Corona Renderer 6 for 3ds Max Tüm Özellikler
Render Engine
Interactive LightMix
- Adjust color and intensity of lights, during and after rendering
- Single–click set up (by instances, groups or individual lights, with memory requirements reported)
- Supports multiple suns and multiple environments for different times of day from one render
- Manual set up if required
- Controlled from the VFB
- Results can be pushed to the scene
- Can be used for anything from subtle adjustments, to turning day into night, without re–rendering
- Each light select pass can be denoised independently (this can be enabled during automatic setup)
- LightMix result can be saved to a CXR file and then adjusted in the Corona Image Editor, or saved for compositing in other post–processing software
- Lights can be selected in the scene from the LightMix tab
Corona Virtual Frame Buffer
- An optional, feature–rich replacement of the 3ds Max native VFB
- Integrated Interactive LightMix, allows changing color and intensity of lights without re–rendering
- Integrated lens effects effects offering a high degree of realism and creativity for bloom & glare effects affected by lens scratches, dirt, etc.
- Integrated post–production effects, including vignette, sharpening/blurring, histogram, curves, etc.
- Integrated color mapping controls, including exposure, filmic tone mapping, LUTs, green–magenta tint, etc.
- Save and load post–processing configurations, and exchange those to and from the Corona Image Editor and Corona Cameras
- Save and load LightMix configurations, and exchange those to and from the Corona Image Editor
- Pick objects directly in the VFB
- Set DOF focus point directly in the VFB (for Corona Cameras)
- VFB History and Comparison, with the ability to toggle between using the current post–processing, or the post–processing used at the time of saving the image to history
- Statistics: render time, remaining time, performance, polycount, tooltip explanations…
- Displaying/saving render elements
- Pixel color probe on right mouse button
- Controls: start render/stop render, resume last render, resume rendering from file, save/clone/copy image, …
- Optional stamp with scene info at the bottom of rendered image
- Customizable information in the title bar
- Interactive and Multiple Render Regions
- Render Regions scale with the VFB, are saved with the 3ds Max scene file, and can be globally enabled or disabled
- Fuzzy render regions
- Zoom buttons for use when accessing a machine remotely
Post–processing effects
- Controlled from render settings, Corona Camera, or VFB
- All settings are adjustable during/after rendering
- Image updated in real time
Bloom & Glare
- Both controlled independently
- Threshold
- Color intensity & shift to adjust colors
- Glare ray count, blurriness and rotation
- Lens Effects for scratches, dirt, etc.
Camera Effects
- High quality (raytraced) depth of field and motion blur effects
- Photographic controls (optional): shutter speed + ISO + f–stop
- Fisheye lens effects
Bokeh shape
- Circular
- N–gonal (bladed aperture)
- Custom image
- Center Bias
- Vignetting
- Anisotropy
- Multi–segment (curved) motion blur
- 3ds Max 2016 Physical Camera support
- Virtual Reality Camera
CoronaCameraMod
- Legacy Camera object modifier for backwards compatibility
- Allows setting Corona exposure/DOF/motion blur/bloom & glare/color mapping on any camera
Lights
CoronaSun
- Standalone object or part of 3ds Max daylight assembly
- Uses the New Improved model of emission, with option to use the old (pre-v6) Hošek & Wilkie model for legacy scenes
- Allows non–physical properties (changing size, color, disabling visibility in reflections, …)
CoronaLight
- Shapes: sphere, rectangle, disk, cylinder
- IES profiles
- Directionality
- Textured emitters
- Physical units
- Color (RGB input, Kelvin temperature, texmap)
- Non–physical settings: disabling shadows, includes/excludes, disabling visibility in reflections, preventing black appearance for lights with directionality
Corona Light Material
- Turns any object into a light
- No render time differences compared to using a CoronaLight
- 3ds Max native lights
Materials
CoronaMtl
- Diffuse, translucency, reflection, refraction, glossiness, opacity
- GGX BRDF with full glossiness range
- Compatible with third–party tools such as Allegorithmic's Substance Painter and Quixel's Megascans
- Dispersion for glass, gemstones, etc.
