Poll

3 features you want the most:

PBR Style material (Disney, Unreal Engine, etc..)
96 (9.9%)
Refraction/Reflection working with masking render elements (CMasking_Mask,CTexmap, etc...)
62 (6.4%)
Render-time booleans (cut/slice objects)
55 (5.7%)
Dedicated CarPaint Shader
21 (2.2%)
Memory optimization (lower memory usage in 3ds Max; not out-of-core)
74 (7.6%)
GPU/Hybrid rendering
133 (13.7%)
Displacement improvements (2D displacement, autobump, memory efficiency, ...)
64 (6.6%)
Speed improvements
106 (10.9%)
Cryptomatte
33 (3.4%)
Geopattern
102 (10.5%)
Toon shader
37 (3.8%)
Reworking tone mapping (DSLR-style tonemapping)
111 (11.4%)
Interactive rendering in 3ds max viewport (with gizmos, object selection, manipulation, ...)
34 (3.5%)
Adding own materials to Corona Material Library
45 (4.6%)

Total Members Voted: 402

Author Topic: The most wanted feature?  (Read 208455 times)

2014-01-08, 10:31:04
Reply #105

Nupsi

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I´m quite surprised about how few voted for pflow-support :-o

2014-01-09, 00:49:32
Reply #106

Juraj Talcik

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I´m quite surprised about how few voted for pflow-support :-o

I don't find it so surprising. (on other hand, I am bit surprised by SSS) It's vastly overstated how many VFX/Entertainment freelancers are out there compared to Design field. Those heavy trained in particles already have pretty good tools in their hands or are mostly part of pipeline build upon set tools. I am pretty interested if development will mirror some market analysis or follow the wishes of loudest crowd :- )
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2014-01-09, 01:00:42
Reply #107

Ondra

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I am pretty interested if development will mirror some market analysis or follow the wishes of loudest crowd :- )

The loudest crowd tends to be from a certain eastern country, where people tend not to buy many licences of any software, so certain caution might be applied when interpreting the results.
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2014-01-09, 01:12:04
Reply #108

Juraj Talcik

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I am pretty interested if development will mirror some market analysis or follow the wishes of loudest crowd :- )

The loudest crowd tends to be from a certain eastern country, where people tend not to buy many licences of any software, so certain caution might be applied when interpreting the results.

True, that was the wrong side I meant :- )
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2014-01-09, 11:49:37
Reply #109

astudio

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As for me, I never have time for SSS, particles, light beams in the fog and other so important but long rendered things. Sometimes it's sad, but when you get money it's over. ;)

2014-01-09, 17:20:49
Reply #110

davemahi

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Problem for not having PFlow support is that I use it for all sorts of things. Not just for making smoke.....
I use it in modeling, adding details, scattering, as well as for making abstract shapes for design work. It is such a versatile tool that spans many workflows for me.

I don't think the Mesher object would cut for me in the long run. And to be fair, Corona sort of needs to come out of the gate and support as much as it can :)

2014-01-09, 17:24:41
Reply #111

Ludvik Koutny

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Probably all of the things on the list except out of the core will make it into Corona before retail release. Results of this poll just affect the order in which they are added.

2014-01-10, 08:35:38
Reply #112

Nupsi

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Problem for not having PFlow support is that I use it for all sorts of things. Not just for making smoke.....
I use it in modeling, adding details, scattering, as well as for making abstract shapes for design work. It is such a versatile tool that spans many workflows for me.
Same here! PFlow is such a powerfull tool for adding all kind of details and effects. Right now I´m using the mesher if possible to get around with. But it gets kind of frustrating, especially when I need to change some settings. On the other hand, Corona is evolving so fast, that it almost does´nt matter, which feature comes first! Looking forward to Alpha 6 :-)

Nupsi

2014-02-17, 09:06:27
Reply #113

Dexyd

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Yup, missing the particles big-time.....

2014-02-17, 12:13:12
Reply #114

agentdark45

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Adding my 2 cents:

I really need the "render to texture" feature enabled. I use it all the time for game development to bake lightmaps e.t.c. I normally use Vray to do this, but have to brute force everything else it's a splotchy mess.

This feature also comes in massively handy for fly-through animations (I'm sure the arch-viz guys here can relate). For example, rather than calculating GI for every frame of the animation, you calculate it once, bake the lighting solution per-object as a texture and then render in scanline / without GI at a speed of seconds per 1080p frame, as opposed to minutes / hours per frame.

This is the last piece of the puzzle that would allow me to fully ditch Vray and purchase a Corona license upon release.
Vray who?

2014-02-22, 19:11:02
Reply #115

Fibonacci

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Well, this is not really important for everybody, but nice and handy for the texture artists's feature, should be nice in the Corona.

This is something "TextureMap Preview", which make a render of the currently selected texture map from the material editor/slate editor on the objects. The "ShowMap In Viewport" function is really bad, not give good and accurate result. And if it should be working with procedurals, that's goin' to be perfect.  :)

Cheers!
Holy Corona : the materials is the clue.

2014-02-22, 19:43:03
Reply #116

gabrielefx

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what about fog?

I'm trying to using the Max legacy fog with no lucky...

Do I need to save a z-depth pass and create it in post?

regards

2014-03-10, 19:02:34
Reply #117

Chakib

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Can't wait for the sss, maybe in the beta?

2014-03-20, 20:01:02
Reply #118

Fibonacci

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SSS

Blend

Falloff texture and OTHER PROCEDURALS... :)
Holy Corona : the materials is the clue.

2014-03-20, 20:54:32
Reply #119

maru

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