Poll

3 features you want the most:

PBR Style material (Disney, Unreal Engine, etc..)
98 (9.8%)
Refraction/Reflection working with masking render elements (CMasking_Mask,CTexmap, etc...)
64 (6.4%)
Render-time booleans (cut/slice objects)
59 (5.9%)
Dedicated CarPaint Shader
22 (2.2%)
Memory optimization (lower memory usage in 3ds Max; not out-of-core)
77 (7.7%)
GPU/Hybrid rendering
135 (13.5%)
Displacement improvements (2D displacement, autobump, memory efficiency, ...)
64 (6.4%)
Speed improvements
108 (10.8%)
Cryptomatte
35 (3.5%)
Geopattern
106 (10.6%)
Toon shader
38 (3.8%)
Reworking tone mapping (DSLR-style tonemapping)
111 (11.1%)
Interactive rendering in 3ds max viewport (with gizmos, object selection, manipulation, ...)
34 (3.4%)
Adding own materials to Corona Material Library
46 (4.6%)

Total Members Voted: 411

Author Topic: The most wanted feature?  (Read 218739 times)

2016-11-25, 13:27:16
Reply #375

Ludvik Koutny

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btw: i am willing to reset and re-do this poll with better naming of features... can somebody suggest a complete list of what to include?


  • Advanced volumetrics (Clouds, PhoenixFD, FumeFX, etc...)
  • PBR Style material (Disney, Unreal Engine, etc..)
  • Material presets
  • Corona Scatter improvements
  • Skin Shader
  • Optimized hair rendering with dedicated hair shader
  • Production-ready caustics
  • Refraction/Reflection working with masking render elements (CMasking_Mask,CTexmap, etc...)
  • Render-time booleans (cut/slice objects)
  • Irradiance Cache/Map as primary GI
  • Dedicated CarPaint Shader
  • Dispersion (refractive abberation)

2016-11-25, 13:35:03
Reply #376

Ondra

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Done, cast your votes!
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 ;)

2016-11-25, 13:41:01
Reply #377

tomislavn

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Done :D
My 3d stock portfolio - http://3docean.net/user/tomislavn

2016-11-25, 14:48:54
Reply #378

romullus

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PBR Style material (Disney, Unreal Engine, etc..) -> PBR material for metalness workflow, that would be more clear IMHO.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-11-25, 14:56:34
Reply #379

cecofuli

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(*) Advanced volumetrics (Clouds, PhoenixFD, FumeFX, etc...)
(*) Skin shader
(*) Optimized hair rendering with dedicated hair shader
(*) Production-ready caustics

Why? Because they are something that we havn't at all.

The other options are a improvement of something that we already have.

2016-11-25, 15:24:12
Reply #380

Ludvik Koutny

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PBR Style material (Disney, Unreal Engine, etc..) -> PBR material for metalness workflow, that would be more clear IMHO.

Not for beginners... If you are not experienced with the workflow, you may have not necessarily heard about metalness, but you may heard about some different shaders that Disney or Unreal Engine uses. It needs to be comprehensive for everyone.

2016-11-25, 15:35:14
Reply #381

Ondra

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(*) Advanced volumetrics (Clouds, PhoenixFD, FumeFX, etc...)
(*) Skin shader
(*) Optimized hair rendering with dedicated hair shader
(*) Production-ready caustics

Why? Because they are something that we havn't at all.

The other options are a improvement of something that we already have.
Well this comes down again to the debate of "I WANT to use Corona" vs "I CAN use Corona". You are already sold on using Corona. But there are people who COULD use it, but dont because they see other renderers as being better. That is why just implementing every feature under the sun does not work - people certainly could use mental ray, since it has all features, but nobody wants to ;)
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 ;)

2016-11-25, 18:18:26
Reply #382

cecofuli

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Yes, your point of view is good: better a few tool, but really good.
And, I can say: without VFX tools, hairs, skin, caustics, volumetric, a lot of artist will never use Corona.

In short : "we cannot have a drunk wife, with a full barrel"

2016-11-25, 19:03:25
Reply #383

romullus

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PBR Style material (Disney, Unreal Engine, etc..) -> PBR material for metalness workflow, that would be more clear IMHO.

Not for beginners... If you are not experienced with the workflow, you may have not necessarily heard about metalness, but you may heard about some different shaders that Disney or Unreal Engine uses. It needs to be comprehensive for everyone.

Quite contrary, i would never know about some disney PBR if not Juraj, but word "metalness" is baked almost in every texture that uses this workflow and that should immediately ring some bells even for complete dumbass like me. Anyway, i think i can understand every option in this list, so i won't argue anymore :]

BTW, curious what happened to out of core option? Is it out of picture now?
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-11-25, 20:25:43
Reply #384

Ludvik Koutny

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BTW would be really good to post link to here on FB (but sometime in prime time, not at Friday evening).

That way, lots of people get to know they can cast their votes again. So far only 19 people have voted, so not many probably know...

2016-11-26, 02:46:56
Reply #385

Christa Noel

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a question, what are the advantages of "Irradiance Cache/Map as primary GI" than our current primary GI solver "Path Tracing"?

2016-11-26, 16:53:41
Reply #386

cecofuli

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It's like the  Irradiance Map in V-Ray: very fast is some situation.
For example , in interior projects with a few details and, especially, in fly-throught animations.
You can bake the GI every "n" frames and render these animations very fast!
Now, in Corona, we have to calculate GI every frame with the PT, even nothing changes =(  (only camera movement)

2016-11-27, 14:45:09
Reply #387

Cheesemsmsm

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PBR Style material (Disney, Unreal Engine, etc..) -> PBR material for metalness workflow, that would be more clear IMHO.

Not for beginners... If you are not experienced with the workflow, you may have not necessarily heard about metalness, but you may heard about some different shaders that Disney or Unreal Engine uses. It needs to be comprehensive for everyone.

Quite contrary, i would never know about some disney PBR if not Juraj, but word "metalness" is baked almost in every texture that uses this workflow and that should immediately ring some bells even for complete dumbass like me. Anyway, i think i can understand every option in this list, so i won't argue anymore :]

BTW, curious what happened to out of core option? Is it out of picture now?

I've heard about Disney PBR and metalness workflow but I never knew that they're the same lol

2016-11-27, 15:27:29
Reply #388

PROH

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Yes, I know the metalness workflow very well from working with Unity, but I don't know much about Disney materials - exept some words from Juraj.

With the new Corona PBR (v1,5 +), I don't see the metalness workflow as an urgent need. A way to transfer Corona mats - or at least the bitmaps - to other engines (as i.e. Unity) seems much more urgent.

Keep it up :)

2016-11-28, 03:24:07
Reply #389

MarsYellow

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So there is a software called Motiva for vray it has some cool post production tools you should check it and see if you can add some of its sweet little tools to corona....maybe all of them.....or at least changing the color and texture of objects after rendering that would be very cool and useful for a lot of users I guess....or maybe just for me.....And maybe some post DOF tool based on zdepth or maybe on point pos pass .Yap and that is it for now....
thanks keep it up