Poll

3 features you want the most:

PBR Style material (Disney, Unreal Engine, etc..)
82 (9.5%)
Refraction/Reflection working with masking render elements (CMasking_Mask,CTexmap, etc...)
53 (6.2%)
Render-time booleans (cut/slice objects)
44 (5.1%)
Dedicated CarPaint Shader
14 (1.6%)
Memory optimization (lower memory usage in 3ds Max; not out-of-core)
65 (7.6%)
GPU/Hybrid rendering
119 (13.9%)
Displacement improvements (2D displacement, autobump, memory efficiency, ...)
56 (6.5%)
Speed improvements
92 (10.7%)
Cryptomatte
29 (3.4%)
Geopattern
96 (11.2%)
Toon shader
33 (3.8%)
Reworking tone mapping (DSLR-style tonemapping)
102 (11.9%)
Interactive rendering in 3ds max viewport (with gizmos, object selection, manipulation, ...)
30 (3.5%)
Adding own materials to Corona Material Library
44 (5.1%)

Total Members Voted: 355

Author Topic: The most wanted feature?  (Read 200227 times)

2015-09-24, 11:28:11
Reply #240

maru

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Global control over GI color bleed (not local via Rayswitch mtl) would be really nice.
I think this would be against Corona philosophy. Also, you have MSI for this.

2015-09-24, 13:38:35
Reply #241

romullus

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If there's troubles with strong colour bleeding, it's usually due to wrongly setup materials. And to fight wrong things with fakes... well, it's not a brightest idea, IMHO.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2015-09-24, 21:57:53
Reply #242

LukaK

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If there's troubles with strong colour bleeding, it's usually due to wrongly setup materials. And to fight wrong things with fakes... well, it's not a brightest idea, IMHO.

No, it's not about wrong materials setup... I think I can setup materials more or less correct, but I have sometimes problems with my clients (I work as architect/interior designer/visualizer), especially with interiors with white walls mostly, because gi color bleed is more visible there.
I always try to explain them, how things in reality works, by showing them photos of similar interiors where color bounce is more pronounced.
I know that cheating gi bleed is physically  incorrect, but in some circumstances it would really help. If there are only 2 or 3 materials, that needs GI Rayswitch adjustment, that's really not such a problem, but when you have 10 or more materials, then that's becoming tiresome, counterproductive and time expensive. Not to mention it's PITA to adjust and make changes to materials.
VRay has this option, and I use it almost on every project, sometimes only a little (color bleed on 85% for example), sometimes more.

I'm attaching a couple of quick test images, where this "problem" is more visible. It's a simple scene, green floor tiles and white walls (diffuse value is 200) whith some minor glossy reflections. At 100% gi color bleed I would really not be able to convince my customer, that the walls are white instead of green. OK 0% looks realy fake, but 30% (or maybe 40-50).. that would be ok.

Adjusting MSI values wouldn't solve this I suppose...

Regards,
Luka






2015-09-25, 11:42:20
Reply #243

maru

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You can create multiple materials using multi/sub and put them inside one rayswitch, or use MultiMap in material ID mode, or render separate GI pass and alter it in post. But I do not think some overall GI color bleed setting will be ever included. I'm not decisive, though. ;)

2015-09-25, 12:41:25
Reply #244

LukaK

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You can create multiple materials using multi/sub and put them inside one rayswitch, or use MultiMap in material ID mode, or render separate GI pass and alter it in post. But I do not think some overall GI color bleed setting will be ever included. I'm not decisive, though. ;)

Hm, that would be really complicated solution comparing to one simple spinner :)
Anywhay, it's not such a big problem, just tiresome sometimes. Thank you Maru for your answers and keep up the good work with Corona ;)

2015-10-28, 12:17:27
Reply #245

ajbmorris

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Exclusion lists on render elements - for example zdepth so you can exclude glass elements

2015-10-28, 12:48:38
Reply #246

metken345

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1: sharp physical caustic.
2: light mixer
3:dispersion material feature
4:rich material library

If assign them to delete all other rendering programs around the world.
you'll be rich. :)

2015-11-25, 22:57:38
Reply #247

Marcellus Ludovicus

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I vote for an improvement to the shadow terminator smoothing.  Turbosmoothing doesn't seem like a long term solution. Thanks :)

2016-01-05, 11:41:19
Reply #248

pandus2

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1. Global Color Bleeding (fake, but very necessary fake) (Global Desaturate GI 0-100)
2. quality Caustic
3. Caustic Pass
4. Dispersion
« Last Edit: 2016-01-05, 13:42:17 by pandus2 »

2016-01-12, 18:12:23
Reply #249

poluokolotogo

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Render Region in Frame Buffer + Render Region in Interactive mode

2016-01-12, 18:31:38
Reply #250

Alessandro

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Please, region render in frame buffer, I need it!! It's absolutely useful during editing, using Max region means to loose a lot of time :(
My Ducati or a render with Corona.....mmm, hard question!
http://www.coverimage.it

2016-01-13, 09:09:28
Reply #251

pandus2

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Render Region in Interactive mode

Render Region in Interactive mode is implemented in the Corona 1.3

2016-01-28, 05:44:12
Reply #252

HLeandre

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Rendering PTex textures > CoronaPtex

2016-02-04, 13:19:01
Reply #253

filippo.previtali

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Just a simple solution for an issue I am struggling at the moment.......
any solid with volumetric material applied.....on the essential volumetric element won't be visible behind a normal sheet of glass unless its 'thin option has been checked and the glass is a not solid surface'.

just my two cents.

thanks a lot

F

2016-03-26, 03:31:21
Reply #254

3di

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automatic reduction of albedo on problem materials as shown red in the albedo pass.  with either the option of only lowering the problem areas diffuse value, or lowering all materials by the same value.

improving distributed rendering so the same outcome can be achieved with the same number of passes when using render farms, currently there seems to be a problem with fog materials, reflections, and lighting when using multiple nodes.  I'm using pixelplow at the moment, and scenes with volume materials render with extreme distortion.