- Adaptive displacement, with low memory requirements
- Vector displacement
- Bump mapping
- SSS mode for wax, marble and other materials that do not use Refraction or Translucency
- Volumetric scattering and absorption mode for fog, mist, and for colored glass, liquids and other materials that use Refraction or Translucency
- Self–illumination
- Fresnel reflections, anisotropic reflections
CoronaSkinMtl
- Dedicated material for skin
- Three independent Subsurface Scattering layers
- Two independent Reflection layers
CoronaHairMtl
- Dedicated material for hair and fur
- Colored and Colorless reflection layers
- Color controls via melanin amounts, or directly
- Adjustable random glints
CoronaLayeredMtl
- Similar to 3ds Max Blend material
- Combines multiple materials instead of just two
CoronaSelectMtl
- Store multiple materials for one object, and select between them via radio buttons
- Radio buttons can be keyframed, and accessed via MAXScript
CoronaLightMtl
- Identical performance to CoronaLight
- Various non–physical settings
- Textured emission (useful for backplates)
CoronaRaySwitchMtl
- Uses different material for different ray types: direct, GI, reflections, refractions
CoronaShadowCatcherMtl
- Custom backplate textures
- Screen, spherical, or no projection
- Supports glossy surfaces
- Bump mapping
- Lights work additively (illuminators) or subtractively
CoronaVolumeMtl
- Simplified material for volumetric scattering and absorption
- “Inside Mode” allows for true 3D volumetric materials
3ds Max materials
- Standard
- Blend (including nested blend materials)
- Multi/Sub–Object
- XRef
- Shell
- Double Sided
- Top/Bottom
- DirectX Shader
- Support for 3ds Max physical material
Material library
- Over 520 ready–to–use high quality materials
- Drag–and–drop from the Library to the viewport, Slate material editor and Compact material editor
- Real World Scale or Triplanar mapping used where possible, to reduce tiling and give expected scaling
- Materials organized by category
- Set favorites, with Display Favorites Only option
- Sort by name, favorites, or most used
- Select all objects in the scene that use a particular material
- Resizable material previews
- Open standalone large preview windows for materials
Misc
2.5D Displacement
- New default displacement calculation method, which saves significant memory and parsing times
V–Ray compatibility
- Supports assets from V–Ray 3.60 or newer (assets from older versions may work, but not guaranteed)
- Renders VRayMtl and VRayLight, even if V–Ray is not licensed or not installed, without running any sort of conversion
Hair and Fur support
- 3ds Max native Hair and Fur
- Ephere Ornatrix
- HairFarm
- Hair rendering both as billboards or as full cylindrical geometry
Phoenix FD support
FumeFX support
Corona Displacement Modifier
- Allows setting per–object Subdivision Quality
- Adaptive displacement, with low memory requirements
- All displacement features and settings that are available in CoronaMaterial
Advanced “Render Selected”
- Render mask by an include list, object ID, or viewport selection
Improved Color Picker
- Can be set to replace default 3ds Max color picker
- sRGB mode for ease of use with Photoshop and similar; can be disabled for a linear workflow
- Perceptually uniform color gradients in both modes
- Color selection by Temperature
- Adjustable averaging of neighboring pixels
- Inverse color picker allows setting of white balance in combination with the Color Tint parameter in the VFB
Error reporting with online help
- Error messages linked to a support page with more info and possible solutions
- Automatic selection of the offending object
- Automatic correction of certain errors
- Error message forwarding from render slaves in DR
Corona Converter
- One–click solution to convert materials, lights, and maps from other renderers
Improved material editor scene
- More representative previews
- Override material option (with excludes/includes, and options to preserve displacement, light materials, glass materials, portals, and unsupported materials)
Comprehensive support for file formats
- CoronaBitmap supports Kodak Cineon, SGI file, RLA image file, Adobe PSD Reader, and DDS image file formats, as well as all the more common formats (JPG, PNG, etc.)
