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Corona Renderer 7 (Daily) for 3ds Max (supporting Max 2022 now)

Discussion in 'CGI News' started by roocoon, Sep 20, 2020.

  1. roocoon

    roocoon Well-Known Member
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    Another newborn in the same family :)

    As the comments below say, this is the v6 hotfix that will be released at some (early probably) future time.

    Changelog (2020-09-16):

    Note that all changes in this build will be released in v6 hotfix, so this is more of a hotfix preview than actual v7 daily build.

    Fixed crash when Falloff Map with fresnel type and world - z axis direction is applied to refraction
    Fixed DR being stuck when rendering second frame of an animation
    Fixed the issue where having Norwegian locale lead to 3ds Max crash at startup.
    Fixed: Scatter missed update in IR causing "popping" while scrubbing timeline
    Fixed LEGION_STOP in scene with falloff + RGB multiply maps combo
    Reverted behaviour of the no tiling mode in CoronaBitmap which was causing unwanted results when used as a mask


    Protection remains the same and my renders remain unfinished as usual.

    [​IMG]
     
  2. roocoon

    roocoon Well-Known Member
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    This beta has been updated too.

    Changelog (2020-11-06):

    Added support for Ornatrix v7 (the older versions are no longer supported)
    Fixed scene parsing taking longer in each frame
    Does not fix prolonging geometry parsing, this will be addressed in the future
    Fixed crash of 3ds Max caused by our quad menu
    Fixed falloff map built-in color mixing
    Removed the old displacement method. Only 2.5d displacement method remains.
    This currently breaks combinations of displacement + light emission and displacement + fast rounded edges mode. This will be fixed over the course of daily builds
    In Corona Scatter, the parameter limiting number of instances displayed in the viewport is now colored when the limit gets exceeded.
    Added displaced primitives to the VFB stats tab
    Added new render stamp option: displacement primitives: %sd
    Displacement primitives are also published in maxscript with getStatistic(15)
    Fixed bug in Light solver precomputation that caused crashes in IR
    CoronaBitmap now automatically removes NaNs and INFs from input images

    A huge but nice scene I downloaded but unfortunately with lots of missing maps etc.
    Not that I'd be able to render it in its full glory :)

    After a couple of hours with 30 hours, or so, left to go!
    I didn't plan to wait that long so I post its denoised image too at that time. Pretty nice I find...

    [​IMG]

    [​IMG]
     
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  3. roocoon

    roocoon Well-Known Member
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    A couple of updates were out since the last one I posted.

    2020-12-10

    Added new grounds up PBR material - CoronaPhysicalMaterial
    Renamed CoronaMaterial to CoronaLegacyMaterial
    There should be no change in existing maxscript which uses CoronaMaterial
    Fix of "No sockets could be bound!" DR failure
    Fixed memory leak when rendering hair


    2020-12-01

    Fixed CIE to correctly apply B&G in case of cubemap panoramic renders.
    Fixed rare issue where B&G might not be updated in VFB
    Fixed crash in Aperture dialog when it is destroyed and update is still running
    Fixed crash related to using map hierarchy with multiple fall off textures connected to each other
    Fixed Corona Scatter not to crash in case of spline scattering with zero frequency set to models
    Displacement:
    Normal displacement is now properly clamped in 2.5d displacement - only [0, 1] interval from the map is considered
    Fixed incorrect handling of blend material with empty sub-slots. When one of the 2 submaterials is now missing, the default wire color material will be properly displayed.

    Uninstaller
    Corona uninstaller now removes installation info from registry
    Added an error window which is shown when the uninstaller fails to restart in an elevated mode

    [​IMG]
     
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  4. zhangligang

    zhangligang New Member
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    hello where is download link? thanks
     
  5. Darry

    Darry Well-Known Member
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    Not here. You can just download the v6 trial from their site, this is just information in CGI News and information that roocoon cracked v7 daily, nothing more!
     
