lights, will do the job.

13
Please check this article covering the risks of using daily builds: Daily Builds FAQ
If you are familiar with the daily builds and know how to use them, download the newest one here:
chaos-corona-13-3dsmax-daily-2025-05-30.exe

Major User-Facing Improvements
  • Added support for exporting animations to Vantage.
  • Added support for AI Enhancer in Chaos Cloud Collaboration (new CMasking_AiEnhancer element should be added).
User-Facing Improvements
  • Minor fixes of VrScene import dialog.
  • Moved firefly filter to the Scene Rolout and reduced the strength by a factor of 5.
  • Added basic support for Cosmos variants.
Bugfixes
  • Fixed issue where Out of core textures sometimes stored files on disk even when disabled.
  • Fixed issue where IR was restarted when selecting CoronaCamera while on Max Modify tab.
  • Fixed issue where applying decal on top of particle system could make the particle to disappear.
  • Fixed issue where plugging ray-switch material into outline material would lead to crash.
  • Detection of camera being inside medium uses new robust algorithm that ignores volumes created by "planar" geometry. Scenes before this fix are not affected.
  • Fixed issue where Corona Sky was not working in Corona Standalone.
  • Fixed issue where plugging Corona Sky into Corona SelectMap may lead to evaluating Volume effect from de-selected Corona Sky.
  • Fixed crash that could occur when drag&dropping older assets from Cosmos.
  • Fixed newly created CoronaLights missing viewport gizmo rays.

14
[Max] I need help! / Re: TileMap - render to texture fails
« on: 2025-05-30, 13:51:02 »
Hi,

Try using bake to texture. TileMap is generated (fully) during rendering and its preview in material editor is not quite the same as the actual rendered result.

15
Hi,

We will need the scene to properly investigate this.

Meanwhile, try toggling Legacy environment map filtering and legacy medium resolving in performance tab (development settings), also enabled Accurate Sampling in Render Settings > Scene environment.

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