Distance no object corona ошибка

Содержание

  1. Corona distance не работает
  2. Карта Corona Distance Map в Corona Renderer
  3. Corona Distance Texmap
  4. Corona distance не работает
  5. Комментарии (31)
  6. Corona distance не работает

При рендере трава выходит за рамки. Я создавал новую сцену и экспериментировал с примитивами, получается аналогично, не видно темного контура короны дистанс

Поставьте галку Color inside (сделайте черным цвет) и погоняйте расстояния near и far — все должно заработать. Можете отключить временно скаттер и вместо текстуры газона применить эту карту на дифуз на ваш газон, что бы видеть как меняется граница на рендере.

UPD: еще тут не очень видно заходит ли у вас полигон с травой внутрь бордюра. Возможно что нет, тогда Color inside может и не нужен. Но надо регулировать расстояния все равно. И еще проверьте размер травы — возможно пучки слишком большие — трава физически не скаттерится в эти области, просто слишком широкий пучок — надо карту закинуть и в Distribution Map и в Scale что-то засунуть в скатеррере (можно ее же для начала)

Поставьте галку Color inside (сделайте черным цвет) и погоняйте расстояния near и far — все должно заработать. Можете отключить временно скаттер и вместо текстуры газона применить эту карту на дифуз на ваш газон, что бы видеть как меняется граница на рендере.

UPD: еще тут не очень видно заходит ли у вас полигон с травой внутрь бордюра. Возможно что нет, тогда Color inside может и не нужен. Но надо регулировать расстояния все равно. И еще проверьте размер травы — возможно пучки слишком большие — трава физически не скаттерится в эти области, просто слишком широкий пучок — надо карту закинуть и в Distribution Map и в Scale что-то засунуть в скатеррере (можно ее же для начала)

Источник

Карта Corona Distance Map в Corona Renderer

Corona Distance Map позволяет создавать «умные» материалы, которые знают, на каком расстоянии они находятся от объектов в сцене. С ее помощью можно добавить волны вокруг береговой линии, износ в местах соприкосновения объектов, грязь и шум под подоконниками и многое другое.

Как это работает?

Corona Distance Map применяет различные цвета к материалу в зависимости от расстояния от одного объекта до другого. Затем эти цвета можно сопоставить с различными свойствами материала или объекта, такими как непрозрачность, смещение или распределение рассеивания, или использовать в качестве масок, как и любую другую карту.

Corona Distance Map может использоваться как с 2D текстурами (такими как растровые или процедурные карты на поверхности объекта), так и с 3D объемами (такими как сетки OpenVDB, загруженные с помощью CoronaVolumeGrid, или объекты, использующие материал Corona Volume).

Чем это отличается от Corona AO map?

Есть несколько основных отличий:

— Corona Distance map не может быть использована в пределах одного объекта.

Карта CoronaAO может использоваться для окрашивания различных частей одного объекта или нескольких объектов на основе их расстояния друг от друга (выпуклые или вогнутые области). Карта CoronaDistance может использоваться только на основе расстояния между двумя или более различными объектами.

— CoronaAO является лучевой трассировкой, поэтому она вычисляется только во время фактического рендеринга.

Это означает, что карту CoronaAO нельзя использовать, например, в качестве карты распределения для рассеивания объектов с помощью CoronaScatter, в качестве карты смещения или карты неровностей. В таких случаях можно использовать CoronaDistance, которая будет обновляться в реальном времени, даже во вьюпорте.

— Качество карты CoronaAO будет постепенно улучшаться во время рендеринга, поэтому сначала она будет казаться шумной, а затем постепенно станет бесшумной с каждым последующим проходом рендеринга. CoronaDistance вычисляется за один проход, и сразу же рендерится без шума.

Примеры

Карта Corona Distance чрезвычайно универсальна, и может быть использована в различных случаях в зависимости от потребностей. Вот лишь несколько примеров идей, которые можно развивать дальше:

Износ объектов, расположенных близко друг к другу:

Настройка материала:

Карта Noise используется для изменения масштаба расстояния, создавая текстуру «грязи». Карта Output используется для увеличения контрастности карты CoronaDistance.

Пена вблизи берега:

Настройка материала:

Только одна карта CoronaDistance используется для окрашивания объекта водной поверхности в зависимости от расстояния до берега.

Создание 3D волн вокруг объектов в песке или воде:

Настройка материала:

Карта CoronaDistance вставляется в слот «Source Map» карты Gradient Ramp. Таким образом, «волны», созданные с помощью Gradient Ramp, будут создавать круговые формы вокруг объекта.

Силовое поле, которое открывается, когда объект приближается к нему:

Настройка материала:

В этом случае непрозрачность материала силового поля контролируется картой CoronaDistance, которая становится черной, когда выбранный объект находится близко к ней.

Булинг в режиме рендеринга с очень сложными формами:

Это можно использовать для рендеринга сложных булевых форм без каких-либо артефактов.

Объемный туман вблизи земли:

Настройка материала:

Смещенная плоскость земли находится внутри коробки. К коробке применен материал CoronaVolume с включенным режимом «внутренний объем». На карте CoronaDistance плоскость земли выбрана в качестве объекта «расстояние от», а затем подключена к слоту Absorption материала CoronaVolume. Это означает, что объем будет плотным ближе к наземному объекту (черный цвет) и более тонким дальше от него (белый цвет), пока не станет полностью прозрачным. Кроме того, карта шума подключается к шкале расстояний материала CoronaDistance для изменения плотности тумана.

«Лазер» разрезает объемы:

В этом примере в сцене присутствует объект CoronaVolumeGrid с загруженным файлом OpenVDB. Здесь используется тот же метод, что и в примере с «булеаном» выше — есть невидимый объект box, прорезающий объем. Карта CoronaDistance затем используется в слоте Absorption объекта CoronaVolumeGrid, чтобы определить, какие области должны быть прозрачными (белыми), а какие — сплошными (черными). Кроме того, излучение CoronaVolumeGrid также отображается с помощью карты CoronaDistance — таким образом, она излучает свет вблизи области, где невидимый бокс пересекается с объемом.

Более подробно о всех курсах проекта CGBandit вы можете ознакомиться здесь: https://www.cgbanditcourse.com

Перевод статьи осуществлен образовательным проектом CGBandit c официального сайта coronarenderer.

Источник

Corona Distance Texmap

Всем доброе время суток.

Прошу помощи в решении проблемы с Corona Distance Texmap. Суть в том, что при использовании данной карты на картинке появляются паразитные линии. И появляются они при включении галочки Color inside.

Геометрию проверял — эта проблема присутствует даже на элементарных боксах.

Ну не совсем так. Нижняя плоскость — типа асфальт. Верхние коробки задают места прорисовки разметочной краски, они пересекают плоскость асфальта. Если посмотреть на материал в посте выше, то они обозначены в Corona Distance Texmap как Markup. Если же я подниму Markup (боксы) над плоскостью асфальта, то все оранжевые элементы просто исчезнут.

Если кому интересно. Она проявляется только там, где грани «маскирующих» объектов расположены под 90 градусов, т.е. у боксов. Чтобы избавиться от этого, надо к боксу применить модификатор chamfer.

Источник

Corona distance не работает

Всем привет! Сегодня я хочу поделиться с Вами уроком по Corona Distance Map. Часть1.

Corona Distance Map позволяет создавать «умные» материалы, которые учитывают — как далеко они находятся от объектов в сцене. Используйте эту карту, чтобы добавить волны вокруг береговой линии, повреждения в месте пересечения объектов, грязь и шум под подоконниками и многое другое.

В данном видео я покажу, как получить интерактивный boolean с помощью карты Corona Distance, а также как смешать текстуры для достижения реалистичного эффекта. Как изменяя настройки — влиять на узор смешивания.

Содержание видео:

0:04 — Важная информация о канале и уроке.

0:40 — Где найти текстуру Corona Distance Map.

0:59 — Первый пример использования этой карты. Zbrush LiveBoolean vs Corona Distance Map Boolean.

7:05 — Второй пример. Использование Corona Distance Map для смешивания разных текстур в Diffuse слоте. Bercon Noise.

10:06 — Концовка. Видео-превью других уроков и плейлистов.

Если Вам понравилось данное видео:

► Подписывайтесь на канал, чтобы не пропустить новые выпуски

► Делитесь с друзьями — не жадничайте =) Ведь они тоже хотят получить эти знания =)

С Уважением, Андрей Кривуля ака Charly.

Комментарии (31)

Нет — это не тоже самое. Вот официальный док об отличии от Corona AO.

How is it any different from Corona AO map?

There are some major differences:

— Corona Distance map cannot be used within a single object.
CoronaAO map can be used to color different parts of a single object, or multiple objects, based on their distance from each other (convex or concave areas). The CoronaDistance map can only be used based on the distance between two or more different objects.

— CoronaAO is raytraced, so it is computed only during the actual rendering.
This means that the CoronaAO map cannot be used, for example, as a distribution map to scatter instances using CoronaScatter, as a displacement map, or as a bump map. CoronaDistance can be used in such cases, and it will update in real time, even in the viewport.

— The quality of the CoronaAO map will improve progressively during rendering, so it will first appear noisy, and will then gradually become noise-free with each subsequent render pass. CoronaDistance is computed in one go, and will immediately render noise-free.

Источник

Corona distance не работает

При рендере трава выходит за рамки. Я создавал новую сцену и экспериментировал с примитивами, получается аналогично, не видно темного контура короны дистанс

Поставьте галку Color inside (сделайте черным цвет) и погоняйте расстояния near и far — все должно заработать. Можете отключить временно скаттер и вместо текстуры газона применить эту карту на дифуз на ваш газон, что бы видеть как меняется граница на рендере.

UPD: еще тут не очень видно заходит ли у вас полигон с травой внутрь бордюра. Возможно что нет, тогда Color inside может и не нужен. Но надо регулировать расстояния все равно. И еще проверьте размер травы — возможно пучки слишком большие — трава физически не скаттерится в эти области, просто слишком широкий пучок — надо карту закинуть и в Distribution Map и в Scale что-то засунуть в скатеррере (можно ее же для начала)

Поставьте галку Color inside (сделайте черным цвет) и погоняйте расстояния near и far — все должно заработать. Можете отключить временно скаттер и вместо текстуры газона применить эту карту на дифуз на ваш газон, что бы видеть как меняется граница на рендере.

UPD: еще тут не очень видно заходит ли у вас полигон с травой внутрь бордюра. Возможно что нет, тогда Color inside может и не нужен. Но надо регулировать расстояния все равно. И еще проверьте размер травы — возможно пучки слишком большие — трава физически не скаттерится в эти области, просто слишком широкий пучок — надо карту закинуть и в Distribution Map и в Scale что-то засунуть в скатеррере (можно ее же для начала)

Источник

Corona Distance Map позволяет создавать «умные» материалы, которые знают, на каком расстоянии они
находятся от объектов в сцене. С ее помощью можно добавить волны вокруг береговой линии, износ в местах
соприкосновения объектов, грязь и шум под подоконниками и многое другое.