  6. roocoon

    roocoon Well-Known Member
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    Latest as of 2021-01-08

    Changelog for the last two releases:

    2021-01-08

    CoronaPhysicalMaterial changes
    Fixed problems (extreme memory consumption and crashes) caused by too low roughness value of sheen in Physical material
    General Bugfixes
    Fixed saving a render to disk (png,tif,tga) saving Alpha channel as black when Sharpening/Blurring is enabled



    2021-01-04

    CoronaPhysicalMaterial changes
    Fixed the bug where multiple warnings may spawn when selecting a new preset value
    Improved metalness tooltip to inform about the texture values
    Displacement
    Added support for light emission from displaced geometry
    Added support for fast mode of rounded edges when displacement is enabled

    [​IMG]
     
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  7. roocoon

    roocoon Well-Known Member
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    The Max version got updated too,

    Changelog:

    2021-02-19

    Optimizations
    Significantly improved rendering quality for scenes far away from origin by internally shifting the scene so the camera sits at origin. No changes to scenes are needed.
    https://corona-renderer.com/comparer/FGMmnT
    Improved the High Quality denoiser speed by 20% on average, up to 60% in extreme cases
    Optimization of multiple transparent hits resolving - achieves up to 30% speedup in scenes with opacity and media
    Global medium is now enclosed by a sphere - which should result in more predictable and consistent behavior. This also fixes the following:
    Fixed: CoronaVolumeGrid bounding box always visible when rendered inside a global volume material https://corona-renderer.com/comparer/ZOcHg9
    Fixed: Visible border when using global volume material
    Fixed: CoronaVolumeMaterial casting incorrect shadows when set as global volume material
    Fixed: Artifacts caused by many overlapping volumetrics https://corona-renderer.com/comparer/7rO2Kb

    General Bugfixes
    Fixed extreme parsing times in scenes with large numbers of instances and displacement (introduced in earlier v7 daily builds)
    Fix crashes on second render of a scene with some specific material configuration
    Fixed issue in CoronaDisplacementMod where displacement map was not taken from the material, even if it was requested
    Fixed image texture cache. This improves memory usage when the same image file is referenced multiple times using different file paths (e.g. when symlinks are involved).
    This also resulted in some internal changes which unfortunately break backwards compatibility of the Corona Standalone exports.
    Corona Standalone now gives a more relevant error message when trying to load a file of unsupported version.
    Enabled PhoenixFD Foam and Particle maps in the material editor

    Toolbar/Quad Menus
    Actions on the Corona Toolbar have been renamed and reordered to be more unified
    (applies only after deletion of the toolbar in Main Menu > Customize User Interface > Toolbars; or for new Corona installs).
    Removed old Corona usermacros - as a result, user-defined menus entries/quad menu entries/toolbar items which use those macros will not work anymore. They can be safely
    removed from the UI and replaced by entries executing actions exported by our C++ action system (available since Corona 6), which are better integrated to 3ds Max


    I used the Corona Converter to convert a PhoenixFD for Vray scene. Vray dome light isn't converted yet so I replaced it with a Corona sun.
    Not bad from a ready-made scene.

    [​IMG]
     
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  8. roocoon

    roocoon Well-Known Member
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    Another one ported to Max 2022.

    The last two changelogs to catch up:

    corona-7-3dsmax-daily-2021-03-30

    Added support for 3ds Max 2022
    Fixed crash during initialization of scatter UI in 3ds Max 2022
    Fixed crash related to render setup dialog in 3ds Max 2022

    Optimizations of rendering speed
    Up to 30% speedup in empty scenes (both interactive and non-interactive)
    Up to 10% speed up in standard rendering in our real world testing scenes

    Changed the way the bucket rendering is applied
    It is applied from the beginning only in IR+subsampling or DR slave renders
    In all other cases we start with the old progressive render and switch to buckets after 5 passes.

    General
    Fixed: CoronaConverter no longer duplicates nodes in SME - only for 3ds Max 2020 and newer
    Fixed Bad allocation exception/Crash in 2.5D Displacement for extreme number of vertices
    “Propagate element” checkbox in render elements which support this functionality renamed to “Allow propagation through reflection/refraction” to better indicate its meaning + added explaining tooltip
    Removed VCM, VPL, PPM, LightTracer algorithms



    ========

    corona-7-3dsmax-daily-2021-03-22

    PBR Material

    If clearcoat bump map is not supplied, clear coat does not use any bump-mapping (previously it used bump map from base layer)
    Added accurate Fresnel for metals into Physical material
    Added translucency color
    Fixed thin glass mode
    Modified presets to use edge + base color based on metal complex IOR, lowered some high albedo values

    Changes to UI:
    Introduced edge color and translucency color, moved parameters around accordingly
    Moved plug slot for maps in slate editor to more correspond to the old legacy material
    Moved maps in the common dialog to correspond to their new positions in slate editor
    Fixed some enable/disable issues
    CoronaConverter now converts all materials to the new CoronaPhysicalMtl.
    CoronaConverter now converts CoronaLegacyMtl to CoronaPhysicalMtl.

