We’re pleased to unveil Corona Renderer for Cinema 4D Alpha 6 final! We’d like to thank all of you for testing the release candidates and helping us identify and resolve bugs with both the Windows and Mac versions.
Port to macOS: The port has the same features as the Windows version.
Based on Corona 1.6 daily builds: As well as incorporating everything from 1.5 for 3ds Max, the core is based on some of the daily builds released since then.
Simpler UI: Making it easier to find and use Corona features.
Interactive LightMix: Now working in C4D!
Image post processing: The core features such as bloom & glare, LUTs, filmic tone mapping etc have been ported over.
The main purpose of Alpha 6 was the integration of new features from the Corona core, and this meant rewriting a large part of the Cinema 4D version. With such a big rewrite, there were quite a few bugs in the first releases of A6, so it has taken a while for us to reach this final version with those bugs resolved!
Reworking the UI was another major part of this release. We are pleased to say that is complete and there will be only small changes needed between now and the 1.0 release – this means we can start to create help articles and tutorials now that no further major changes are needed to the UI.
We’re pleased to unveil Corona Renderer 1.5 for Autodesk 3ds Max! This is the second update to Corona this year, and it focuses on significantly reducing the need for post-production software, increasing compatibility with materials from third party software, and of course increased stability and workflow improvements. This release was originally planned to be a small one, but it grew to be quite a game-changer!
Interactive LightMix is unique to Corona Renderer and lets you adjust intensity and color of your lights and light emitting materials during and after render – perfect for anything from subtle adjustments through to turning day into night.
Corona Materials have been updated to match evolving industry standards. This means they will work more like you expect if you are familiar with working in other engines, and gives increased compatibility when importing materials from third party software such as Allegorithmic’s Substance tools, Quixel’s Megascans, etc. Existing scenes will load with the new PBR mode disabled, and with Legacy mode enabled if necessary, to ensure they render without any changes to the materials. Also, textured Corona materials can now be previewed directly in the 3ds Max viewport.
VFB features such as bloom, glare, filmic tone mapping, vignette, and saturation give you much more creative control over the end result, reducing your need to rely on post-production software.
LUTs have been added to the VFB so that you can load .cube and .3dl LUT files to apply to your renders. The CoronaOutput map now also supports LUT processing, which can be used to apply LUTs to a bitmap or procedural map for use in your materials.
Corona Distance Map lets you create “smart” materials that know how far away they are from objects in the scene. Use this to add waves around a coastline, wear-and-tear where objects meet, dirt and noise under window sills, and more.
Corona Renderer 1.5 is freely available to all our customers on FairSaaS (monthly, yearly), Box with Subscription and Educational/Student license.
This represents an important milestone for us. What you see here is a fully working version of Corona, using the same technology and rendering core as the Windows platform. The only difference at the moment is that it has no hooks into an external modeling program.
We’d ask you all to run the benchmark as the more people that try it, the more it will help this proof-of-concept and identify if there are any remaining issues with the conversion. Do please post your results (it’s an easy one click from within the benchmark to send them) and those results will post to the same table as the Windows results but will be marked in the listing as “OS X” (no flame wars, please! ;))
It took a lot of work to convert Corona across to OS X – 4 months of dedicated work by a single developer focused on the task – but we did it!
As always when we release something new, we’re not taking any time to pause. Instead, we will be pressing on with our other plans, including a Linux version which should be simpler to complete now that the OS X version is done and could see a release later this year; a standalone version of Corona on the OS X; and of course the OS X version of Corona for Cinema4D. We’ll keep you updated!
We are proud to present to you Corona Renderer 1.4 for Autodesk 3ds Max! This release focuses on significantly reducing your render times (just check the stats that have been reported below) and speeding up your workflow, as well as increasing stability. The team has worked hard on this, and I’d like to thank them for taking Corona to the next level.
Corona Renderer for Cinema 4D is advancing towards its first commercial release, due later this year. We still have a lot of work ahead of us, but in the meantime, please enjoy this FREE version of Alpha v5 for Cinema 4D.
Ales has added the greatly-anticipated Team Render support, CoronaProxy, and VR camera, along with plenty of other improvements and fixes in this version. Below you can see the list of the most important changes and improvements.
Today we have finally updated our standalone benchmark. Download it and share your results now! Compared to the last benchmark we have updated the rendering core, made the scene more challenging, and added easy verification and sharing of render times. Everything is a one-click solution now, no manual copy/pasting required. All times you choose to publish are displayed in a table here. This comes handy especially when you are selecting a new hardware to run Corona.
Corona Standalone Redesigned
From the technical standpoint, the most interesting thing is that the benchmark showcases the possibilities of our new standalone format, which is now much more powerful than ever before. It supports procedural maps, shader networks, and the compressed Corona proxy format for geometry. We are hoping the standalone application will become a viable alternative for distributed rendering some day. You can try it yourself today if you are feeling lucky. Both export and import is a one-click solution, no 3ds Max is necessary, and speedups of up to 30% were reported compared to rendering inside 3ds Max. Some maps are still not supported, but we are working on that.
I would like to thank Robin, who was the primary developer of the benchmark application. That is it; everything left to do now is to download the benchmark and share its results with the community so we can build a comprehensive database of Corona Renderer performance with different CPUs. Stay tuned for the next blog post, in which we will talk about licensing and pricing improvements we have in mind for 2016.
We are releasing a quick update of our Cinema 4D plugin to address the issues that emerged after the Alpha v4 release. They were caused by a massive internal changes due to the interactive rendering support. The plugin is still under development, in free testing phase, so more issues may arise. If you spot any problem, please do not hesitate to report it . The production (non-interactive) renderer should be stable now, and we will work on the interactive renderer stability for the A5 release. Here is the detailed changelog:
Here it comes: our biggest update so far. We are proud to present you the Corona Renderer 1.3 for Autodesk 3ds Max. It took us long 96 days, but we are sure it was worth the wait. The whole team did a tremendous amount of work in past months on this release and I would like to say thanks to everyone involved in this process. Thank you.