Как это работает?

Corona Distance Map применяет различные цвета к материалу в зависимости от расстояния от одного объекта до другого.
Затем эти цвета можно сопоставить с различными свойствами материала или объекта, такими как непрозрачность, смещение
или распределение рассеивания, или использовать в качестве масок, как и любую другую карту.

Corona Distance Map может использоваться как с 2D текстурами (такими как растровые или процедурные карты на
поверхности объекта), так и с 3D объемами (такими как сетки OpenVDB, загруженные с помощью CoronaVolumeGrid, или
объекты, использующие материал Corona Volume).

Чем это отличается от Corona AO map?

Есть несколько основных отличий:

  • Corona Distance map не может быть использована в пределах одного объекта.
    Карта CoronaAO может использоваться для окрашивания различных частей одного объекта или нескольких объектов на основе
    их расстояния друг от друга (выпуклые или вогнутые области). Карта CoronaDistance может использоваться только на
    основе расстояния между двумя или более различными объектами.
  • CoronaAO является лучевой трассировкой, поэтому она вычисляется только во время фактического рендеринга.
    Это означает, что карту CoronaAO нельзя использовать, например, в качестве карты распределения для рассеивания
    объектов с помощью CoronaScatter, в качестве карты смещения или карты неровностей. В таких случаях можно
    использовать CoronaDistance, которая будет обновляться в реальном времени, даже во вьюпорте.
  • Качество карты CoronaAO будет постепенно улучшаться во время рендеринга, поэтому сначала она будет казаться шумной,
    а затем постепенно станет бесшумной с каждым последующим проходом рендеринга. CoronaDistance вычисляется за один
    проход, и сразу же рендерится без шума.

Примеры

Карта Corona Distance чрезвычайно универсальна, и может быть использована в различных случаях в зависимости от
потребностей. Вот лишь несколько примеров идей, которые можно развивать дальше:

Износ объектов, расположенных близко друг к другу:

Настройка материала:

Карта Noise используется для изменения масштаба расстояния, создавая текстуру «грязи». Карта Output используется
для увеличения контрастности карты CoronaDistance.

Пена вблизи берега:

Настройка материала:

Только одна карта CoronaDistance используется для окрашивания объекта водной поверхности в зависимости от
расстояния до берега.

Создание 3D волн вокруг объектов в песке или воде:

Настройка материала:

Карта CoronaDistance вставляется в слот «Source Map» карты Gradient Ramp. Таким образом, «волны», созданные с
помощью Gradient Ramp, будут создавать круговые формы вокруг объекта.

Силовое поле, которое открывается, когда объект приближается к нему:

Настройка материала:

В этом случае непрозрачность материала силового поля контролируется картой CoronaDistance, которая становится
черной, когда выбранный объект находится близко к ней.

Булинг в режиме рендеринга с очень сложными формами:

Это можно использовать для рендеринга сложных булевых форм без каких-либо артефактов.

Объемный туман вблизи земли:

Настройка материала:

Смещенная плоскость земли находится внутри коробки. К коробке применен материал CoronaVolume с включенным режимом
«внутренний объем». На карте CoronaDistance плоскость земли выбрана в качестве объекта «расстояние от», а затем
подключена к слоту Absorption материала CoronaVolume. Это означает, что объем будет плотным ближе к наземному
объекту (черный цвет) и более тонким дальше от него (белый цвет), пока не станет полностью прозрачным. Кроме того,
карта шума подключается к шкале расстояний материала CoronaDistance для изменения плотности тумана.

«Лазер» разрезает объемы:

В этом примере в сцене присутствует объект CoronaVolumeGrid с загруженным файлом OpenVDB. Здесь используется тот же
метод, что и в примере с «булеаном» выше — есть невидимый объект box, прорезающий объем. Карта CoronaDistance затем
используется в слоте Absorption объекта CoronaVolumeGrid, чтобы определить, какие области должны быть прозрачными
(белыми), а какие — сплошными (черными). Кроме того, излучение CoronaVolumeGrid также отображается с помощью карты
CoronaDistance — таким образом, она излучает свет вблизи области, где невидимый бокс пересекается с объемом.


Более подробно ознакомиться со всеми курсами образовательного проекта CGBandit вы можете здесь.

Перевод статьи осуществлен образовательным проектом CGBandit c официального сайта coronarenderer.

This page provides information on the Corona Distance map, its settings, and usage.

Overview


How does it work?


The Corona Distance map applies different colors to a material based on the distance from one object to another. These colors can be then mapped to various material or object properties such as opacity, displacement, or scattering distribution, or can be used as masks, just as any other map.

The Corona Distance map can be used with both 2D textures (such as bitmaps or procedural maps on the object surface) and 3D volumes (such as OpenVDB grids loaded using the CoronaVolumeGrid, or objects using the Corona Volume material).

How is it any different from Corona AO map?


There are some major differences:

  • Corona Distance map cannot be used within a single object.
    Corona AO map can be used to color different parts of a single object, or multiple objects, based on their distance from each other (convex or concave areas). The CoronaDistance map can only be used based on the distance between two or more different objects.
  • Corona AO is raytraced, so it is computed only during the actual rendering. This means that the CoronaAO map cannot be used, for example, as a distribution map to scatter instances using CoronaScatter, as a displacement map, or as a bump map. CoronaDistance can be used in such cases, and it updates in real time, even in the viewport.
  • The quality of the CoronaAO map improves progressively during rendering, so it first appears noisy, and then gradually becomes noise-free with each subsequent render pass. CoronaDistance is computed in one go, and immediately renders noise-free.

Settings


Node input

Distance from – Defines the objects from which the distance is being calculated.

Output Transform

Color nearThe color or texture used near the surface of any objects included in the Distance from list. The exact distance is specified using the Distance near parameter.

Distance near When any surface of any objects included in the Distance from list is closer than this distance, Color/texmap near is used. For distances between near and far, a blend between the near and far colors/texmaps is used.

Color farThe color or texture used far from the surface of any objects included in the Distance from list. The exact distance is specified using the Distance far parameter.

Distance far – When all surfaces of any objects included in the Distance from list are farther than this distance, Color/texmap far is used. For distances between near and far, a blend between the near and far colors/texmaps is used.

Color inside – When enabled, a different color/texmap is applied for points that are ‘inside’ (based on the shading normal) the Distance from objects. When disabled, the same distance gradient as for outside objects is used.

Precise mode – More robustly determines the inside of all meshes.

Fast mode – A bit faster mode which works correctly only with simple meshes.

Generally you don’t need to use the fast mode unless you need to render older scenes.

Distance scale –  When used, both near and far distances are multiplied by the color values in the Distance scale map. A value of 1 (white) means near and far distances are unchanged, while lower values reduce both near and far distances. Use this to add noise or variation to the distance calculations.

Examples


Example of using Corona Distance Map as a Surface Scattering Map in Chaos Scatter and a spine as Distance From object.

Distance Near

Distance Far


Color Near

Color Far

We’re excited to announce the release of Corona Renderer 1.6 for Autodesk 3ds Max!

The wait was worth it, as we’re giving you some really sweet features with this version! Find out what’s new in the video and quick facts below:

NEW FEATURES VIDEO

For the tl;dr generation – get a brief look at what’s new:

Read more for full details on the update and the download link!

DOWNLOAD

If you want to just download and install while you read, you will find the latest version at:

https://corona-renderer.com/download/

Demo Refresh: If you have tried Corona before and your 45-day trial expired, you will be glad to know we have automatically refreshed the demo period to give everyone an extra 14 days! Simply download and install 1.6 from the link above, and you can activate the refreshed demo period right from within Max. Enjoy!

QUICK FACTS


MORE SPEED AND FREE MEMORY

  • We’re giving you up to 200% speed boost  in scenes where direct lighting from HDRI environment is dominant, compared to Corona 1.5.2
  • 5x faster LUT parsing
  • New stratified random sampler makes noise disappear faster
  • Glare is rendered 33% faster
  • Interactive rendering is virtually a real-time experience now thanks to subsampling; refresh rate was also improved, and unnecessary restarts fixed
  • Support for the latest Embree provides an additional 2-3% speed boost
  • Memory usage is  lower when using deformable motion blur

REWORKED DISTRIBUTED RENDERING

  • New improved UI on master and slaves
  • No more missing assets, as they are sent automatically to each render node
  • Memory usage is reported by the slaves
  • Adaptivity now works with DR…
  • …which means faster rendering
  • …and that noise limit can be used with DR

NEW FUNCTIONALITY

  • Introducing the Corona Image Editor (CIE) – a portable application which loads Corona EXR files and supports all Corona VFB features, including adjusting LightMix and Denoising without re-rendering, and without running your 3D software
  • LightMix has been given a generous UI upgrade, and you can now bake its properties directly into the scene
  • The Corona VFB now features curves, sharpening/blurring, and various UI improvements
  • Shift-click to add new render regions, and Ctrl-click and drag their borders to make them fuzzy; regions’ size and position are also saved within the file
  • Corona Scatter can now scatter in regular patterns, and on splines
  • Triplanar map lets you forget about seams and stretching on complex organic and geometric forms
  • Multimap UI has been enhanced with frequency spinners and random gamma
  • Round Edges is now virtually impossible to distinguish from real chamfered geometry, and it renders faster
  • Corona Lights with directionality enabled are not rendered black anymore
  • Bloom and glare now works with spherical VR renders, without seams or distortion
  • Stereo images without the spherical projection can be used to create classic side-by-side stereo images and animations
  • Corona Bitmaps can now be rotated using degrees when used in the Environment slot

ADDITIONAL GOODIES

  • The long awaited terminator shading fix is finally here! The faceted shading on low poly objects, visible especially when bump mapping was used, is a thing of the past!
  • A free set of IES profiles is now included in the installation (thanks Real-IES for providing these!)
  • New photographic LUTs have been included (thanks to Kim Amland, known as Dubcat on the forums, for providing these!)
  • Rendering progress on Windows taskbar lets you see progress while using other applications
  • 3ds Max 2018 is supported

…AND  MORE!

Full details and examples are further down the page – but first:

COMPANY NEWS


Just before we delve into the 1.6 features in detail, we want to share the latest company news.

Corona for SketchUp

We’re pleased to welcome Standa to the Corona team! He’ll be working on the integration of Corona into SketchUp, so that development can start in earnest. It’s important to us that we handle development for any platform completely in-house – while that means it takes time to find quality developers like Standa, it pays off in the long run by assuring the quality of the integration, and ensuring we can give you the same level of support, communication, and feedback no matter what 3D software you use.

Track progress and talk about the development with us at https://corona-renderer.com/forum/index.php/board,34.0.html

Corona for C4D

Development here is picking up too! The integration has been keeping pace with the development of 1.6, with the features from the 1.6 daily builds making their way into the C4D daily builds.

