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Messages - TomG

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A good starting point is to look up the CPU you are planning on in the benchmark results, plus the CPU you already have, to see what kind of speed gain you will get -

A view of the render would help, along with a screengrab of the material. Naturally, Corona doesn't add a GE logo to anything, so it must be somewhere in one of the bitmaps being used as a material.

I need help Cinema 4D / Re: More Team Render Woes
« on: Today at 01:27:04 »
If you mean and interval of 1, that would be 1 second - which would mean data tries to be sent every second, which would most likely lead to network congestion.

The first thing to try is under the Corona Team Render settings, swap to Arbitrated (experimental), if you haven't already. You can start with default values of 5 for Interval and 64 for packet size. If that doesn't work, I would try the numbers I mentioned below - this sends data much less often (only every 20s rather than every 5 seconds), but in larger chunks when it does send data (256MB rather than 64MB). Sending data too often (low interval) can cause your network to overload and data will be lost. Sending chunks that are too small can cause TR to be pretty pointless, as it will take so long to send the data every x seconds in y chunks that it will be slower than not using TR.

Along with that, useful info is:
How many nodes are you using? (the more nodes, the more likely this is to be network congestion)
What is the speed of your network? (the slower the network, the more likely this is to be network congestion)


As far as I know, FBX doesn't have any materials in it - it is geometry only, and you'd need to create and apply materials to the imported models. Materials are render-engine specific, so for generic formats like FBX which can be loaded by many different 3D applications, and therefore rendered by many different render engines, it's impossible for them to contain materials (as it's not known what render engine the model will be rendered using). The one good part is the FBX should at least have the UVWs set up though, so materials should apply correctly once you create and apply them.

Hi! We'd need more information, as I don' understand the question. To "look through" the camera, you just select the Corona Camera in the viewport settings, just as you would for a native C4D camera.

If you mean there's no view when you use Interactive Rendering of final rendering, the question would be what do you see - anything? Just black? Are there lights in the scene? Are there any other objects in the scene that your camera may accidentally be inside or behind? (This last one being no different than any other camera of course).

Some screengrabs of your scene set up may help, as well as what you get in the viewport and/or the VFB, depending on what the question means :)

Out of interest, did you try stopping and restarting the IR after changing the displacement type? That didn't seem to be shown in the video (and given the underlying displacement method has changed completely, I wouldn't be too surprised if an IR restart was needed).

Probably need to know more about the scene - does the material have Glossiness of less than 1? (Ah I see that it does - what happens with Glossiness of 1?) Is the light coming in through glass, or directly onto the material? Does changing either of those make a difference? What is the light, a Corona Sun?


Bug Reporting / Re: Ctrl + z. Light source. Interactive
« on: 2019-10-15, 00:33:01 »
The one good thing about a crash is that it generates a minidump. This is particularly useful when the crash only happens "sometimes", as it lets developers see what crashed and how. You can find information on how to find the minidump, the link to the private uploader to send it (and possibly the scene) to us, and the other info we'll need (which version of Max, which OS, which version of Corona, etc) at

(PS that feature is in the daily builds, and the Release Candidate, so you may want to give it a test!)

B&G should calculate fine in the VFB - but as noted in the changelog ( the ability to save extra info about the camera into the CXR, such as whether that camera was VR, is part of Corona Renderer 5. This allows the CIE to calculate B&G correctly for different camera types (previously, it didn't know if this was a VR image or not).

Of course, that would only apply to renders made in Corona 5 and saved out to CXR from Corona 5 - CXRs from earlier versions won't have that extra camera info in them.

General Discussion / Re: What's 2.5D displacement?
« on: 2019-10-14, 17:50:10 »
Yep, the quality of the displacement (the number of primitives making up the displaced geometry) is better, which means you (usually) don't need the Autobump adding a bump map to simulate the detail, but instead have actual detail in the displacement.... all while rendering faster, and needing less memory. There will be some stats and comparisons in the release blog and new features video of course, but that's the overall summary of our experiences so far.

General Discussion / Re: What's 2.5D displacement?
« on: 2019-10-14, 17:42:47 »
Faster, and needs less memory - that's all I need to know :) I have no idea what the technical magic is behind it, never been concerned enough to ask, only interested in what it does for me and the results :)

Corona Renderer 5 for 3ds Max (Release Candidate 1) is out now!

Everyone with an active FairSaaS or Box with Subscription license has access, and the download is in the usual location:

A Release Candidate is close to being the final release, but we need your feedback to catch any remaining bugs or other issues from real world testing.

Corona Renderer 5 is focused on optimizing speed and reducing memory usage - here are some of the optimizations that this version brings:
- Caustics speed optimized
- Overall optimizations in geometry storage (most visible benefits will be seen with displacement, and scenes with very complex geometry)
- 2.5D Displacement introduced, for even more significant improvements to memory and render time savings when displacement is used
- Overall optimizations including for geometry pre-processing, scenes with a very large number of instances, the Corona ColorCorrect, and more!
- Also, various quality of life improvements (improved legibility of render stamp, notification in VFB title bar if a render is IR, and so on)
- And of course various bug fixes to round it all out!

Please post all bug reports, questions, etc. on the main Corona Renderer 5 Daily Builds thread at

Gallery / Re: PRS Custom 24
« on: 2019-10-13, 20:15:32 »
Nicely timed since I just bought a PRS (but not a Custom 24 ;) ). My only thought here is that in all the photos I've seen on the PRS groups, I've not seen one looking as scratched and worn - not sure if that is something to do with how resilient the finish is on these guitars or not.

Well, there is one other thought - this guitar only has 22 frets, not 24 ;)

Bug Reporting / Re: New Corona 4
« on: 2019-10-13, 20:10:30 »
The one (and only) good thing about crashes is they create a minidump, which lets the developers know exactly what crashed and what was happening at the time (if you send it to us, that us :) ). See which has details of where to find the minidump, how to submit a ticket, and the private uploader to send us things like the scene and the minidump.

The page also describes extra info we'd need, such as version of 3ds Max and OS.

For the license resetting, can you explain what you mean when you say it resets? The 45 day trial doesn't ask for any log in etc for using it, so I am not sure what else you mean by resets (normally, I would take that to mean it asks for the login details each time you start Max).


Actually, also of interest here - did you ever have a previous version of Corona installed, demo or full? If so, which version (and was it demo or full)?

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