Poll

3 features you want the most:

PBR Style material (Disney, Unreal Engine, etc..)
78 (9.8%)
Refraction/Reflection working with masking render elements (CMasking_Mask,CTexmap, etc...)
48 (6.1%)
Render-time booleans (cut/slice objects)
42 (5.3%)
Dedicated CarPaint Shader
13 (1.6%)
Memory optimization (lower memory usage in 3ds Max; not out-of-core)
59 (7.4%)
GPU/Hybrid rendering
107 (13.5%)
Displacement improvements (2D displacement, autobump, memory efficiency, ...)
53 (6.7%)
Speed improvements
82 (10.3%)
Cryptomatte
24 (3%)
Geopattern
92 (11.6%)
Toon shader
31 (3.9%)
Reworking tone mapping (DSLR-style tonemapping)
96 (12.1%)
Interactive rendering in 3ds max viewport (with gizmos, object selection, manipulation, ...)
29 (3.7%)
Adding own materials to Corona Material Library
39 (4.9%)

Total Members Voted: 330

Author Topic: The most wanted feature?  (Read 198016 times)

2016-04-10, 16:17:43
Reply #285

antanas

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 Well I'm glad too but what corona's team really means by the "better displacement" one can only guess )) yet still I had put one of my votes there anyway.
To me, for example, it does mean introduction of some sort per material or per modifier or even both of those (which would be most useful imo) displacement quality\precision control.
 Why ? Well, to be able to do some foreground tree bark\ground\walls etc or even some characters or whatever, which could use current automatic per pixel control (as it is imo quite efficient for close to camera\foreground objects already) + some distant mountains\hills etc, which could use some pretty sparse world space unit sample settings\distance + some distant but closer objects with could use either of those with less precise\dense settings than the foreground ones but still would be able to retain rather decent displacement quality even on lower res renderings - well to be able to do all of this in the same scene with a more efficient control over the quality\precision vs ram and processing power usage. Of course, it would be especially useful in larger outdoor scenes but I think some smaller ones could greatly benefit from that too and, well, vray got it and it helped me a lot in the past so why corona shouldn't )).

2016-04-20, 19:42:31
Reply #286

peterguthrie

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well I hope that 'better displacement' means something similar to vray '2d' displacement because we have always found that much easier to control and better suited to arch viz work

2016-04-20, 20:01:35
Reply #287

Juraj Talcik

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Anything without the pre-calc phase. Takes endless time to adjust when single fullHD frame takes 1-2 minute (using 40 core machine) on the default 1.5px value.

"2D"/Texture-space disp (unnaffected by light), is also great, esp. for micro disp.
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2016-04-23, 08:46:52
Reply #288

sprayer

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please  turn off mouse over tooltips freezing, this makes it difficult an accidental hover tooltip. at beginning i was thinking it's a bug

2016-04-23, 09:08:31
Reply #289

Ondra

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please  turn off mouse over tooltips freezing, this makes it difficult an accidental hover tooltip. at beginning i was thinking it's a bug
already fixed in dailies
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-04-23, 19:49:31
Reply #290

MgVrN

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i just found this. it generates cloud for mental ray and doesnt support corona. What about add something like this for realistic atmosphere

http://www.ozone-plugin.com/

2016-04-24, 13:55:56
Reply #291

SairesArt

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i just found this. it generates cloud for mental ray and doesnt support corona. What about add something like this for realistic atmosphere

http://www.ozone-plugin.com/
Was discussed in July of 2015, would be indeed a great vote  to implement thing post 1.4

2016-04-24, 22:13:35
Reply #292

3di

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Render to texture!

2016-04-24, 22:29:20
Reply #293

romullus

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Render to texture!

Already there!
I'm not Corona Team member. Everything i say, is my personal opinion only.
R.I.P. Niki Lauda

2016-04-24, 22:39:23
Reply #294

3di

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It is?!  When did this happen?


2016-04-25, 03:31:35
Reply #296

3di

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Oh wow! this is great news. 

I clicked on the link if your stressed out by the way.  It had the opposite effect, as I'd forgotten my speakers were cranked up....might as well have been brown noise :)

2016-06-02, 17:30:42
Reply #297

Sintel

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V-Ray 3.4 also support PBR shader. I hope Corona will do the same
« Last Edit: 2016-06-02, 17:36:55 by Sintel »

2016-06-02, 18:16:03
Reply #298

Juraj Talcik

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V-Ray 3.4 also support PBR shader. I hope Corona will do the same

Did Vray 3.4 already come out ?

Do you mean the physical shader in 3dsMax 2017 ?

Corona 1.5 will have full glossiness range and proper specular dimming.
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2016-06-02, 21:09:39
Reply #299

Sintel

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V-Ray 3.4 also support PBR shader. I hope Corona will do the same

Did Vray 3.4 already come out ?

Do you mean the physical shader in 3dsMax 2017 ?

Corona 1.5 will have full glossiness range and proper specular dimming.

V-Ray 3.4 didnt come out but we had a release note
Yes. I mean physical shader in 3ds Max 2017. I did a test (with ART, of course) and seems like it worked very good with texture exported from Substance Painter or DDO.
Full glossiness range is very cool, we do not need glossiness remapped anymore. But PBR shader will make Substance Painter - 3ds Max workflow easier.
« Last Edit: 2016-06-02, 21:16:11 by Sintel »