The long-awaited Interactive Rendering will be coming soon, based of course on the latest and improved IR in Corona 1.6. Follow the latest developments and give us your feedback at https://corona-renderer.com/forum/index.php#c4

Corona Academy

The first Corona Academy session took place in November of last year (see snapshots from the event!), and the next will be happening at the end of April – already fully booked of course! You can read more about Corona Academy, and register your interest in future Academy courses here.

We’re also seeing the first courses from Corona Primary Certified Instructors, such as State of Art Academy – we’ll also be posting those on the main Corona Academy website too.

NEW FEATURES


Faster Rendering

Greatly improved sampling of HDR environment maps with significant contrast (for example, with a baked-in sun). Renders using such an HDR environment map should now have up to half the noise for same render time (in other words, will render twice as fast).

New Stratified random sampler reduces noise for all scenes.

Corona Image Editor (CIE)

Corona Renderer 1.6 Corona Image EditorThe CIE user interface is inspired by the Corona VFB, sharing its look and feel. It offers rich and fast post-processing options for Corona EXRs saved from the VFB:  LightMix, full-featured denoising, tone mapping, LUTs, bloom and glare, curves, blur / sharpen, vignette, etc.

  • CIE has lower system requirements than working with an image inside any 3D software – it is not necessary to have a scene loaded while you are working with your images, so you can denoise Corona renders outside of the rendering process, reducing the memory requirements significantly.
  • All LightMix and post-processing settings can be easily shared between the VFB in any host application and the CIE.
  • No need to copy settings manually: EXRs from the VFB are automatically loaded with them.
  • It also works with regular, non-Corona EXRs (in Float format). It is possible to add bloom and glare to them, apply your tone mapping settings, LUT, etc. Denoising and LightMix are not available for such EXRs because they miss the necessary “hidden” auxiliary data.
  • Supports drag-and-drop to quickly load the images.
  • Saves to EXR, PNG, JPEG, BMP.
  • You can associate the CIE with EXR files and open them just by double-clicking.
  • Ctrl + O and Ctrl + S for fast image opening and saving.
  • It is a portable application, works with just unpacking, no installation necessary.
  • Free with a regular Corona license.

New Distributed Rendering

Corona Renderer 1.6 New Distributed RenderingImproved UI of the DR Server and DR tab in the Corona VFB.

  • Slaves now automatically gather missing assets from the master and cache them locally.
  • 3ds Max on slaves is spawned immediately after the DR server starts – this lets slaves begin rendering much faster.
  • DR works with adaptivity, which means faster rendering.
  • Slaves report their current status to the master.
  • Memory usage of slaves is reported.
  • Slave names can be customized.
  • DR slaves now respect VFB regions, region layout on slaves is updated every time they send the results to the master.
  • Anti-aliasing in DR has been improved when every slave renders only a few passes.
  • Bloom & Glare is now always disabled on Corona DR slaves, slightly lowering memory and CPU usage.
  • Slaves found through “Search LAN” now show user-specified names instead of hostnames.

Improved Interactive Rendering

Corona Renderer 1.6 IR subsamplingSubsampling – by beginning with a “pixelated” overview of a rendered image, IR responsiveness is greatly improved. This is particularly useful when composing a scene by moving the camera or objects.

Corona Renderer 1.6 Zoom Sampling FocusZoom sampling focus – Interactive rendering is calculated only in the area currently visible in the VFB. Rendering is paused for the rest of the image until it is un-zoomed again. (Only applies to Interactive Rendering, not regular offline rendering!)

  • Fixed freezing when using a 3ds Max Physical Camera.
  • The scene is no longer reparsed when not needed – e.g. when changing the selected object, changing poly sub-selection, moving the mouse in the viewport in some scenes where physical cameras are present, and the first click into a viewport no longer cause IR to restart.
  • Improved interactive rendering refresh rate (up to two times in simple scenes) – especially for a docked VFB.
  • Added an FPS counter for Interactive Rendering (enabled in the devel/debug settings).

LightMix

Corona Renderer 1.6 LightMix to SceneLight color and intensity can be baked into the scene. This makes LightMix an ideal tool for easily setting final lighting, instead of editing the lights and light-emitting materials one-by-one in the viewport.

Corona Renderer 1.6 New LightMix Auto SetupImproved automatic creation dialog now allows you to choose how to group lights into LightSelect layers, and whether they should be denoised. It also shows the number of elements created, and the amount of memory consumed.

  • Light intensities stick to LightSelect elements, even when reordering.
  • Added on/off checkboxes to LightMix groups in the VFB.
  • Replaced “All to 0” button in the LightMix tab with a “Toggle” that switches all checkboxes on and off.
  • LightMix is now computed in Wide RGB, the same as normal rendering, to make its post-processing effect match more closely what Corona renders.

VFB Post-Processing

Corona Renderer 1.6 VFB CurvesThe VFB now offers custom curves with histogram so you can further fine-tune the tone mapping.


Corona Renderer 1.6 Sharpen and BlurThe VFB now features blur and sharpen options. They are applied one after the other, first blurring an image and then sharpening it, to remove “pixel-perfect” noise and give a more photographic look to the final image.

VFB UI

Corona Renderer 1.6 New VFB UIControls in the VFB are now sorted into collapsible groups.

Corona Renderer 1.6 rearrange tabsThe tabs in the VFB can be re-arranged into any order you prefer by simply dragging them.

Corona Renderer 1.6 Fuzzy render regionsFuzzy Render Regions let you focus processing power on a specified area without visible borders between the region and the rest of the image. This is especially useful when doing a quick preview, where some specific area has to be rendered in better quality – for example, to check if there are no anti-aliasing issues, or if the material looks as intended. They can be also combined with interactive rendering to get faster feedback. To make a render region soft, simply Ctrl+click and drag its border. The softness can be adjusted independently for each render region.

  • Render Regions are now saved with the scene.
  • VFB Regions are now scaled together with the image instead of being removed on render start.
  • The title shown in the VFB header can now be customized. This is a system-wide property that can use all the render stamp placeholders, as well as a few more. By default, it has been changed to show camera name and frame number.
  • Each group in the VFB can be turned on or off via a checkbox.
  • LUT selection has been incorporated into the VFB as well as in the Camera tab in the Render Setup dialog.
  • Render Regions can be disabled and later re-enabled via a new dropdown in the VFB menu.

Corona Scatter

Corona Renderer 1.6, Scattering on Splines and in PatternsObjects can now be scattered in regular patterns using UV mapping. There are three patterns available: Grid, Running grid and Hexagonal grid.

Corona Renderer 1.6 Scattering On SplinesObjects can now be scattered on open and closed splines. Increasing “Jitter” will make the distribution along the spline more random, and changing the “Offset” moves the instances along the spline.

  • The UV channel sets which UV channel of the distribution object the Scatter uses.
  • Users can set the spacing between instances on the spline, resulting in a regular distribution. Scattering starts at the beginning of the spline (so, if the spacing is set correctly, scattered instances will reach the end of the spline).
  • The default orientation is the local Z-axis. This can be changed by rotating the spline’s pivot, which will rotate the instances around the spline.
  • Parameters can be keyframed for animated results (and the spline can be animated too, of course).
  • Added optional regular, discrete steps to Transformations:
    Each transformation (rotation, translation, and scale) now has stepping values – translation steps are specified in world units, rotation steps are specified in degrees, and scale steps are specified in percent. Each transformation now has 3 checkboxes X/Y/Z to determine which axes are affected by discrete stepping.
  • Changed “Align to normal” from an on/off value to a range from -1 to 1:
    This value corresponds to aligning all instances with -Z (value -1), aligning them to the normal (value 0), or aligning them with +Z (value 1). The in-between values allow blending the aligns (e.g. a value of 0.5 will be half the distribution object’s normal, half Z axis).
  • “Count” parameters have been moved to their respective rollouts (one for Random surface and one for BBox scattering) and “Count/MaxCount” has been changed to “Limit” which acts as the hard limit on how many instances will be scattered.
  • UV scattering mode is only accessible for surfaces and closed splines.
  • Scatter Lister script has been updated to support the new Scatter functionality.
  • Added a Scatter Lister button.

Corona MultiMap

Corona Renderer 1.6 New Multimap OptionsFrequency spinners and gamma randomization have been added to the Corona MultiMap.

Triplanar mapping

Corona Renderer 1.6 Triplanar MappingTriplanar mapping is useful for applying textures to objects without having to explicitly unwrap their UVWs. It prevents visible seams by introducing blending between the applied maps, and it does not produce stretching, which is characteristic to standard planar mapping.

While 3ds Max does offer similar functionality in version 2017 and newer, Corona Triplanar works with all versions of 3ds Max, and with a simpler interface!

Non-360 side-by-side stereo camera

Corona Renderer 1.6, Stereo Camera ExampleThe Corona Camera Mod now offers the ability to render to a conventional stereo image or animation (one that is not a 360 panoramic render). This is ideal for technical or medical illustration, where the focus may be on a single object rather than on a complete environment or scene.

Rendering progress on taskbar

  • Now you can keep an eye on the render progress while working in other software (or even browsing the web – not that you would do that while at work of course!)

UI CHANGES


Rotate Env by degreesAdded rotation in degrees to the Corona Bitmap for environment maps.

  • Licensing Server now shows both hostname and IP of computers making requests.
  • The official suffix for Corona EXR files is now .cxr – the defaults for autosave, render history, and saving from 3ds Max have been changed accordingly.
  • VFB pixel probe values clarified with new naming: Original Linear RGB, Tonemapped sRGB and Tonemapped sRGB 8-bit.
  • Renamed and re-ordered buttons in the LightMix tab.
  • Disabled Noise limit when rendering masks only (as it does not make sense in this situation).
  • Removed the “Clear interactive VFB” parameter as it is no longer necessary with the introduction of subsampling.
  • Corona Lights now remember the last file location used in the IES selection dialog.
  • Reworked the UI for the LayeredMtl.
  • Relative error (noise level) is now shown with 2 decimal places.
  • Removed Lighten and Darken operations from the CoronaMix map as these are identical to Minimum and Maximum operations (the names for Minimum and Maximum have been updated to reflect this).
  • Added a clarifying warning in the CoronaOutput map settings dialog, that “Affected by color mapping” is not compatible with changing post-processing during render.
  • Added tooltips to the Corona Color Picker.
  • Opacity cutout (clip) checkbox in Corona Material changed to be off by default.
  • Corona buttons are now drawn with a different color when disabled.
  • Replaced the Corona logo in an interactive docked viewport with the “Options” button.
  • The “Setup LightMix” button is now greyed-out while rendering.
  • Added a clarifying message when the Material Editor preview is disabled in interactive.
  • Low memory warning now shows more detailed information.
  • .conf parsing error message now shows the location of the problematic file.
  • Out of memory error message has been improved.
  • Long dropdowns in VFB render passes select are no longer clipped by the bottom end of the VFB window.

SMALLER IMPROVEMENTS


Prevent Black Appearance

Corona Renderer 1.6, Prevent Black Appearance“Prevent black appearance” for Corona Lights and CoronaLightMtl is a new option that will avoid them showing as black when light constrained by Directionality or an IES profile does not reach the camera.