- CoronaVFB supports saving to the most common formats, including .TIF with specified output color depth, alpha channel, etc.
Save and resume
- Ability to save VFB and resume rendering later (even on a different computer)
Render only elements
- Computes render elements in seconds without doing shading
Autosave
- Optionally saving the VFB every few minutes and after rendering. Rendering can be resumed from these backups
Bundled LUTs
- Over 70 LUTs included with the install
Bundled IES profiles
- Sample IES files included
- UI supports HiDPI monitors
Interactive rendering
- 100% the same render engine as for the final frame
- All final frame rendering features supported, including Interactive LightMix, post–production effects such as bloom & glare, LUTs, etc.
- NVIDIA AI GPU–based denoising, for denoising during Interactive Rendering (requires a compatible NVIDIA GPU)
- Pick objects directly in the docked viewport
- Set DOF focus point directly in the docked viewport (for Corona Cameras)
- Image upscaling factor to allow rendering to a smaller resolution and upscaling (ideal for HighDPI displays)
- While zooming–in in the IR, rendering is focused on visible area only
- Subsampling lowers initial resolution at the beginning of rendering, for virtually real–time performance
- Blue Noise Dithering to give visually pleasing results in the first few passes, for quick assessment of a scene when using Interactive Rendering
- Results shown in 3ds Max viewport or Corona VFB
Corona Image Editor
- Runs outside of any 3D software
- All the familiar controls from the Corona VFB
- Adjust lighting in the renderer image using the full range of LightMix controls (on Corona EXRs)
- Apply Denoising (on Corona EXRs)
- Apply all the Corona post–processing options (on any EXR)
- Save and load post–processing configurations, and exchange those to and from the Corona VFB and Corona Cameras
- Save and load LightMix configurations, and exchange those to and from the Corona VFB
- Bloom & Glare virtual element which can be viewed or saved separately
- Save to EXR, PNG, JPG and BMP
Exposure and Color mapping
Distributed rendering
- Slaves can join or quit the render session after it has started
- Auto discovery of slaves on local network
- Auto sending of assets to all machines (only if required)
- Pass, Time and Noise Level limits can be used
- Can be enabled / disabled during rendering
Corona Camera
- Dedicated Corona camera offering all standard camera controls plus all Corona controls such as exposure, DOF, motion blur, LUTs etc.
- Set focus distance using a static or animated target object
- Per–camera object includes / excludes
- Customizable viewport appearance
- Save and load post–processing configurations, and exchange those to and from the Corona VFB and Corona Cameras
- Tone mapping parameters respond immediately in Interactive Rendering without restarts
- Render to fisheye, orthographic, perspective, spherical, cylindrical or cubemap projections
Geometry
Corona Proxy
- Cross–platform proxy format: .cgeo
- Faster save/load/display of large scenes
- Compressed format to save disk space
- Supports animated meshes
CoronaScatter
- Fast and simple scattering tool
- Supports multiple distribution and scattered objects
- Supports scattering on splines
- Supports scattering in regular patterns
- Random translation/rotation/scaling of instances, with optional discrete stepped values
- Different modes for using maps to control scatter scale, including RGB mode to define x, y and z scaling independently in one map
- Supports aligning instances to local normal
- Supports millions of instances
- Textured density, scale
- Vertex paint support
- Optionally avoids objects intersections, with tweakable inter–object spacing
- Fast generation and viewport preview using multiple threads
- Included Unified Lister plugin to easily access and control all scatters in a scene
CoronaVolumeGrid
- Allows loading and rendering of OpenVDB files
- Useful for importing simulations such as clouds, smoke, fire, liquids, etc.
- Provides one–click access to many Corona Renderer functions, such as creating a Corona Camera from the current perspective view, opening the VFB, opening the Material Library, creating Corona Scatters, Proxies and Lights, etc.
