Author Topic: Chaos Corona 14 for 3ds Max - Previews (Daily Builds) Discussion  (Read 5880 times)

2025-08-23, 01:58:10
Reply #15

CharlyRT

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Same thing CharlyRT, a minidump is necessary for us to start digging in to what is happening for you. Thanks!
Yeah, I know the process just wanted to let it clear that hes not the only one, sometimes I have read for that  confirmation too
Carlos Rodriguez
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2025-08-23, 06:55:16
Reply #16

shortcirkuit

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so far so good great job.

A couple of small things.
The new fabric material doesnt display in my viewport.
The spinners - they act a little weird and sometimes dont work.
also the uvw real world and tripplanar options come and go - in this case, they are not here.

« Last Edit: 2025-08-23, 10:01:34 by shortcirkuit »

2025-08-23, 14:50:25
Reply #17

marchik

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I tested it a bit, so far it seems like all the new features work fine, the spinners in CoronaPhysicalMtl are a bit twitchy, but when I turn on interactive rendering everything becomes fine.

I'm very glad that you took up my old request with a separate shader for fabric.
A couple of comments/suggestions:
  • Add a separate bump slot that would be superimposed on top of the parallax, with support for normal maps of course, after all, working with fabrics is unthinkable without additional maps for folds & wrinkles.
  • And most importantly, the shader does not completely cover our need to create velour and velvet with a small pile, sheen performs a similar function, but in a very distant approximation. It would be great to create an additional section in the same material that would imitate small hairs and their brdf using the same parallax, for example.

    And give us 4 parameters
    • Length
    • Width. Together with the general tiling this would allow for the overall regulation of the pile density
    • Angle relative to the surface (mappable using a black and white map). 0.0 would correspond to the pile direction coinciding with the surface normal, 1.0 - crushed pile, 90 degrees to the surface normal. With this parameter we could regulate how much the surface will shine.
    • Pile rotation along its own Z-axis (mappable parameter by analogy with Anisotropy rotation in a regular CoronaPhysicalMtl). The original rotation value can be set using a object's UVs as in the case of anisotropy.
If you will add this, it would turn the game with fabrics in Archvis upside down.

2025-08-23, 18:08:44
Reply #18

Abdullah_Alallah

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Following up to my crash report, ive updated to max 2025, and reset all of my scripts and started adding them one by one. and it turns out its te Corona Render element Script which i have used for god knows how long yet when i added it into max with Corona 14 installed = Instant crash

on max 2024 and 2025. idk which exact line of code is casuing the crash but here's the link to the script used in case it would interact in the future with any future scripts "https://www.scriptspot.com/3ds-max/scripts/corona-render-elements-manager"

2025-08-23, 20:39:26
Reply #19

CharlyRT

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Could we have a dedicated button for Flip image in VFB? theres a loooot of wasted space, whats the reason to use the small arrow to activate it? even the shortcut its not practical.
This is why people say that VFB 2 has a poorly design.
Could we have a way to edit shortcuts?
Carlos Rodriguez
RTstudio​
www.instagram.com/rtstudio.archviz/

2025-08-23, 20:56:18
Reply #20

Aram Avetisyan

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Could we have a dedicated button for Flip image in VFB? theres a loooot of wasted space, whats the reason to use the small arrow to activate it? even the shortcut its not practical.
This is why people say that VFB 2 has a poorly design.
Could we have a way to edit shortcuts?

Dedicated button for flip sounds too much. Shortcut is perfectly convenient honestly.
Editing of shortcuts is whole another story/request though.
Aram Avetisyan | chaos-corona.com
Chaos Corona QA Specialist | contact us

2025-08-23, 21:09:52
Reply #21

Aram Avetisyan

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I tested it a bit, so far it seems like all the new features work fine, the spinners in CoronaPhysicalMtl are a bit twitchy, but when I turn on interactive rendering everything becomes fine.

I'm very glad that you took up my old request with a separate shader for fabric.
A couple of comments/suggestions:
  • Add a separate bump slot that would be superimposed on top of the parallax, with support for normal maps of course, after all, working with fabrics is unthinkable without additional maps for folds & wrinkles.
  • And most importantly, the shader does not completely cover our need to create velour and velvet with a small pile, sheen performs a similar function, but in a very distant approximation. It would be great to create an additional section in the same material that would imitate small hairs and their brdf using the same parallax, for example.