2D Pan & Zoom

Corona Renderer 1.6, 2D Pan & Zoom SupportSupport for the 3ds Max native 2D Pan Zoom Mode has been added. It is especially useful when combined with interactive rendering and can be used to, for example, fine-tune materials or object position.

Corona LayeredMtl Improvements
Corona Renderer 1.6 LayeredMtl ImprovementsThe new Corona LayeredMtl UI allows for adjusting the strength of any masks applied to the layers, for greater flexibility in creating layered materials.

Sample IES Profiles

Corona Renderer 1.6 IES sample files includedSample IES profiles included (our thanks to Real IES for providing these!)

Real IES logo

Three new photographic LUTs have been added

Corona Renderer 1.6 New LUTsKim Amland (known on the forum as Dubcat) kindly provided three LUT files to help achieve a truly photographic result in your renders! The three LUTs were created using actual cameras – they represent the process which a camera applies to the RAW image right after capturing it.

CoronaMix Map

The CoronaMix map now works with bump mapping in all modes, properly blending individual maps.

General Speed and Memory Improvements

    • Glare speedup by 33%.
    • LUT parsing is now 3-5 times faster.
    • Improved adaptive image sampling.
    • RAM usage is greatly reduced when using deformable motion blur.
    • Recently used LUTs are cached in memory to allow faster switching between them.

VFB

    • Added “Resume Last” and “Resume File” buttons to the Corona VFB “Render” button dropdown.
    • Changed the default VFB history folder size on disk limit from 512MB to 2GB, as 512MB proved to be too low.

Vignette

    • Vignette is now automatically disabled when using a spherical, cylindrical or cubemap camera.
    • Vignette is now applied before other tone mappings, resulting in an improved and more dynamic look.
    • Increased maximum vignette strength to 10 to allow for a stronger look.

Denoising

    • Lowered memory requirements of denoising render elements.
    • “Remove fireflies” denoising mode now works for render elements.
    • Denoised render elements are now displayed as soon as ready, one-by-one; Corona no longer waits until all denoised elements are computed.
    • The previous denoised image is no longer destroyed when re-rendering only a region with clear VFB off.

Corona Distance Map

    • Corona Distance map now properly handles particle objects.
    • Corona Distance map now works in the bump slot.
    • Corona Distance map now shows a warning in the render when no “Distance from” object is defined.

Other

Corona 1.6 RoundEdges improvementsThe Corona RoundEdges map now gives significantly improved results, even closer to that of modelling rounded edges. It also works in other slots than bump now.

Corona Renderer 1.6, VR Bloom and GlareBloom and Glare now properly handles the left-right seam in 360-degree renderings, and tries to approximate the deformation near poles.

Corona Renderer 1.6 albedo high and low thresholdsThe Albedo render element now shows “low albedo” areas highlighted in blue, along with the “high albedo” areas shown in red. The thresholds for high and low albedo can be manually adjusted.

    • Reduced the Corona AO map default Samples parameter, since the new sampler is more efficient and the same quality is achieved with fewer samples.
    • Added falloff to WireTex map, and now it can be used as a bump map.
    • Estimated time remaining to complete a render is now computed when rendering to a specific Noise level.
    • Mirrorball and Cross environment types added for using bitmaps in those formats as Environments.
    • Bloom and Glare defaults have been changed to better-looking ones.
    • Added individual Enable Bloom/Glare checkboxes to render elements.
    • LUTs no longer clamp overbright values, instead, they extrapolate, as can be seen when working with the images in external post-processing applications.
    • Updated the CoronaConverter script to version 1.33.
    • Added Gamma control to the CoronaOutput map.
    • Added sRGB (Photoshop-matching) invert option to the CoronaOutput map.
    • Added linear exposure to the CoronaOutput map.
    • Installer Unpack behavior improved: now it unpacks all files to the folder where the installer is stored, and then opens that folder.
    • Added support for 3ds Max stereo camera plugin.
    • Improved the way expanding variables in autosave works – for example, now it is possible to use D:/autosave/%f/autosave.exr to save each scene autosave into a different subfolder (with subfolders created automatically).
    • Autosave now creates folders automatically when set to use a folder that doesn’t exist, rather than failing.
    • The internal 3ds Max name for Corona changed to just CoronaRenderer so that every version of Corona can be invoked from maxscript using the same command.
    • gi.hdCache.* parameters renamed to gi.uhdCache.*
    • Maxscript: added method getRenderType, removed isRendering:
      https://corona-renderer.com/wiki/maxscript
    • Added new render stamp variables: Corona build name (%bn), preprocessing time (%ptp), and a number of CPU threads (%ct).
    • System-wide settings are now versioned to rule out conflicts when changing between daily builds and stable release versions.
    • Fixed cubemap + blowup + displacement rendering.
    • Added lens distortion support (3ds Max physical camera) – both cubic and texture modes are supported.
    • Render To Texture can now have denoising applied.
    • When running multiple instances of 3ds Max with Corona, all 3ds Max instances will now produce their own log files in differently named files, instead of all but one discarding their logs.
    • Added object space normal and object gradient modes to the CoronaData map.
    • Flipped the channel output in object space normal and object gradient modes of the CoronaData map to improve compatibility with Allegorithmic’s Substance Designer.
    • Added Gbuffer override to LightMtl (for more than 16 values).

Corona Renderer 1.6 Psycho samplerAdded Psycho random sampler – this is not intended for production renders, but included purely for fun and creative use!

BUG FIXES


Terminator fix – Jagged edges at shadow terminators have been fixed. These were particularly visible with low poly objects, or when bump mapping was used. Controls for this are under the devel/debug settings, but the defaults should work well so you should have no need to look for those settings!

IR related:

    • Fixed: Incorrect motion blur value used in IR when rendering with a physical camera.
    • Fixed: Crash when starting IR without Corona being selected as the production renderer.
    • Fixed: Slow IR update rate when using the 3ds Max Physical Camera.
    • Fixed: Crashes when resetting a scene when Interactive Rendering was running.
    • Fixed: IR not updating when changing F-stop.
    • Fixed: Shift+Tab not working on some elements in the Corona VFB.
    • The TAB key in Corona post-processing VFB tab now goes through all adjustable controls.
    • Fixed: Slow pixel probe in Corona VFB when using bloom & glare.
    • Reduced flickering of the stats VFB panel.
    • Fixed: Bloom & Glare not updating in the docked interactive VFB.
    • Fixed: Bloom & Glare on/off checkbox state not loaded when using Save and Load in the VFB postprocess tab.
    • Fixed: Corona VFB history showing black images when used with region render.
    • Fixed: Render regions in the VFB not updating in some rare cases.
    • Fixed: Drawing of VFB render regions when a 3ds Max render region is also used.
    • Fixed: Crashes when rendering with a 3ds Max render region and zooming in the VFB.
    • Fixed: Corona VFB sizing on 4k monitors.
    • Fixed: Clicking on the Tools button in the VFB to hide the tools, and then clicking the button again to show the tools, did not return the VFB to exact previous size.

Denoising Related:

    • Fixed: Denoising crashes when out of memory – instead, an error message is displayed.
    • Denoising is now properly disabled when rendering only elements.
    • Fixed: Denoising values from the last render remaining on screen during the next render.
    • Fixed: Denoising turning image out of render regions black.
    • Fixed: Noise amount sometimes computed incorrectly in image

LightMix related:

    • Fixed: Lights not assigned to LightSelect render elements correctly when using only LightSelect render elements without a LightMix render element.
    • Fixed: LightMix channel not working with A/B history.
    • LightMix setup now no longer creates layers for lights from x-reffed scenes, as those do not save properly anyway.

UHD Related:

    • Fixed: UHD cache sometimes reporting NaN stats.

Saving related:

    • Fixed: Corona autosave not working with UNC paths.
    • Fixed: Incorrect characters sometimes appearing in autosave filenames, disabling the autosave.
    • Fixed: Autosave not accepting folders with spaces in them.
    • Fixed: Images saved black when rendering regions and saving to an image format with transparency.
    • Fixed: Crashes when 3ds Max bitmap is changed on HDD during/after render.
    • Fixed: Corona EXR opening in Photoshop (and took safety measures so it won’t get broken again in the future).
    • Fixed: Corona EXR and Corona jpeg not saving sequences properly.

Material Related:

    • Fixed: On some machines, Corona kept reactivating and crashing when opening the Material Editor.

CoronaSun related:

    • Fixed: Crashes when using Xreffed CoronaSun.
    • Fixed: Bug causing CoronaSun to be a bit smaller when textured.
    • Fixed: Animated on/off button in CoronaLight/Sun was ignored.

CDistance related:

    • Fixed: Crash, when a scatter with over 2 billion polygons, was plugged into a Corona Distance map.
    • Fixed: Corona Distance map + animated objects do not update properly in animations.
    • Fixed Corona Distance map not working with a Scatter that is hidden

Animation related:

    • Fixed: Corona materials not updating in the viewport when properties are animated and the time slider is moved.
    • Fixed: CoronaBitmap and other animated maps not updating in the viewport when scrubbing timeline.

Scatter related:

    • Fixed: Animated “Enable scatter” button.
    • Fixed: Setting Scatter Density to 0 did not actually remove all instances.
    • Fixed: Scatter not updating with an animated texture map.
    • Fixed: Crash when spinning frequency/density spinners in some 3ds Max versions

Bloom & Glare related:

    • Fixed: Crash when using bloom & glare on a 1*1 pixel render.
    • Fixed: Bloom & Glare temporarily displayed on the non-matching image when moving a camera in IR.

Render To Texture related:

    • Fixed: UI freeze when using “Lock 3ds Max during render” with RTT. There is a bug in RTT, so we had to disable the lock for it.
    • Fixed: Displayed “Element Type” in the RTT UI for Corona render elements.
    • Fixed: RTT sometimes saving to an incorrect location.

NANs:

    • Fixed: Crash when NANs were produced in a scene using LUTs.
    • Fixed: NANs under specific conditions.
    • Fixed: NaNs in some cases of extremely motion-blurred lights.

Related to other software:

    • Fixed: Freezes when using GrowFX.
    • Fixed: parsing issues with animations, improving e.g. PhoenixFD compatibility.

Other bugfixes:

    • Fixed: Crash when RoundEdges map was plugged into opacity slot.
    • Unified Corona prompts and info popups (message boxes).
    • Fixed: Crashes when using 3ds Max native VectorMap.
    • Fixed Particle flow sometimes parsing incorrectly (e.g. when using different UVWs per particle)
    • Fixed: Rare crash in Render History.
    • Fixed: Crash when closing 3ds Max on some computers.
    • Fixed: Some LUTs not loading.
    • Fixed: .conf error popups on startup when running Corona under windows user with Unicode name.
    • Renderstamp now fully supports Unicode.
    • Fixed: CoronaWire not working with deformable motion blur.
    • Fixed: Instancing not working on objects with deformable motion blur.
    • Fixed: Issues with point cloud display (with a little performance drop in viewport).
    • Fixed: Indexed color bitmaps loading incorrectly in CoronaBitmap.
    • Corona Standalone: improved error messages on duplicate materials.
    • Corona Standalone: Improved error message when the user tries to save to .hdr format (which is currently not supported for saving).
    • Corona combo box now has a scrollbar if enough items are present.