Environment
- Drag and drop any texture into the 3ds Max environment slot
- No dome object required
- Adaptive Environment Sampler ensures fast and accurate sampling of HDRI and SKy environments, without the need for portals
- Importance sampling speeds up rendering
- Direct/Reflect/Refract overrides
- Global material (for volumetric effects – fog)
Texmaps
CoronaAO
- Ambient occlusion shader
- Supports textures
- Includes/Excludes
- Additional controls: spread, directionality, inverted mode, etc.
CoronaDistance
- Gradient based on distance to other objects
- Supports textures
- List of objects to calculate distance from
- Can be used in Corona Scatter density map to control placement of objects
- Wide range of other creative uses, e.g. ripples on water around objects, controlling light intensity and color, etc.
- Supports all geometry including Corona Proxy, Corona Scatter, and 3ds Max particle objects
- Works as an input to bump mapping
CoronaFrontBack
- Shows different colors/texmaps on front/back sides of a material
CoronaColorCorrect
- Adjust brightness, saturation, etc. of a texture map (and still have it affected by VFB post–processing)
- Unique tone mapping capabilities (not present on other output nodes), including LUTs, gamma, curves, etc.
- Mode available so that one CoronaColorCorrect controls multiple other CoronaColorCorrects, allowing you to apply the same adjustments to multiple maps and adjust those from one location
CoronaTonemapControl
- Specify whether a texture map should be affected by VFB Exposure, Tone Mapping, etc.
CoronaOutput
- Legacy only, used in scenes created before Corona Renderer 2. Replaced by CoronaColorCorrect and CoronaTonemapControl
CoronaMix
- Advanced mix shader
- Texture or color inputs, different blending modes
- Works as an input to bump mapping
CoronaRaySwitch
- Same as RaySwitch material, but on texmap instead of material level
CoronaSky
- Implements latest Hošek & Wilkie realistic sky model
- Allows changing ground color and turbidity
CoronaColor
- Allows to input single constant color using a color picker
- HDR numerical values, Kelvin temperature, web hex input
CoronaWire
- Wire shader
- Allows to set edge/vertex size in world or screen coordinates
- Falloff between Base and Edges/Vertices color
- Can be used as an input to bump mapping
CoronaBitmap
- Works similarly to 3ds Max bitmap, but faster (10–20%)
- Spherical, Dome, Cross and Mirrorball modes for use as an Environment
- Rotation via degrees or U Offset (for environments)
CoronaRoundEdge
- Rounded corners shader
- Works as an input to bump mapping and other material slots
- Fast mode for faster rendering and no noise, with no parameters needed
- Precise mode for blending across other objects / elements / materials
CoronaMultiMap
- Randomly assigns colors/maps to instances or mesh elements
- Frequency spinners
- Hue and Gamma randomization
- Features advanced blending modes
- Global blur multiplier to affect all multimaps elements
- Supports up to 25 inputs directly, with another 75 accessible via MAXScript
- Can be used with just one input, applying gamma and hue randomization
CoronaTriplanar
- Apply textures without explicit UV mapping, with no stretching or seams thanks to the in–built blending
CoronaSelect
- Store multiple maps in a material, and select between them via radio buttons
- Radio buttons can be keyframed, and accessed via MAXScript
CoronaNormal
- Automatic detection of incorrect input gamma
CoronaBumpConverter
- Converts RGB maps to be compatible with the Bump channel (e.g. 3ds Max native Marble, Wood, ColorCorrect, etc.)
CoronaUvwRandomizer
- Apply random offset / rotation / scale to textures and maps by instance, material id, etc.
- Options to allow randomization of seamless textures, e.g. to avoid visibly obvious tiling
CoronaUserProperty
- Assign a numeric value to a node, for use with MAXScript
Render Elements
Corona Unified Lister
- A single lister tool that provides access to and control over all Corona Lights and Corona Scatters in the scene
VR
- Corona Camera can render to spherical or cubemap format, supporting a wide range of VR apps
- Easy set up, with default settings handling 99% of cases
- Conventional stereo rendering (non–360)
- Bloom & Glare supported for spherical VR images
Supported 3ds Max features