    New

    CoronaDistance map can now compute distance from any scene object.
    Note that due to 3ds Max limitations the include/exclude dialog supports only adding geometry objects. Other objects (e.g. camera) can be added only using the "+" button.
    Added options for propagation to some render elements (Mask, ID, Wire color, Zdepth, Texmap)

    General

    We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes.

    And just 10 rendering passes so I can do something else with my life...

    I include the denoised render so eyes don't hurt that badly.

    [​IMG]


    [​IMG]
     
  9. roocoon

    roocoon Well-Known Member
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    Another update:

    2021-04-21

    CoronaConverter:
    Fixed the Converter to not delete maps such as refraction color, but materials containing these maps may require some manual tweaking after conversion.

    Physical material:
    Complex IOR can now be used instead of using edge color (in advanced rollout)
    How to use the complex IOR: https://coronarenderer.freshdesk.co...how-to-use-complex-ior-for-coronaphysicalmtl-
    Added glossiness/roughness mode switch to system settings - Existing scene materials will keep their current settings
    Improved glass model
    Fixed the issue, where hue of metal reflection sometimes did not correspond to the selected base color (e.g. base color = (64,0,0) is a bit bluish).
    Fixed clear coat bump being affected by base bump

    General
    UI of Corona Scatter got polished and condensed.
    CoronaLight is now correctly rendered in the viewport in 3ds Max 2022
    Denoising time added to render stamp (%ptd)


    Same protection and fix.
    A render might follow when I start up Max but for now I'm busy with other stuff.
     
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  10. roocoon

    roocoon Well-Known Member
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    There has been a flurry of small updates lately.

    Changelog since the last one I posted about:

    2021-05-20

    Corona Converter
    Fixed a problem which sometimes occurred during conversion of V-Ray lights to Corona lights.

    General
    Updated embree to version 3.13.0 - various small bugfixes and optimizations
    [REGRESSION] Lowered the amount of noise generated by optimization of multiple transparent hits

    ==========

    2021-05-18

    Optimisation
    CoronaBitmap now loads texture files in background after the scene file has been open, while you are already working with the scene. Reduces scene open times by 20-40% in most cases, up to 70% in some extreme cases.

    Corona Converter:
    Added an option to automatically treat all translucent objects as objects with "Thin shell". This improves conversion of scenes where translucency effects are frequently used - e.g. scenes with vegetation.
    [REGRESSION] Property switchToCoronaRenderer renamed back to switchRenderEngine, to avoid breaking any user scripts which may use it

    General
    Fixed Corona Scatter not to cause repetitive restarting of V-Ray GPU IPR when a scatter object gets disabled.

    ==========

    2021-05-14

    Corona Converter:
    Greatly improved accuracy of conversions from VRay2SidedMtl.
    Resulting shading networks might be simpler in some cases.
    The conversion process might be more performant in some cases.
    Improved detection and printing of conversion-related warnings.

    OptiX (NVIDIA GPU AI denoiser) updated to version 6.5.0
    All OptiX files are now part of the regular Corona installer, no longer requiring any additional download.
    Requires NVIDIA GPU driver version 436.02 or later.
    No change in supported GPUs, it should still work with Maxwell and later.

    General
    Added maxscript function to bake lightmix settings into the scene (same as clicking the corresponding button in VFB) - CoronaRenderer.CoronaFp.bakeLightMix

    ==========

    corona-7-3dsmax-daily-2021-05-10
    CoronaPhysicalMtl
    Added IOR mode to Physical material. It has two options
    1/ IOR - material behaves like before
    2/ Specular - all IOR inputs (base, clearcoat) are replaced with Specular inputs
    Moved CoronaPhysicalMaterial in the material editor to be the first Corona material displayed, for easier access
    Fixed volumetric scattering controls not becoming active when opacity is lowered
    Improved hybrid glass - it now looks much closer to real glass (caustics on) and changing roughness from 0 to 0.001 does not result in significant change in a look.
    Improved thin glass - now it blurs refraction depending on the roughness value. It also correctly simulates bouncing within the thin glass.
    Changing IOR from 1 to 1.001 no longer results in drastic change of look (previously it did especially for high roughness values).
    Examples:
    https://corona-renderer.com/comparer/wMhR4F
    https://corona-renderer.com/comparer/fa0S0R

    Converter
    Conversion from VRayLightMtl to CoronaLightMtl correctly propagates "Two Sided Emission" parameter, Shellac material is converted to CoronaLayeredMtl, the conversion process might be more performant in some cases.