WHAT’S AHEAD?


Corona Renderer 1.7

If you’ve been a Corona user for a while, you’ll know that as soon as we release one version, work starts immediately on the next! Which means that work has already begun on 1.7 – you can check our initial plans (not exhaustive or final yet!) on our roadmap at https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max.

And as you can already guess from the roadmap, Corona Renderer 1.7 will be focused more on VFX features.

DOWNLOAD CORONA RENDERER 1.6


And for those brave ones who read the entire article before downloading, here’s that download link again  – because it’s a long way back to the top!

https://corona-renderer.com/download/

Demo Refresh: If you have tried Corona before and your 45-day trial expired, you will be glad to know we have automatically refreshed the demo period to give everyone an extra 14 days! Simply download and install 1.6 from the link above, and you can activate the refreshed demo period right from within Max. Enjoy!

Thanks!

Our thanks go out to everyone involved in making Corona Renderer what it is – our devs, support, forum moderators, translators, beta testers, advisors, partners, resellers, and of course, our users. Each and every one of you is critical to making Corona what it is today, and shaping what it will be in the future and for that we say –

Thank you!

Adam, Ondra, and the Corona Crew

Я пытаюсь рассчитать евклидово расстояние между двумя точками в моем коде Python. Однако, когда я импортирую scipy.spatial следующим образом: from scipy.spatial import distance и когда я звоню: distance=distance.euclidean([5,2],[1,1]), я получаю эту ошибку: AttributeError: 'numpy.float64' object has no attribute 'euclidean'. Когда я импортирую scipy следующим образом: from scipy.spatial import distance as dist и вызываю distance=dist.euclidean([5,2],[1,1]), он работает. Я не понимаю, как при переименовании импорта он действительно работает, а когда я его не переименовываю, он выдает эту ошибку?

2 ответа

Для меня этот код работает без проблем:

from scipy.spatial import distance
a=distance.euclidean([5,2],[1,1])
print(a)

from scipy.spatial import distance as dist
b=dist.euclidean([5,2],[1,1])
print(b)

Выход:

4.123105625617661
4.123105625617661

Мой scipy версии 1.4.1


0

Clausen
7 Фев 2021 в 23:21

Все работает как положено, но вы перезаписываете distance и ожидаются ошибки.

from scipy.spatial import distance 

Это обычный импорт, а distance – это модуль. вы можете проверить это с помощью

#distance is a module now
type(distance)

Выход:

module

Здесь вы переписываете расстояние — это плохой стиль и чревато ошибками.

distance=distance.euclidean([5,2],[1,1])

Отсюда distance больше не является модулем, а заменяется на numpy.float64. На данный момент вы больше не можете выполнять distance.euclidean(). Если вы это сделаете, вы получите показанную ошибку, т.е.

---------------------------------------------------------------------------
AttributeError                            Traceback (most recent call last)
<ipython-input-34-70ad947b0b7c> in <module>
      1 # .euclidean() is not defined for a numpy.float64
      2 # a error is expected
----> 3 distance=distance.euclidean([5,2],[1,1])

AttributeError: 'numpy.float64' object has no attribute 'euclidean'

Опять же, вы можете проверить, действительно ли distance является числом с плавающей точкой с type(distance), которое вернет numpy.float64.

Если вы импортируете с другим именем как:

from scipy.spatial import distance as dist

distance=dist.euclidean([5,2],[1,1])

Ничего не перезаписывается. Так что все хорошо, и мы в порядке, и остаемся в порядке.

Или используйте

my_distance=distance.euclidean([5,2],[1,1])
  • Не путайте имена модулей с переменными.
  • Не перезаписывайте в разные типы вообще, чтобы избежать путаницы/ошибок.


0

Willem Hendriks
8 Фев 2021 в 13:59

Issue:

When trying to save, open, merge, or render a file in 3ds Max with the Corona Render engine 3ds Max crashes.
When using the Corona render, it happens more with the Virtual Frame Buffer (VFB) window open.

Additionally, when rendering a warning message may appear showing the following Corona error:

Corona Error Message(s)

Multi-Pass Effect is enabled in the currently rendered camera. This is not

supported by Corona and will cause random behaviour.
 

User-added image
Note: The scene file(s) may load fine during one session of 3ds Max and crash in another when using the file again.

Missing Required asset file(s) could not be located: when rendering with Corona renderer.

corona_render.jpg

Causes:

Includes, but is not limited to:

  • Cloud storage sync read/write interference (Google Drive, OneDrive, and so on)
  • Network location permission or failures.
  • The MAX scene file(s) contains 3ds Max Cameras with Multi-Pass Effects, which are not supported for use with Corona.
  • Old or unsupported hardware.
  • ALC corruption.
  • WindowsOS corruption.

Solution:

The solution may require one, or a combination of the following:
 

Work locally

Move the scene and all materials in use to a local location on the C: drive.
3ds Max works in real time with the file and all assets attached. If the network has permission protections, or becomes unavailable, this can crash 3ds Max.
 

Do not use cloud locations while working live

Popular cloud services like Google Drive and OneDrive can interfere with a 3ds Max scene. 3ds Max tries to save a file, but the cloud service can interrupt the process as it synchronizes the changes. This can cause an error in, or crash 3ds Max. Move the scene to a local location, work on the scene, then move it back for the cloud service to sync.

Restart Windows or rollback an update

Restart the Operating System to clear any corruption from a long up-time.
Additionally, turn off the PC and unplug it for thirty minutes to flush the system of any lingering issues.
Finally, check for any recent WindowsOS updates and roll them back incase the update introduced the issue.

Install 3ds Max Security Tools

Scenes may be corrupted by ALC. Install the Security Tools from HERE and it will scan every file opened for corruption with the option to clean it. Check for crashes and save the clean scene as a new version. Delete the corrupted version. Do not save over it.

Check the hardware meets the requirements

Issues can occur if the hardware in the workstation does not meet the requirements for 3ds Max or Corona. Visit the respective products page for more information.

Use only Corona cameras

To stop crashes from occurring with 3ds Max using an active Corona render engine, do not use any other cameras except Corona cameras within the file.
Note: If a Standard Camera has a Multi-Pass Effect enabled while using Corona in 3ds Max, crashes and unstable application behaviour may occur.

Missing assets 

To avoid required missing asset errors when loading, follow the solution in this article «Missing External Files» appears when opening, merging or rendering 3ds Max scenes.

Contact Corona HelpDesk

Corona render is a 3rd Party plug-in not made by Autodesk. Contact Corona directly for additional help here.

Issue:

When trying to save, open, merge, or render a file in 3ds Max with the Corona Render engine 3ds Max crashes.
When using the Corona render, it happens more with the Virtual Frame Buffer (VFB) window open.

Additionally, when rendering a warning message may appear showing the following Corona error:

Corona Error Message(s)

Multi-Pass Effect is enabled in the currently rendered camera. This is not

supported by Corona and will cause random behaviour.
 

User-added image
Note: The scene file(s) may load fine during one session of 3ds Max and crash in another when using the file again.

Missing Required asset file(s) could not be located: when rendering with Corona renderer.

corona_render.jpg

Causes:

Includes, but is not limited to:

  • Cloud storage sync read/write interference (Google Drive, OneDrive, and so on)
  • Network location permission or failures.
  • The MAX scene file(s) contains 3ds Max Cameras with Multi-Pass Effects, which are not supported for use with Corona.
  • Old or unsupported hardware.
  • ALC corruption.
  • WindowsOS corruption.

Solution:

The solution may require one, or a combination of the following:
 

Work locally

Move the scene and all materials in use to a local location on the C: drive.
3ds Max works in real time with the file and all assets attached. If the network has permission protections, or becomes unavailable, this can crash 3ds Max.
 

Do not use cloud locations while working live

Popular cloud services like Google Drive and OneDrive can interfere with a 3ds Max scene. 3ds Max tries to save a file, but the cloud service can interrupt the process as it synchronizes the changes. This can cause an error in, or crash 3ds Max. Move the scene to a local location, work on the scene, then move it back for the cloud service to sync.

Restart Windows or rollback an update

Restart the Operating System to clear any corruption from a long up-time.
Additionally, turn off the PC and unplug it for thirty minutes to flush the system of any lingering issues.
Finally, check for any recent WindowsOS updates and roll them back incase the update introduced the issue.

Install 3ds Max Security Tools

Scenes may be corrupted by ALC. Install the Security Tools from HERE and it will scan every file opened for corruption with the option to clean it. Check for crashes and save the clean scene as a new version. Delete the corrupted version. Do not save over it.

Check the hardware meets the requirements

Issues can occur if the hardware in the workstation does not meet the requirements for 3ds Max or Corona. Visit the respective products page for more information.

Use only Corona cameras

To stop crashes from occurring with 3ds Max using an active Corona render engine, do not use any other cameras except Corona cameras within the file.
Note: If a Standard Camera has a Multi-Pass Effect enabled while using Corona in 3ds Max, crashes and unstable application behaviour may occur.

Missing assets 

To avoid required missing asset errors when loading, follow the solution in this article «Missing External Files» appears when opening, merging or rendering 3ds Max scenes.

Contact Corona HelpDesk

Corona render is a 3rd Party plug-in not made by Autodesk. Contact Corona directly for additional help here.

Поставьте галку Color inside (сделайте черным цвет) и погоняйте расстояния near и far — все должно заработать. Можете отключить временно скаттер и вместо текстуры газона применить эту карту на дифуз на ваш газон, что бы видеть как меняется граница на рендере.

UPD: еще тут не очень видно заходит ли у вас полигон с травой внутрь бордюра. Возможно что нет, тогда Color inside может и не нужен. Но надо регулировать расстояния все равно. И еще проверьте размер травы — возможно пучки слишком большие — трава физически не скаттерится в эти области, просто слишком широкий пучок — надо карту закинуть и в Distribution Map и в Scale что-то засунуть в скатеррере (можно ее же для начала)

Corona Distance Map позволяет создавать «умные» материалы, которые знают, на каком расстоянии они
находятся от объектов в сцене. С ее помощью можно добавить волны вокруг береговой линии, износ в местах
соприкосновения объектов, грязь и шум под подоконниками и многое другое.

Как это работает?

Corona Distance Map применяет различные цвета к материалу в зависимости от расстояния от одного объекта до другого.
Затем эти цвета можно сопоставить с различными свойствами материала или объекта, такими как непрозрачность, смещение
или распределение рассеивания, или использовать в качестве масок, как и любую другую карту.

