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Messages - GeorgeK

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Done. Filename is

Thank you!

(internal id=601086172)

Thanks Ryuu for your reply!

For sure that it is not a bug, everything is working as it supposed to work. As you said it's kind of workaround which I would use to save some time for work cutting rendering time with minimum loss of picture quality. Everything said above is not concerning some certain scene(s), it's pretty common thing for most of my interior scenes. Maybe it would be more clear if I illustrate what I do manually and it will make more clear what I mean saying  "Render region excluded from adaptivity"

Here is very simple example scene and it's clearly illustrate the idea.

First lets check how much hairy carpet affects the render time. All pictures with adaptivity ON rendered with 4% noise level limit.
Picture 1 - no fur on the carpet, adaptivity ON - render time 2.33.
Picture 2 - carpet with fur, adaptivity ON - render time 25.35.
Picture 3 - carpet with fur, adaptivity OFF - render time 10.19. I rendered this full frame until the moment when the quality of carpet area reached acceptable level comparable with carpet on Picture 2.

Next pictures illustrate what I normally do to cut the time for rendering preliminary pictures for clients.
Picture 4 - carpet with fur, adaptivity ON, but problematic region with carpet excluded from render (this is the moment when I dream about polygonal not rectangular render region frame) - render time 3.47
Picture 5 - carpet with fur, adaptivity OFF, but only problematic region (this is the moment when I dream about possibility to invert render region (requested in Feature request)) with carpet was rendered until acceptable look - render time 5.06
In this scene I could use Render selected - Include/exclude list functionality to mark the area for render, but it works not for all cases in different scenes, so I've chosen Render Region for this illustration.

If I would render a real project I would need to blend Pictures 4 and 5 in PS (this is the moment when I dream about Render region mask element(requested in Feature request)) because of Bloom And Glare which works only with rendered region. In this particular case I've got Picture 5 with actually the same quality as Picture 2 in 3.47+5.06 min = 8.43 min instead of 25.35 min of render full frame with adaptivity ON.
Of course, this is very simple scene and the difference between variants of render in normal working scenes is not that huge, but anyway it saves me pretty much time if we are talking about sets of 5-8 2400x1800 pictures for clients. If this could be done automatically inside Corona during the single render session (the same picture will be rendered partly with adaptivity ON and partly with adaptivity OFF), it will save even more time not only during the work on pictures for clients, but during the working process with IR or production render of drafts.

Hi Bormax, could you please archive this test scene and upload it using our private uploader? (Private uploader:

We would like to take some further look into this, thanks.

[Max] I need help! / Re: object missing in ID channel
« on: 2020-11-24, 09:45:17 »
Do your foreground trees have different material than the background ones?

Can you please make sure that the material is not set as invisible to masks?

Hi GeorgeK, have you had any luck with this at all? I've since tried this on a few different machines and am getting the same results sadly.

Thanks again for your help!

This is a pretty curious issue, I am afraid I won't be much of a help for the moment since I really can't exactly pinpoint why this is happening. I've reported it to the devs for further assessment. I was also able to recreate it in a new scene so it's not scene-specific. Lastly, removing reflection from all glass elements does help with the caustic generation inside the pool (nice naming of water btw) but it's not an optimal solution.

So please stay tuned for further updates on the issue.

(internal id=599276978)

Hi all, I'm having this strange issue where a scene which was rendering water caustics inside Corona 5 is now having issues with Corona 6

I've noted a few variables where if I isolate the pool (pictured) it renders normally after 2 minutes. But when the full scene is loaded, it can sit there for half an hour without any caustics generated, or very tiny dots scattered around the frame (also pictured).

The scene here has glass which doesn't have caustics ticked, and that's pretty much it. Deleting all the glass also doesn't change things. Scene complexity isn't high at all, not that it should matter as it rendered just fine with Corona 5 - same computer, same render times.

Are there any dev mode settings I can tweak to fix this up? Thanks in advance :)

It would be best if we could take a look at your scene and investigate any possible setup issues, could you please archive your scene and upload it using our private uploader?

Private uploader: 

Please let me know if you choose to do so, you might also want to try resetting all of your render settings to see if it helps.