    And give us 4 parameters
    • Length
    • Width. Together with the general tiling this would allow for the overall regulation of the pile density
    • Angle relative to the surface (mappable using a black and white map). 0.0 would correspond to the pile direction coinciding with the surface normal, 1.0 - crushed pile, 90 degrees to the surface normal. With this parameter we could regulate how much the surface will shine.
    • Pile rotation along its own Z-axis (mappable parameter by analogy with Anisotropy rotation in a regular CoronaPhysicalMtl). The original rotation value can be set using a object's UVs as in the case of anisotropy.
If you will add this, it would turn the game with fabrics in Archvis upside down.

I get the idea(tion) about fabric material; current fabric material is conceptually a bit different, more importantly - a base to grow further on. It covers the very core of fabrics, actual weave patterns (above, below) comprised of threads (made of plies, made of fibers). We have our own ideas what can be improved, but we don't want to make it half-scatter-half-pattern like thing. Current (other) tools give a very good room for added detail and functionality (e.g. scatter for random microfibers, pattern modifier for custom geo-modules etc.). One of the main points of this fabric mtl was to make the special kind of reflectivity and "anisotropy" of fabrics which is otherwise not achievable with other shaders. It is not so simple to control, but hopefully some good examples will be available soon.
Aram Avetisyan | chaos-corona.com
Chaos Corona QA Specialist | contact us

2025-08-23, 22:25:31
Reply #22

romullus

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Please add more common fabric presets. Trying to figure this new material on one's own is no joke. And i really would appreciate "don't show again" checkbox in warning window that pops out each time when you change a preset - this thing is so damn annoying.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2025-08-23, 22:31:16
Reply #23

marchik

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I get the idea(tion) about fabric material; current fabric material is conceptually a bit different, more importantly - a base to grow further on. It covers the very core of fabrics, actual weave patterns (above, below) comprised of threads (made of plies, made of fibers). We have our own ideas what can be improved, but we don't want to make it half-scatter-half-pattern like thing. Current (other) tools give a very good room for added detail and functionality (e.g. scatter for random microfibers, pattern modifier for custom geo-modules etc.). One of the main points of this fabric mtl was to make the special kind of reflectivity and "anisotropy" of fabrics which is otherwise not achievable with other shaders. It is not so simple to control, but hopefully some good examples will be available soon.

I fully understand why this shader was made and it will definitely make my work easier.I have gone through all the existing properties one by one and they are all logical and easy to work with

 I work with fabrics all the time and yes, a separate shader that allows me to convey complex visual properties of fabrics is exactly what I wanted. I'm just writing down my wishes.

In the current implementation, it basically repeats exactly what we can achieve with textures and geopatterns (mostly). Of the entire list of fabrics, only fabrics with dense fine pile on top of the weaved base remain something that is very difficult to achieve using physically correct methods. Scatters and ornatrix are difficult to manage (especially mapping the rotation of fibers) and they consume a lot of resources, so I'm asking for things that could also make our work easier.

And I am not writing about scatter and individual fibers at all, I am just mentioning the dense pile of which such fabrics consist and it is they that determine their overall appearance, so I believe that this can be realized with a shader and physical simplifications."Velvet properties" are something that is rarely found in the shader of any rendering engine and that will always cause difficulties in creating for 3D artists, and you could close this need. I am ready to provide full assistance in this. Thanks!

2025-08-24, 19:54:54
Reply #24

dfcorona

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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.

2025-08-24, 21:58:38
Reply #25

Aram Avetisyan

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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.
Aram Avetisyan | chaos-corona.com
Chaos Corona QA Specialist | contact us

2025-08-25, 16:28:05
Reply #26

maru

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so far so good great job.

A couple of small things.
The new fabric material doesnt display in my viewport.
The spinners - they act a little weird and sometimes dont work.
also the uvw real world and tripplanar options come and go - in this case, they are not here.

This is a Scanned Material. :)
You can find the new Fabric material in the material editor as "Corona Fabric Mtl".
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2025-08-25, 17:59:41
Reply #27

dfcorona

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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.

2025-08-25, 18:01:52
Reply #28

Aram Avetisyan

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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.
[/quote]

Yes, that is another point of possible improvement.
Aram Avetisyan | chaos-corona.com
Chaos Corona QA Specialist | contact us

2025-08-25, 18:05:02
Reply #29

dfcorona

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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.