Corona Distance Map может использоваться как с 2D текстурами (такими как растровые или процедурные карты на
поверхности объекта), так и с 3D объемами (такими как сетки OpenVDB, загруженные с помощью CoronaVolumeGrid, или
объекты, использующие материал Corona Volume).

Чем это отличается от Corona AO map?

Есть несколько основных отличий:

  • Corona Distance map не может быть использована в пределах одного объекта.
    Карта CoronaAO может использоваться для окрашивания различных частей одного объекта или нескольких объектов на основе
    их расстояния друг от друга (выпуклые или вогнутые области). Карта CoronaDistance может использоваться только на
    основе расстояния между двумя или более различными объектами.
  • CoronaAO является лучевой трассировкой, поэтому она вычисляется только во время фактического рендеринга.
    Это означает, что карту CoronaAO нельзя использовать, например, в качестве карты распределения для рассеивания
    объектов с помощью CoronaScatter, в качестве карты смещения или карты неровностей. В таких случаях можно
    использовать CoronaDistance, которая будет обновляться в реальном времени, даже во вьюпорте.
  • Качество карты CoronaAO будет постепенно улучшаться во время рендеринга, поэтому сначала она будет казаться шумной,
    а затем постепенно станет бесшумной с каждым последующим проходом рендеринга. CoronaDistance вычисляется за один
    проход, и сразу же рендерится без шума.

Примеры

Карта Corona Distance чрезвычайно универсальна, и может быть использована в различных случаях в зависимости от
потребностей. Вот лишь несколько примеров идей, которые можно развивать дальше:

Износ объектов, расположенных близко друг к другу:

Настройка материала:

Карта Noise используется для изменения масштаба расстояния, создавая текстуру «грязи». Карта Output используется
для увеличения контрастности карты CoronaDistance.

Пена вблизи берега:

Настройка материала:

Только одна карта CoronaDistance используется для окрашивания объекта водной поверхности в зависимости от
расстояния до берега.

Создание 3D волн вокруг объектов в песке или воде:

Настройка материала:

Карта CoronaDistance вставляется в слот «Source Map» карты Gradient Ramp. Таким образом, «волны», созданные с
помощью Gradient Ramp, будут создавать круговые формы вокруг объекта.

Силовое поле, которое открывается, когда объект приближается к нему:

Настройка материала:

В этом случае непрозрачность материала силового поля контролируется картой CoronaDistance, которая становится
черной, когда выбранный объект находится близко к ней.

Булинг в режиме рендеринга с очень сложными формами:

Это можно использовать для рендеринга сложных булевых форм без каких-либо артефактов.

Объемный туман вблизи земли:

Настройка материала:

Смещенная плоскость земли находится внутри коробки. К коробке применен материал CoronaVolume с включенным режимом
«внутренний объем». На карте CoronaDistance плоскость земли выбрана в качестве объекта «расстояние от», а затем
подключена к слоту Absorption материала CoronaVolume. Это означает, что объем будет плотным ближе к наземному
объекту (черный цвет) и более тонким дальше от него (белый цвет), пока не станет полностью прозрачным. Кроме того,
карта шума подключается к шкале расстояний материала CoronaDistance для изменения плотности тумана.

«Лазер» разрезает объемы:

В этом примере в сцене присутствует объект CoronaVolumeGrid с загруженным файлом OpenVDB. Здесь используется тот же
метод, что и в примере с «булеаном» выше — есть невидимый объект box, прорезающий объем. Карта CoronaDistance затем
используется в слоте Absorption объекта CoronaVolumeGrid, чтобы определить, какие области должны быть прозрачными
(белыми), а какие — сплошными (черными). Кроме того, излучение CoronaVolumeGrid также отображается с помощью карты
CoronaDistance — таким образом, она излучает свет вблизи области, где невидимый бокс пересекается с объемом.


Более подробно ознакомиться со всеми курсами образовательного проекта CGBandit вы можете здесь.

Перевод статьи осуществлен образовательным проектом CGBandit c официального сайта coronarenderer.

We’re excited to announce the release of Corona Renderer 1.6 for Autodesk 3ds Max!

The wait was worth it, as we’re giving you some really sweet features with this version! Find out what’s new in the video and quick facts below:

NEW FEATURES VIDEO

For the tl;dr generation – get a brief look at what’s new:

Read more for full details on the update and the download link!

DOWNLOAD

If you want to just download and install while you read, you will find the latest version at:

https://corona-renderer.com/download/

Demo Refresh: If you have tried Corona before and your 45-day trial expired, you will be glad to know we have automatically refreshed the demo period to give everyone an extra 14 days! Simply download and install 1.6 from the link above, and you can activate the refreshed demo period right from within Max. Enjoy!

QUICK FACTS


MORE SPEED AND FREE MEMORY

  • We’re giving you up to 200% speed boost  in scenes where direct lighting from HDRI environment is dominant, compared to Corona 1.5.2
  • 5x faster LUT parsing
  • New stratified random sampler makes noise disappear faster
  • Glare is rendered 33% faster
  • Interactive rendering is virtually a real-time experience now thanks to subsampling; refresh rate was also improved, and unnecessary restarts fixed
  • Support for the latest Embree provides an additional 2-3% speed boost
  • Memory usage is  lower when using deformable motion blur

REWORKED DISTRIBUTED RENDERING

  • New improved UI on master and slaves
  • No more missing assets, as they are sent automatically to each render node
  • Memory usage is reported by the slaves
  • Adaptivity now works with DR…
  • …which means faster rendering
  • …and that noise limit can be used with DR

NEW FUNCTIONALITY

  • Introducing the Corona Image Editor (CIE) – a portable application which loads Corona EXR files and supports all Corona VFB features, including adjusting LightMix and Denoising without re-rendering, and without running your 3D software
  • LightMix has been given a generous UI upgrade, and you can now bake its properties directly into the scene
  • The Corona VFB now features curves, sharpening/blurring, and various UI improvements
  • Shift-click to add new render regions, and Ctrl-click and drag their borders to make them fuzzy; regions’ size and position are also saved within the file
  • Corona Scatter can now scatter in regular patterns, and on splines
  • Triplanar map lets you forget about seams and stretching on complex organic and geometric forms
  • Multimap UI has been enhanced with frequency spinners and random gamma
  • Round Edges is now virtually impossible to distinguish from real chamfered geometry, and it renders faster
  • Corona Lights with directionality enabled are not rendered black anymore
  • Bloom and glare now works with spherical VR renders, without seams or distortion
  • Stereo images without the spherical projection can be used to create classic side-by-side stereo images and animations
  • Corona Bitmaps can now be rotated using degrees when used in the Environment slot

ADDITIONAL GOODIES

  • The long awaited terminator shading fix is finally here! The faceted shading on low poly objects, visible especially when bump mapping was used, is a thing of the past!
  • A free set of IES profiles is now included in the installation (thanks Real-IES for providing these!)
  • New photographic LUTs have been included (thanks to Kim Amland, known as Dubcat on the forums, for providing these!)
  • Rendering progress on Windows taskbar lets you see progress while using other applications
  • 3ds Max 2018 is supported

…AND  MORE!

Full details and examples are further down the page – but first:

COMPANY NEWS


Just before we delve into the 1.6 features in detail, we want to share the latest company news.

Corona for SketchUp

We’re pleased to welcome Standa to the Corona team! He’ll be working on the integration of Corona into SketchUp, so that development can start in earnest. It’s important to us that we handle development for any platform completely in-house – while that means it takes time to find quality developers like Standa, it pays off in the long run by assuring the quality of the integration, and ensuring we can give you the same level of support, communication, and feedback no matter what 3D software you use.

Track progress and talk about the development with us at https://corona-renderer.com/forum/index.php/board,34.0.html

Corona for C4D

Development here is picking up too! The integration has been keeping pace with the development of 1.6, with the features from the 1.6 daily builds making their way into the C4D daily builds.

The long-awaited Interactive Rendering will be coming soon, based of course on the latest and improved IR in Corona 1.6. Follow the latest developments and give us your feedback at https://corona-renderer.com/forum/index.php#c4

Corona Academy

The first Corona Academy session took place in November of last year (see snapshots from the event!), and the next will be happening at the end of April – already fully booked of course! You can read more about Corona Academy, and register your interest in future Academy courses here.

We’re also seeing the first courses from Corona Primary Certified Instructors, such as State of Art Academy – we’ll also be posting those on the main Corona Academy website too.

NEW FEATURES


Faster Rendering

Greatly improved sampling of HDR environment maps with significant contrast (for example, with a baked-in sun). Renders using such an HDR environment map should now have up to half the noise for same render time (in other words, will render twice as fast).

New Stratified random sampler reduces noise for all scenes.

Corona Image Editor (CIE)

Corona Renderer 1.6 Corona Image EditorThe CIE user interface is inspired by the Corona VFB, sharing its look and feel. It offers rich and fast post-processing options for Corona EXRs saved from the VFB:  LightMix, full-featured denoising, tone mapping, LUTs, bloom and glare, curves, blur / sharpen, vignette, etc.

  • CIE has lower system requirements than working with an image inside any 3D software – it is not necessary to have a scene loaded while you are working with your images, so you can denoise Corona renders outside of the rendering process, reducing the memory requirements significantly.
  • All LightMix and post-processing settings can be easily shared between the VFB in any host application and the CIE.
  • No need to copy settings manually: EXRs from the VFB are automatically loaded with them.
  • It also works with regular, non-Corona EXRs (in Float format). It is possible to add bloom and glare to them, apply your tone mapping settings, LUT, etc. Denoising and LightMix are not available for such EXRs because they miss the necessary “hidden” auxiliary data.
  • Supports drag-and-drop to quickly load the images.
  • Saves to EXR, PNG, JPEG, BMP.
  • You can associate the CIE with EXR files and open them just by double-clicking.
  • Ctrl + O and Ctrl + S for fast image opening and saving.
  • It is a portable application, works with just unpacking, no installation necessary.
  • Free with a regular Corona license.

New Distributed Rendering

Corona Renderer 1.6 New Distributed RenderingImproved UI of the DR Server and DR tab in the Corona VFB.

  • Slaves now automatically gather missing assets from the master and cache them locally.
  • 3ds Max on slaves is spawned immediately after the DR server starts – this lets slaves begin rendering much faster.
  • DR works with adaptivity, which means faster rendering.
  • Slaves report their current status to the master.
  • Memory usage of slaves is reported.
  • Slave names can be customized.
  • DR slaves now respect VFB regions, region layout on slaves is updated every time they send the results to the master.
  • Anti-aliasing in DR has been improved when every slave renders only a few passes.
  • Bloom & Glare is now always disabled on Corona DR slaves, slightly lowering memory and CPU usage.
  • Slaves found through “Search LAN” now show user-specified names instead of hostnames.

Improved Interactive Rendering

Corona Renderer 1.6 IR subsamplingSubsampling – by beginning with a “pixelated” overview of a rendered image, IR responsiveness is greatly improved. This is particularly useful when composing a scene by moving the camera or objects.

