Poll

3 features you want the most:

PBR Style material (Disney, Unreal Engine, etc..)
102 (10%)
Refraction/Reflection working with masking render elements (CMasking_Mask,CTexmap, etc...)
67 (6.6%)
Render-time booleans (cut/slice objects)
60 (5.9%)
Dedicated CarPaint Shader
22 (2.2%)
Memory optimization (lower memory usage in 3ds Max; not out-of-core)
77 (7.5%)
GPU/Hybrid rendering
137 (13.4%)
Displacement improvements (2D displacement, autobump, memory efficiency, ...)
66 (6.5%)
Speed improvements
110 (10.8%)
Cryptomatte
35 (3.4%)
Geopattern
108 (10.6%)
Toon shader
39 (3.8%)
Reworking tone mapping (DSLR-style tonemapping)
115 (11.3%)
Interactive rendering in 3ds max viewport (with gizmos, object selection, manipulation, ...)
35 (3.4%)
Adding own materials to Corona Material Library
48 (4.7%)

Total Members Voted: 420

Author Topic: The most wanted feature?  (Read 222568 times)

2016-04-01, 16:24:35
Reply #270

MgVrN

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What about support all the vray shaders?

Who would buy Vray then? o_O

i will. just support all of them :D

2016-04-07, 04:21:24
Reply #271

gleelash

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Please vote for the Disney PBR material. Not convinced? Heres my 2 cents:
4k & 8K PBR scans are coming. DDO / SubstancePainter and independents are churning them out. They come with a bunch of maps. The trend is inevitable, just like the touchscreen on our phones. Now, the maps come with AO, BUMP, DEPTH, GLOSS, HIGH GLOSS, NORMAL and ROUGHNESS. From the get-go you count more maps than you normally plug into Corona right? Here's is a free commercial use example in 4K:
http://real-displacement-textures.com/

I am sure there is a round-about way to use the maps. But it probably differs from map to map, takes a lot of testing, with huge textures. Not ideal if you use a lot of them. What about METALNESS? Configuring assets in a game-asset-type of production pipeline and taking them into 3ds Max / Cinema 4D in 4K or 8K to use sweet sweet Corona for ArchiViz? Again you can fake it a little but...it's probably painful. The GGX was spot on by the way. But it is kind of the tip of the iceberg so-to-say. And I have no idea about coding but Disney PBR is certainly in top 3 hardest to implement. But it's the thing that also blows the competition out of the water.

So let's just marry the two. 8K PBR scans have a place if Corona implements the insane bat-shit-crazy options of a Disney PBR. And if you don't know what that is, it's a shame to not think it over a bit before voting. Here is where you get started on the many possibilities offered by such material options:
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf

Off Topic: Since I post once every 2 years, I would like to thank the guy who does the tutorials. That guy is simply the best. No other render software offered such an extensive view on how to be used. A million thanks.
 

2016-04-07, 08:18:58
Reply #272

Christa Noel

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hi guys, a dummy question, what is "Render-time booleans (cut/slice objects)" ?

2016-04-07, 10:01:00
Reply #273

romullus

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hi guys, a dummy question, what is "Render-time booleans (cut/slice objects)" ?

This: http://docs.chaosgroup.com/display/VRAY3MAX/Section+Clipper+|+VRayClipper
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-04-07, 10:15:38
Reply #274

Christa Noel

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hi guys, a dummy question, what is "Render-time booleans (cut/slice objects)" ?

This: http://docs.chaosgroup.com/display/VRAY3MAX/Section+Clipper+|+VRayClipper

whooa, that's a cool thing. some technical presentation need that feature, just like wooden panel or tire cutout to show the material composition inside.

2016-04-07, 10:29:05
Reply #275

Juraj Talcik

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Please vote for the Disney PBR material. Not convinced? Heres my 2 cents:
4k & 8K PBR scans are coming. DDO / SubstancePainter and independents are churning them out. They come with a bunch of maps. The trend is inevitable, just like the touchscreen on our phones. Now, the maps come with AO, BUMP, DEPTH, GLOSS, HIGH GLOSS,

This.

How come more people vote for "presets" ? Are they aware they would be worthless since the material doesn't even work as it should. You can't get physically correct specular response without tinkering with IOR and Specular clamping (see Dubcat's guide) when having any glossy other than 1.0.
Having straightforward artist-oriented materials would be biggest boon for 3D beginners, who could then be easily explained the principles in 5 minutes.
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2016-04-07, 11:51:38
Reply #276

lacilaci

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why can't I add my 4 votes all to disney pbr? :D

2016-04-07, 14:22:46
Reply #277

andych82

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Only recently learning about PBR. I'm interested. Just voted for it.
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2016-04-07, 14:33:26
Reply #278

SairesArt

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why can't I add my 4 votes all to disney pbr? :D
I know, democracy sucks man :[

2016-04-07, 14:58:31
Reply #279

Ondra

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why can't I add my 4 votes all to disney pbr? :D
I know, democracy sucks man :[

This is not a democracy ;). We use the votes only as a one of the ways to learn what users want. Sometimes a single well-thought out argument has more influence than 100 votes
Rendering is magic.
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2016-04-08, 03:33:45
Reply #280

Christa Noel

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Sometimes a single well-thought out argument has more influence than 100 votes
hey I think i knew that words, it could be from a book by JFK or sukarno or hittler maybe :D

2016-04-08, 09:46:49
Reply #281

Kamikaze_88

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

Yeah, I would vote for that too!

When using Vray rendering same object with bruteforce, the effect is MUCH less than Corona. Isn't rendering with bruteforce in Vray basically rendering physically?

Ive read the https://coronarenderer.freshdesk.com/support/solutions/articles/5000516258 

"This limitation is typical for physically-based renderers not being able to cope with "fakes" such as shading normals."

2016-04-08, 13:31:23
Reply #282

DeadClown

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Currently having lots of problems getting detailed displacement to work on a character, so this issue appears to be more urgent to me.
Any sufficiently advanced bug is indistinguishable from a feature.

2016-04-09, 21:37:57
Reply #283

Juraj Talcik

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

Yeah, I would vote for that too!

When using Vray rendering same object with bruteforce, the effect is MUCH less than Corona. Isn't rendering with bruteforce in Vray basically rendering physically?

Ive read the https://coronarenderer.freshdesk.com/support/solutions/articles/5000516258 

"This limitation is typical for physically-based renderers not being able to cope with "fakes" such as shading normals."

+1

Not sure if it's 1.3, but I am struggling to get micro-bump effect to be reasonably visible. By the time I do get it, terminator is everywhere, since I use direct light quite often.
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2016-04-10, 10:03:40
Reply #284

peterguthrie

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glad to see better displacement is leading the way!!