    General
    Fixed object list spinners in Corona Scatter to show correct values in case they are animated and time on the timeline changes.
    Updated Intel Denoiser to the latest version - fixes some bugs, especially the denoiser adding “ghosts” of objects that should not be visible due to lack of lighting
    Fixed licensing server UI log not showing anything
    Fixed a “reset to default” button in pop-up window warning users that not all logical cores are used during rendering. Until now it did not work as expected during interactive rendering.
    Fixed possible NaNs when rendering Skin and Hair materials
    Fixed problems with NaNs caused by some scenes with degenerated matrix
    Fixed occasional crashes when rendering Corona Layered material
    Added warning when a scene previously saved in a stable version gets overwritten in a daily build
    The problem with this is that a scene saved in a newer version causes all sorts of problems when opened in an older version. The motivation of this is to prevent overwriting production scenes when experimenting with daily builds.
    Unfortunately we can’t cancel the 3ds Max saving process, so we just offer a chance to backup the original save file to another location before it is overwritten.


    Add a couple of renders with a weird 'alien' shape that's actually a fractal mesh I got out of Xenodream.
    The first render uses a Corona material and the second one uses a Substance Painter material transferred with the live link.
    You can get quite a variety in renders by changing materials.

    [​IMG]

    [​IMG]
     
  11. roocoon

    roocoon Well-Known Member
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    Another couple of quick updates are out.
    The size of the installer more than doubled. Besides the Cuda denoiser that's included in the installer, there's an improved sky model that's also included.

    Changes since my previous post:

    2021-06-03

    Improved Sky model
    Added final version of the improved sky model. Unlike the previous version this one contains additional parameters: altitude and turbidity.
    Note: This may change the look of scenes which use the Improved Sky model

    Displacement
    Fixed bug where displacement was removed even if override material was off, added preservation of displacement from layered material
    Fixed displacement map being clamped to [0,1] range
    Fixed displacement being wrongly applied in cases where it shouldn’t be

    PhysicalMtl
    Added switch to system settings determining whether IOR or specular mode is used as a default

    =========

    2021-06-01

    Optimizations
    Added asynchronous Corona proxy loading
    On average between 10% and 30% speedup loading scenes which contain Corona Proxies

    Corona Converter
    Show selected objects maps in viewport now works with CoronaPhysicalMaterial and CoronaLegacyMaterial
    Reset Material editor materials now resets materials to CoronaPhysicalMaterial
    Fix bitmaps using “Mono Channel Output” now works with CoronaPhysicalMaterial
    Removed legacy options and buttons

    General
    Open Image Denoise (Intel AI denoiser) updated to version 1.4.0 - various bugfixes and optimizations
    Fixed possible crashes in Corona Scatter when some scattered instances get scaled to zero while using collision avoidance.
    Improved warning message when setting presets in CoronaPhysicalMaterial
    Fixed crash caused by memory overflow when rendering media

    [​IMG]
     
  12. dreamof3d

    dreamof3d Active Member
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    You forgot the download link silly....(doh)
     
  13. dreamof3d

    dreamof3d Active Member
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    Don't bother looking at his posts. Fills the site with exciting software he cracked on his Fisher Price "My Little Pony" laptop. Amazing software he will never share because we are all copy cats stealing his cracks.
    Maybe the images are from a computer that has the software licensed :)
    Pathetic...
     
  14. Andy47

    Andy47 Well-Known Member
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    Even now after all this time, people don't read the title of the section they are reading "CGI News". It's just updates on stuff, telling you what's changed, what's been fixed all that jazz and maybe some pretty pictures for those who can't be bothered to read. If a person is releasing something, they post it in the relevant release section. CGI News is not a place for links, unless of course they point to the site where the news originated from. So expecting someone to post a link to download a cracked version of whatever, is a meaningless task until they post in a Release section. As for not sharing stuff, well this isn't actually the section for sharing anything but news, that's it nothing else.
     
  15. dreamof3d

    dreamof3d Active Member
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    Got it, I wont complain anymore :cool: