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 208766 times)

2014-12-26, 10:21:00
Reply #195

Chakib

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Adaptivity and buckets improvement.
Hair and its materials are wanted too.

2014-12-28, 14:07:10
Reply #196

cgiout

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(1*) Adaptivity
(2*) HDRLightStudio integration in Interactive Rendering

2015-01-23, 14:30:19
Reply #197

arturso

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Layered reflections could be interesting feature :)

2015-01-23, 16:29:32
Reply #198

SairesArt

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Layered reflections could be interesting feature :)
That's too broad of a term, can you elaborate?

If you mean reflections from multiple enviroments, just use a blend node with two textures in the reflectionsenviro slot.

2015-01-23, 17:12:58
Reply #199

Ludvik Koutny

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Layered reflections could be interesting feature :)
That's too broad of a term, can you elaborate?

If you mean reflections from multiple enviroments, just use a blend node with two textures in the reflectionsenviro slot.

He simply means layered materials. Some of the softwares implement simplified version where you can layer only reflective layers. So that's why he refers to it as layered reflections. Corona can do that already, but at the moment only by using blend material, which requires nesting if one needs more than two layers. There will be hopefully multilayer material soon.

2015-02-17, 19:33:03
Reply #200

samuelAB

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Render to texture / light baking would be a godsend. We still have to use Mental Ray or Vray to do this >:( and it's terrible compared to this engine.

2015-03-01, 22:52:41
Reply #201

juang3d

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Adaptivity and speed please, if I could mark this two times I would :)

Cheers!

2015-03-06, 21:28:25
Reply #202

mike_kennedy

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A Good Light Lister,
Excitemers script was great, but because of Network restrictions I can't run the plugin :(

2015-03-06, 21:56:18
Reply #203

GestaltDesign

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(1*) Adaptivity
(2*) HDRLightStudio integration in Interactive Rendering

Sounds good to me!
Maybe a pipe dream but if HDR Light Studio could be integrated with IR in the same way as it has in Vray for Rhino, that would be gold.
In the Rhino version LightPaint  works directly with the RT viewport, seeing as it has not been done yet in Max with any other renderer I assume it may not be possible.
However when Corona for Rhino is developed it would be a great feature!
« Last Edit: 2015-03-07, 13:07:30 by GestaltDesign »

2015-03-11, 06:51:21
Reply #204

oncire

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"render selected" (like vray) . useful if you want to render just the selected object and ignore the rest.

2015-03-12, 12:17:48
Reply #205

Cyborn

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As a 3D animation studio, (not focused on architectural visualisations)
we would only consider to switch to an alternative renderer when all the important features for animated character and environment rendering are included.
So we will test Corona once there is at least a good hair shader available.



2015-03-15, 21:32:21
Reply #206

foxid

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GLOW and GLARE please like in Octane render!!! I beg U most!

2015-03-15, 21:48:38
Reply #207

SairesArt

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GLOW and GLARE please like in Octane render!!! I beg U most!
As a workaround you can still use the 3dsMax built in effects for glow and glare.
(Although I'd rather do that myself in post tbh)

2015-03-18, 13:38:39
Reply #208

sebastian___

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A real time glare would be better applied to high brightness objects. Unless you use hdr exr or similar, a post solution would not identify the hot spots as good. The glare intensity in Octane would keep increasing if the hot spots would go beyond the 255 white. Not to mention how it helps you compose the shot better since you see all those glare effects in realtime.
 I'm guessing the Octane solution is so fast because the glare effect is progressive as well. It's not applied instantly in a single frame, but applied progressively over multiple frames, just like clearing the noise over multiple frames.

Notice how it completely changes the picture having the real time glow in the dark scene with the light.





« Last Edit: 2015-03-18, 13:51:40 by sebastian___ »

2015-03-18, 14:00:35
Reply #209

Juraj Talcik

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It's still post effect, even in Octane, same thing as Vray Glow. Or ArionFx in PS, even Magic Bullet works similarly. All plugins let you work on 32bit linear unclamped file to extract proper highlights.

But they all look shit compared to Unreal post process tab :- D I don't know how those guys do it, but every feature is miles above everything else.
The tonemapping and post effects look so good and natural straight out of box it makes every rendering engine look like from 1995 :/

I don't see why this gets so ignored and frowned upon (esp. by Vlado). I want to select my output to look for example.... NikonD800 + 1/4f 24mm lens raw file and do post-production from that point. Not some ugly reinhard mess on top of linear file.
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