Any change in the material balls scene ?

Hello there,
Since i’ve installed the 1.6.x, i found that the shaderball is not rendered as beautiful as it was before…
Here is an example : (those on the right are the same materials duplicated from those on the left)

another one, where the chrome one seams ok…

Any idea ?

up…

looks like they need highlight compression ..?

I am not aware of any changes like this. Maybe your materials in 1.5 were using some “legacy” switch?
You can increase the quality of material editor previews in system > system settings, and there are also some string options to affect the lighting in the previews: https://coronarenderer.freshdesk.com/support/solutions/articles/5000518663-string-options

I will have a look, Maru, but to be clear : i’ve installed the 1.6.2, open a already setted scene, and just duplicated the shader…
So the new shader is the same, but the icon was re-rendered, with this difference…
The scene renders the same, just the shader-ball is affected…

Here in the office we’ve also noted that the preview became over bright with a version update

I’m suffering this too, overbright material editor slots.

.. Exactly.

lemme pile on

I am 99% it’s because of the terminator fix introduced in 1.6. After disabling the fix (devel/debug), the renders are identical. Ignore the bright GI splotch, it’s probably UHD Cache.
I would say this brightness difference is something we can live with, in exchange for the terminator fix.



I made another thread on this subject: https://forum.corona-renderer.com/ Material Preview Brightness? #msg103485

The fix I use is the values

float mtlEditor.lightsIntensity = 0.75
float mtlEditor.lightsSize = 1.25

in the dev/debug dialogue.

Would love to see this fixed permanently though, since these settings are sometimes lost (possibly when opening old files?).

This will only affect the material editor slots, and scene objects will be still brighter than before, so I am not sure if it makes any sense.

i disabled terminator handling for mtl preview, to get the scene looking same as 1.5

Does it really make sense to make the material editor consistent across the two versions, but final rendering not? Or in other words, material preview different than the final rendering?

for me its not comfortable if the mat preview looks different with what i used to see..
but imho simply add a checkbox “enable terminator in mat.editor” in devel/debug rollout would be a good solution :smiley:

I can’t remember when i last time have looked at the mat-ball for other purpose than to quickly find material in editor. Certainly not after Corona interactive became available :]

the thing is, material editor ball is really low-poly, something you want to avoid either way in production, and that makes the terminator removal work harder and change the result too much

Is it not possible to subdivide it ?

well then it would not match the 3dsmax original… disabling terminators is easier and better solution

I still don’t get it why we want to have different result in the mat editor than in the final rendering.

But is that important for anyone :- ) ? The fact the ball is rendered makes it already a lot more different.

It would still be sphere.