Corona Renderer 1.6 Zoom Sampling FocusZoom sampling focus – Interactive rendering is calculated only in the area currently visible in the VFB. Rendering is paused for the rest of the image until it is un-zoomed again. (Only applies to Interactive Rendering, not regular offline rendering!)

  • Fixed freezing when using a 3ds Max Physical Camera.
  • The scene is no longer reparsed when not needed – e.g. when changing the selected object, changing poly sub-selection, moving the mouse in the viewport in some scenes where physical cameras are present, and the first click into a viewport no longer cause IR to restart.
  • Improved interactive rendering refresh rate (up to two times in simple scenes) – especially for a docked VFB.
  • Added an FPS counter for Interactive Rendering (enabled in the devel/debug settings).

LightMix

Corona Renderer 1.6 LightMix to SceneLight color and intensity can be baked into the scene. This makes LightMix an ideal tool for easily setting final lighting, instead of editing the lights and light-emitting materials one-by-one in the viewport.

Corona Renderer 1.6 New LightMix Auto SetupImproved automatic creation dialog now allows you to choose how to group lights into LightSelect layers, and whether they should be denoised. It also shows the number of elements created, and the amount of memory consumed.

  • Light intensities stick to LightSelect elements, even when reordering.
  • Added on/off checkboxes to LightMix groups in the VFB.
  • Replaced “All to 0” button in the LightMix tab with a “Toggle” that switches all checkboxes on and off.
  • LightMix is now computed in Wide RGB, the same as normal rendering, to make its post-processing effect match more closely what Corona renders.

VFB Post-Processing

Corona Renderer 1.6 VFB CurvesThe VFB now offers custom curves with histogram so you can further fine-tune the tone mapping.


Corona Renderer 1.6 Sharpen and BlurThe VFB now features blur and sharpen options. They are applied one after the other, first blurring an image and then sharpening it, to remove “pixel-perfect” noise and give a more photographic look to the final image.

VFB UI

Corona Renderer 1.6 New VFB UIControls in the VFB are now sorted into collapsible groups.

Corona Renderer 1.6 rearrange tabsThe tabs in the VFB can be re-arranged into any order you prefer by simply dragging them.

Corona Renderer 1.6 Fuzzy render regionsFuzzy Render Regions let you focus processing power on a specified area without visible borders between the region and the rest of the image. This is especially useful when doing a quick preview, where some specific area has to be rendered in better quality – for example, to check if there are no anti-aliasing issues, or if the material looks as intended. They can be also combined with interactive rendering to get faster feedback. To make a render region soft, simply Ctrl+click and drag its border. The softness can be adjusted independently for each render region.

  • Render Regions are now saved with the scene.
  • VFB Regions are now scaled together with the image instead of being removed on render start.
  • The title shown in the VFB header can now be customized. This is a system-wide property that can use all the render stamp placeholders, as well as a few more. By default, it has been changed to show camera name and frame number.
  • Each group in the VFB can be turned on or off via a checkbox.
  • LUT selection has been incorporated into the VFB as well as in the Camera tab in the Render Setup dialog.
  • Render Regions can be disabled and later re-enabled via a new dropdown in the VFB menu.

Corona Scatter

Corona Renderer 1.6, Scattering on Splines and in PatternsObjects can now be scattered in regular patterns using UV mapping. There are three patterns available: Grid, Running grid and Hexagonal grid.

Corona Renderer 1.6 Scattering On SplinesObjects can now be scattered on open and closed splines. Increasing “Jitter” will make the distribution along the spline more random, and changing the “Offset” moves the instances along the spline.

  • The UV channel sets which UV channel of the distribution object the Scatter uses.
  • Users can set the spacing between instances on the spline, resulting in a regular distribution. Scattering starts at the beginning of the spline (so, if the spacing is set correctly, scattered instances will reach the end of the spline).
  • The default orientation is the local Z-axis. This can be changed by rotating the spline’s pivot, which will rotate the instances around the spline.
  • Parameters can be keyframed for animated results (and the spline can be animated too, of course).
  • Added optional regular, discrete steps to Transformations:
    Each transformation (rotation, translation, and scale) now has stepping values – translation steps are specified in world units, rotation steps are specified in degrees, and scale steps are specified in percent. Each transformation now has 3 checkboxes X/Y/Z to determine which axes are affected by discrete stepping.
  • Changed “Align to normal” from an on/off value to a range from -1 to 1:
    This value corresponds to aligning all instances with -Z (value -1), aligning them to the normal (value 0), or aligning them with +Z (value 1). The in-between values allow blending the aligns (e.g. a value of 0.5 will be half the distribution object’s normal, half Z axis).
  • “Count” parameters have been moved to their respective rollouts (one for Random surface and one for BBox scattering) and “Count/MaxCount” has been changed to “Limit” which acts as the hard limit on how many instances will be scattered.
  • UV scattering mode is only accessible for surfaces and closed splines.
  • Scatter Lister script has been updated to support the new Scatter functionality.
  • Added a Scatter Lister button.

Corona MultiMap

Corona Renderer 1.6 New Multimap OptionsFrequency spinners and gamma randomization have been added to the Corona MultiMap.

Triplanar mapping

Corona Renderer 1.6 Triplanar MappingTriplanar mapping is useful for applying textures to objects without having to explicitly unwrap their UVWs. It prevents visible seams by introducing blending between the applied maps, and it does not produce stretching, which is characteristic to standard planar mapping.

While 3ds Max does offer similar functionality in version 2017 and newer, Corona Triplanar works with all versions of 3ds Max, and with a simpler interface!

Non-360 side-by-side stereo camera

Corona Renderer 1.6, Stereo Camera ExampleThe Corona Camera Mod now offers the ability to render to a conventional stereo image or animation (one that is not a 360 panoramic render). This is ideal for technical or medical illustration, where the focus may be on a single object rather than on a complete environment or scene.

Rendering progress on taskbar

  • Now you can keep an eye on the render progress while working in other software (or even browsing the web – not that you would do that while at work of course!)

UI CHANGES


Rotate Env by degreesAdded rotation in degrees to the Corona Bitmap for environment maps.

  • Licensing Server now shows both hostname and IP of computers making requests.
  • The official suffix for Corona EXR files is now .cxr – the defaults for autosave, render history, and saving from 3ds Max have been changed accordingly.
  • VFB pixel probe values clarified with new naming: Original Linear RGB, Tonemapped sRGB and Tonemapped sRGB 8-bit.
  • Renamed and re-ordered buttons in the LightMix tab.
  • Disabled Noise limit when rendering masks only (as it does not make sense in this situation).
  • Removed the “Clear interactive VFB” parameter as it is no longer necessary with the introduction of subsampling.
  • Corona Lights now remember the last file location used in the IES selection dialog.
  • Reworked the UI for the LayeredMtl.
  • Relative error (noise level) is now shown with 2 decimal places.
  • Removed Lighten and Darken operations from the CoronaMix map as these are identical to Minimum and Maximum operations (the names for Minimum and Maximum have been updated to reflect this).
  • Added a clarifying warning in the CoronaOutput map settings dialog, that “Affected by color mapping” is not compatible with changing post-processing during render.
  • Added tooltips to the Corona Color Picker.
  • Opacity cutout (clip) checkbox in Corona Material changed to be off by default.
  • Corona buttons are now drawn with a different color when disabled.
  • Replaced the Corona logo in an interactive docked viewport with the “Options” button.
  • The “Setup LightMix” button is now greyed-out while rendering.
  • Added a clarifying message when the Material Editor preview is disabled in interactive.
  • Low memory warning now shows more detailed information.
  • .conf parsing error message now shows the location of the problematic file.
  • Out of memory error message has been improved.
  • Long dropdowns in VFB render passes select are no longer clipped by the bottom end of the VFB window.

SMALLER IMPROVEMENTS


Prevent Black Appearance

Corona Renderer 1.6, Prevent Black Appearance“Prevent black appearance” for Corona Lights and CoronaLightMtl is a new option that will avoid them showing as black when light constrained by Directionality or an IES profile does not reach the camera.

2D Pan & Zoom

Corona Renderer 1.6, 2D Pan & Zoom SupportSupport for the 3ds Max native 2D Pan Zoom Mode has been added. It is especially useful when combined with interactive rendering and can be used to, for example, fine-tune materials or object position.

Corona LayeredMtl Improvements
Corona Renderer 1.6 LayeredMtl ImprovementsThe new Corona LayeredMtl UI allows for adjusting the strength of any masks applied to the layers, for greater flexibility in creating layered materials.

Sample IES Profiles

Corona Renderer 1.6 IES sample files includedSample IES profiles included (our thanks to Real IES for providing these!)

Real IES logo

Three new photographic LUTs have been added

Corona Renderer 1.6 New LUTsKim Amland (known on the forum as Dubcat) kindly provided three LUT files to help achieve a truly photographic result in your renders! The three LUTs were created using actual cameras – they represent the process which a camera applies to the RAW image right after capturing it.

CoronaMix Map

The CoronaMix map now works with bump mapping in all modes, properly blending individual maps.

General Speed and Memory Improvements

    • Glare speedup by 33%.
    • LUT parsing is now 3-5 times faster.
    • Improved adaptive image sampling.
    • RAM usage is greatly reduced when using deformable motion blur.
    • Recently used LUTs are cached in memory to allow faster switching between them.

VFB

    • Added “Resume Last” and “Resume File” buttons to the Corona VFB “Render” button dropdown.
    • Changed the default VFB history folder size on disk limit from 512MB to 2GB, as 512MB proved to be too low.

Vignette

    • Vignette is now automatically disabled when using a spherical, cylindrical or cubemap camera.
    • Vignette is now applied before other tone mappings, resulting in an improved and more dynamic look.
    • Increased maximum vignette strength to 10 to allow for a stronger look.

Denoising

    • Lowered memory requirements of denoising render elements.
    • “Remove fireflies” denoising mode now works for render elements.
    • Denoised render elements are now displayed as soon as ready, one-by-one; Corona no longer waits until all denoised elements are computed.
    • The previous denoised image is no longer destroyed when re-rendering only a region with clear VFB off.

Corona Distance Map

    • Corona Distance map now properly handles particle objects.
    • Corona Distance map now works in the bump slot.
    • Corona Distance map now shows a warning in the render when no “Distance from” object is defined.

Other

Corona 1.6 RoundEdges improvementsThe Corona RoundEdges map now gives significantly improved results, even closer to that of modelling rounded edges. It also works in other slots than bump now.

Corona Renderer 1.6, VR Bloom and GlareBloom and Glare now properly handles the left-right seam in 360-degree renderings, and tries to approximate the deformation near poles.

Corona Renderer 1.6 albedo high and low thresholdsThe Albedo render element now shows “low albedo” areas highlighted in blue, along with the “high albedo” areas shown in red. The thresholds for high and low albedo can be manually adjusted.

