Poll

3 features you want the most:

PBR Style material (Disney, Unreal Engine, etc..)
22 (12.3%)
Refraction/Reflection working with masking render elements (CMasking_Mask,CTexmap, etc...)
14 (7.8%)
Render-time booleans (cut/slice objects)
13 (7.3%)
Dedicated CarPaint Shader
0 (0%)
GPU/Hybrid rendering
27 (15.1%)
Speed improvements
16 (8.9%)
Cryptomatte
6 (3.4%)
Geopattern
27 (15.1%)
Sketch/Toon shader
7 (3.9%)
Reworking tone mapping (DSLR-style tonemapping)
37 (20.7%)
Interactive rendering in 3ds max viewport (with gizmos, object selection, manipulation, ...)
2 (1.1%)
Adding own materials to Corona Material Library
8 (4.5%)

Total Members Voted: 67

Author Topic: The most wanted feature?  (Read 227088 times)

2017-08-29, 10:42:35
Reply #435

Christa Noel

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hi steyin, calm down
did you point the "damnit" to the last post/me? or who? :)
cheers! :D

2017-08-29, 17:33:49
Reply #436

steyin

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hi steyin, calm down
did you point the "damnit" to the last post/me? or who? :)
cheers! :D

Just meant it as a jokey "listen to this guy he knows what he's talking about" post, after all it is Peter.

2017-08-30, 00:21:08
Reply #437

Christa Noel

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2017-08-30, 00:47:34
Reply #438

sebastian___

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it would depend on the research we would do beforehand. This of course does not mean we will start working on it soon. At this moment we still dont see the benefits necessary to warrant the switch

Not a switch, but a way to utilize the powerful processors sitting idle during rendering, which everyone already has installed in their computer.
At least to be used for something, to contribute along CPU, if not used for full rendering.

2017-08-30, 09:01:53
Reply #439

Ryuu

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At least to be used for something, to contribute along CPU, if not used for full rendering.

This has already been discussed a few times. We would like to move post processing & denoising to GPU. These should be quite easily implementable and would not require an extensive redesign/rewrite of the rendering core itself. Unfortunately we're still swamped with other work (debugging, implementing new features) and it will probably take some time until we have the opportunity to implement these.

Ondra, maybe we should put GPU post processing/denoising acceleration as a separate feature to the poll :)

2017-08-30, 11:59:37
Reply #440

Christa Noel

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At least to be used for something, to contribute along CPU, if not used for full rendering.
Ondra, maybe we should put GPU post processing/denoising acceleration as a separate feature to the poll :)
finally ;D imo, it is really worth it to implement. especially for animation work
+1!

2017-08-30, 12:03:54
Reply #441

PROH

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Hi. Don't know if it's already requested, but I could really use the EV value to be animate able.

2017-08-30, 14:31:48
Reply #442

twcg

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Hi. Don't know if it's already requested, but I could really use the EV value to be animate able.

You should be able to animate the exposure and other tonemapping-stuff in the CoronaCameraModifier

2017-08-30, 14:43:17
Reply #443

PROH

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Yes, but not in the render panel. And that's what I want :)

2017-09-01, 11:34:54
Reply #444

maru

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Aerial Perspective affecting only objects, not HDRI plugged into environment slot would be nice. Right now, Global Volume material affects as well the environment map, which by itself when photographed has natural aerial perspective.
There are currently two ways to do it I can think of:
1) Use 3ds Max native fog effect, which can be excluded from background
2) Change the "enviro distance" value in devel/debug rollout https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288
Both are not perfect, but hopefully usable in some cases.

2017-09-01, 11:51:59
Reply #445

rozpustelnik

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Thanks maru. I'll give it a shot, although I would not rely on max's native and archaic effects ;)

2017-09-01, 12:49:48
Reply #446

romullus

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I would love to have a simple aerial perspective post-effect option (preferably controllable from VFB), instead of relying on expensive Corona volumetric or unimpressive max's native fog solutions. So +1 from me for aerial perspective.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2017-09-01, 13:02:31
Reply #447

lacilaci

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I would love to have a simple aerial perspective post-effect option (preferably controllable from VFB), instead of relying on expensive Corona volumetric or unimpressive max's native fog solutions. So +1 from me for aerial perspective.

+1

2017-09-01, 13:56:30
Reply #448

burnin

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+1
All parameters of corona's VFB to be animate able & sequence exported (for starters at least .png & .exr)

2017-09-02, 03:39:36
Reply #449

Christa Noel

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guys, sorry for this dumb question,
what is "simple aerial perspective post-effect" ?