[Max] Bug Reporting / Re: Corona Displacement Bug
« on: 2020-11-18, 12:34:30 »
Hi Maru, thx for the response.
I didn't have any crash with the texture or scene, that's weird.
I was told (by your colleague) that there is not too much to be done here until there is some new progress on corona displacement tech.

As also suggested in your ticket the following can somewhat help with the current issue you are experiencing, until further improvements are introduced:

"...proceed and tessellate your geometry even more, and also apply a CoronaDisplacement mod modifier, this would help a lot with the face normal-expansion of your displacement. ‚ÄčLastly you might want to use min-max level values in your displacement modifier and try lowering your screen (px) quality to something like 0.5-0.8."

Lastly, do note that Arnold's displacement values scale differently, displacement intensity is somewhat low so you'll have to set corresponding values for corona accordingly. Arnold's displacement value of 1.0 is something like 0.1-0.3 cm for Corona depending on the scene setup. Example:

(internal id=597129430)

[Max] Bug Reporting / Re: ANYDESK Stop rendering
« on: 2020-11-12, 08:55:38 »
This has started to happen with me and my colleagues aswell. We are using 3ds Max 2020 with Corona 6 (hotfix 1). Please keep us updated on this :)

Would it be possible for you to submit a ticket and share some further details?

We have already contacted Anydesk about this and wait for further feedback.


Work in Progress/Tests / Re: cjwidd render thread
« on: 2020-11-08, 15:45:17 »
ooo me likey, this one! nice cataphote!

[Max] I need help! / Re: Best way to animate lights only?
« on: 2020-11-03, 09:27:53 »

what do you think is the best way to create an animation like this one?

In my case, camera will be completely static and there will be no fog. Just the light trick.

I was wondering if there's a way I could to this using lightmix.

I believe there is a way you can wire the parameters of an Audio Position Controller  -Limited to one axis movement- (but you ll have to convert your track to .wav), and then link it to the inensity of a lightmtl or light's intensity. Theoritically it's possible I will try and make a test scene and share it here. The effect might not be exactly what you wish tough with this method, looking into some post production software to recreate this and produce an animated bitmap would be a better solution IMO.

Other than that it is still doable with lightmix but the animation would require quite the effort without the use of a script.

Hello all, we would love to hear your thoughts and receive some feedback regarding the changes in Masks/propagation for Corona version 6.

1) Should we include a Hidden option for CoronaMtl, that would hide the object in masks? (similar to version 5 "Visible/invisible to masks") It would then show the background "mask" instead. (Currently, this is not possible)

2) In a scenario where masks are propagated through an object and the background is being hit, should we show the object's mask or the background "mask"? (Currently, it shows the object A mask). This is in regard to both Corona Mtl and CoronaLight MTL. Although the current implementation can allow for separate control between masking elements (i.e. editing separate color range for reflection-refraction) it leads to issues when editing the background element. Example:

3) If the propagation is set to reflect/always (with both reflection/refraction level 0.0) and diffuse material is used, what should happen? (Currently, diffuse reflection is treated the same way as a specular reflection -> this leads to noise in masks, since diffuse reflection goes all over the place). Example of wire color mask for table surface between always/never:

To be honest, it's absolutely horrible. We are suddenly no longer able to render masks, which is causing a lot of problems for us. We have tried all different Propegation-settings, but the masks always comes out messy and useless. It would be relly nice if you could test these big changed internally to see if it works before releasing them in an update.

Could you please be more specific in what way your results are messy and useless?

[Max] I need help! / Re: Corona render only corona sky
« on: 2020-10-29, 08:06:37 »
I believe your exposure might be too high in case you are rendering an exterior scene, try lowering your EV to -5.

[Max] Resolved Bugs / Re: An application error with cproxy
« on: 2020-10-29, 08:04:59 »
Corona 5.

Please send us the mini-dump which was produced from your 3ds max error (upload using our private uploader:
, to acquire the file please see the following guide:


Does this technique work with non-glossy reflections?

It works equally for low-gloss surfaces but needs more time to clear the mask. Any feedback is welcome if you are planning on utilizing it.

Yes, this would be really handy, I am reporting it for further consideration. Thanks!

(internal id=579126687)

So based on Material ID?

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