    • Reduced the Corona AO map default Samples parameter, since the new sampler is more efficient and the same quality is achieved with fewer samples.
    • Added falloff to WireTex map, and now it can be used as a bump map.
    • Estimated time remaining to complete a render is now computed when rendering to a specific Noise level.
    • Mirrorball and Cross environment types added for using bitmaps in those formats as Environments.
    • Bloom and Glare defaults have been changed to better-looking ones.
    • Added individual Enable Bloom/Glare checkboxes to render elements.
    • LUTs no longer clamp overbright values, instead, they extrapolate, as can be seen when working with the images in external post-processing applications.
    • Updated the CoronaConverter script to version 1.33.
    • Added Gamma control to the CoronaOutput map.
    • Added sRGB (Photoshop-matching) invert option to the CoronaOutput map.
    • Added linear exposure to the CoronaOutput map.
    • Installer Unpack behavior improved: now it unpacks all files to the folder where the installer is stored, and then opens that folder.
    • Added support for 3ds Max stereo camera plugin.
    • Improved the way expanding variables in autosave works – for example, now it is possible to use D:/autosave/%f/autosave.exr to save each scene autosave into a different subfolder (with subfolders created automatically).
    • Autosave now creates folders automatically when set to use a folder that doesn’t exist, rather than failing.
    • The internal 3ds Max name for Corona changed to just CoronaRenderer so that every version of Corona can be invoked from maxscript using the same command.
    • gi.hdCache.* parameters renamed to gi.uhdCache.*
    • Maxscript: added method getRenderType, removed isRendering:
      https://corona-renderer.com/wiki/maxscript
    • Added new render stamp variables: Corona build name (%bn), preprocessing time (%ptp), and a number of CPU threads (%ct).
    • System-wide settings are now versioned to rule out conflicts when changing between daily builds and stable release versions.
    • Fixed cubemap + blowup + displacement rendering.
    • Added lens distortion support (3ds Max physical camera) – both cubic and texture modes are supported.
    • Render To Texture can now have denoising applied.
    • When running multiple instances of 3ds Max with Corona, all 3ds Max instances will now produce their own log files in differently named files, instead of all but one discarding their logs.
    • Added object space normal and object gradient modes to the CoronaData map.
    • Flipped the channel output in object space normal and object gradient modes of the CoronaData map to improve compatibility with Allegorithmic’s Substance Designer.
    • Added Gbuffer override to LightMtl (for more than 16 values).

Corona Renderer 1.6 Psycho samplerAdded Psycho random sampler – this is not intended for production renders, but included purely for fun and creative use!

BUG FIXES


Terminator fix – Jagged edges at shadow terminators have been fixed. These were particularly visible with low poly objects, or when bump mapping was used. Controls for this are under the devel/debug settings, but the defaults should work well so you should have no need to look for those settings!

IR related:

    • Fixed: Incorrect motion blur value used in IR when rendering with a physical camera.
    • Fixed: Crash when starting IR without Corona being selected as the production renderer.
    • Fixed: Slow IR update rate when using the 3ds Max Physical Camera.
    • Fixed: Crashes when resetting a scene when Interactive Rendering was running.
    • Fixed: IR not updating when changing F-stop.
    • Fixed: Shift+Tab not working on some elements in the Corona VFB.
    • The TAB key in Corona post-processing VFB tab now goes through all adjustable controls.
    • Fixed: Slow pixel probe in Corona VFB when using bloom & glare.
    • Reduced flickering of the stats VFB panel.
    • Fixed: Bloom & Glare not updating in the docked interactive VFB.
    • Fixed: Bloom & Glare on/off checkbox state not loaded when using Save and Load in the VFB postprocess tab.
    • Fixed: Corona VFB history showing black images when used with region render.
    • Fixed: Render regions in the VFB not updating in some rare cases.
    • Fixed: Drawing of VFB render regions when a 3ds Max render region is also used.
    • Fixed: Crashes when rendering with a 3ds Max render region and zooming in the VFB.
    • Fixed: Corona VFB sizing on 4k monitors.
    • Fixed: Clicking on the Tools button in the VFB to hide the tools, and then clicking the button again to show the tools, did not return the VFB to exact previous size.

Denoising Related:

    • Fixed: Denoising crashes when out of memory – instead, an error message is displayed.
    • Denoising is now properly disabled when rendering only elements.
    • Fixed: Denoising values from the last render remaining on screen during the next render.
    • Fixed: Denoising turning image out of render regions black.
    • Fixed: Noise amount sometimes computed incorrectly in image

LightMix related:

    • Fixed: Lights not assigned to LightSelect render elements correctly when using only LightSelect render elements without a LightMix render element.
    • Fixed: LightMix channel not working with A/B history.
    • LightMix setup now no longer creates layers for lights from x-reffed scenes, as those do not save properly anyway.

UHD Related:

    • Fixed: UHD cache sometimes reporting NaN stats.

Saving related:

    • Fixed: Corona autosave not working with UNC paths.
    • Fixed: Incorrect characters sometimes appearing in autosave filenames, disabling the autosave.
    • Fixed: Autosave not accepting folders with spaces in them.
    • Fixed: Images saved black when rendering regions and saving to an image format with transparency.
    • Fixed: Crashes when 3ds Max bitmap is changed on HDD during/after render.
    • Fixed: Corona EXR opening in Photoshop (and took safety measures so it won’t get broken again in the future).
    • Fixed: Corona EXR and Corona jpeg not saving sequences properly.

Material Related:

    • Fixed: On some machines, Corona kept reactivating and crashing when opening the Material Editor.

CoronaSun related:

    • Fixed: Crashes when using Xreffed CoronaSun.
    • Fixed: Bug causing CoronaSun to be a bit smaller when textured.
    • Fixed: Animated on/off button in CoronaLight/Sun was ignored.

CDistance related:

    • Fixed: Crash, when a scatter with over 2 billion polygons, was plugged into a Corona Distance map.
    • Fixed: Corona Distance map + animated objects do not update properly in animations.
    • Fixed Corona Distance map not working with a Scatter that is hidden

Animation related:

    • Fixed: Corona materials not updating in the viewport when properties are animated and the time slider is moved.
    • Fixed: CoronaBitmap and other animated maps not updating in the viewport when scrubbing timeline.

Scatter related:

    • Fixed: Animated “Enable scatter” button.
    • Fixed: Setting Scatter Density to 0 did not actually remove all instances.
    • Fixed: Scatter not updating with an animated texture map.
    • Fixed: Crash when spinning frequency/density spinners in some 3ds Max versions

Bloom & Glare related:

    • Fixed: Crash when using bloom & glare on a 1*1 pixel render.
    • Fixed: Bloom & Glare temporarily displayed on the non-matching image when moving a camera in IR.

Render To Texture related:

    • Fixed: UI freeze when using “Lock 3ds Max during render” with RTT. There is a bug in RTT, so we had to disable the lock for it.
    • Fixed: Displayed “Element Type” in the RTT UI for Corona render elements.
    • Fixed: RTT sometimes saving to an incorrect location.

NANs:

    • Fixed: Crash when NANs were produced in a scene using LUTs.
    • Fixed: NANs under specific conditions.
    • Fixed: NaNs in some cases of extremely motion-blurred lights.

Related to other software:

    • Fixed: Freezes when using GrowFX.
    • Fixed: parsing issues with animations, improving e.g. PhoenixFD compatibility.

Other bugfixes:

    • Fixed: Crash when RoundEdges map was plugged into opacity slot.
    • Unified Corona prompts and info popups (message boxes).
    • Fixed: Crashes when using 3ds Max native VectorMap.
    • Fixed Particle flow sometimes parsing incorrectly (e.g. when using different UVWs per particle)
    • Fixed: Rare crash in Render History.
    • Fixed: Crash when closing 3ds Max on some computers.
    • Fixed: Some LUTs not loading.
    • Fixed: .conf error popups on startup when running Corona under windows user with Unicode name.
    • Renderstamp now fully supports Unicode.
    • Fixed: CoronaWire not working with deformable motion blur.
    • Fixed: Instancing not working on objects with deformable motion blur.
    • Fixed: Issues with point cloud display (with a little performance drop in viewport).
    • Fixed: Indexed color bitmaps loading incorrectly in CoronaBitmap.
    • Corona Standalone: improved error messages on duplicate materials.
    • Corona Standalone: Improved error message when the user tries to save to .hdr format (which is currently not supported for saving).
    • Corona combo box now has a scrollbar if enough items are present.

WHAT’S AHEAD?


Corona Renderer 1.7

If you’ve been a Corona user for a while, you’ll know that as soon as we release one version, work starts immediately on the next! Which means that work has already begun on 1.7 – you can check our initial plans (not exhaustive or final yet!) on our roadmap at https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max.

And as you can already guess from the roadmap, Corona Renderer 1.7 will be focused more on VFX features.

DOWNLOAD CORONA RENDERER 1.6


And for those brave ones who read the entire article before downloading, here’s that download link again  – because it’s a long way back to the top!

https://corona-renderer.com/download/

Demo Refresh: If you have tried Corona before and your 45-day trial expired, you will be glad to know we have automatically refreshed the demo period to give everyone an extra 14 days! Simply download and install 1.6 from the link above, and you can activate the refreshed demo period right from within Max. Enjoy!

Thanks!

Our thanks go out to everyone involved in making Corona Renderer what it is – our devs, support, forum moderators, translators, beta testers, advisors, partners, resellers, and of course, our users. Each and every one of you is critical to making Corona what it is today, and shaping what it will be in the future and for that we say –

Thank you!

Adam, Ondra, and the Corona Crew

7 июл 2017

Пользуюсь плагином AdvancedSkeleton (5 версия) , пытаюсь расставить skinLoop. Когда нажимаю bind выдаёт ошибку:No object matches name: ExtraAnkle_L. Как это исправить?

Снимок.PNG

Чеширка_


14 июл 2017

Попробуйте ещё раз построить скелет, а потом заново заскинить. Иногда помогает.
Сама для бинда использую Deform (option1) и коррекцию развесовки пилю вручную (с последующим отзеркаливанием).

14 июл 2017

Пользуюсь плагином AdvancedSkeleton (5 версия) , пытаюсь расставить skinLoop. Когда нажимаю bind выдаёт ошибку:No object matches name: ExtraAnkle_L. Как это исправить?
Посмотреть вложение 243565

На скриншоте отчетливо видно наличие русских названий в путях: «Вова Харченко» и «штаны». Имеет это отношение к твоему вопросу или нет, — не знаю, но постарайся избегать кириллицы в названии пользователяфайловпапок.

Чеширка_


14 июл 2017

На скриншоте отчетливо видно наличие русских названий в путях: «Вова Харченко» и «штаны». Имеет это отношение к твоему вопросу или нет, — не знаю, но постарайся избегать кириллицы в названии пользователяфайловпапок.

У меня похожая ошибка вылетала, когда я просто полный скелет строила (из настраиваемой половинки). Путей с кириллицей не было. Скорее всего это сам AdvancedSceleton глючит…. Хотя замечание очень правильное и уместное.

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