# Any change in the material balls scene ?

**URL:** <https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961>\
**Category:** Issues\
**Created:** [August 25, 2017, 3:26pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961 "2017-08-25T15:26:26Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![claudio\_gallego](https://avatars.discourse-cdn.com/v4/letter/c/bcef8e/32.png) [@claudio\_gallego](https://forums.chaos.com/u/claudio_gallego)\
**Post date:** [August 25, 2017, 3:26pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/1 "2017-08-25T15:26:26Z")

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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 ?

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**Author:** ![claudio\_gallego](https://avatars.discourse-cdn.com/v4/letter/c/bcef8e/32.png) [@claudio\_gallego](https://forums.chaos.com/u/claudio_gallego)\
**Post date:** [August 31, 2017, 12:22am UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/2 "2017-08-31T00:22:34Z")

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up…

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**Author:** ![leonel20](https://avatars.discourse-cdn.com/v4/letter/l/77aa72/32.png) [@leonel20](https://forums.chaos.com/u/leonel20)\
**Post date:** [August 31, 2017, 8:06am UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/3 "2017-08-31T08:06:59Z")

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looks like they need highlight compression ..?

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**Author:** ![maru](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/maru/32/15975_2.png) [@maru](https://forums.chaos.com/u/maru)\
**Post date:** [August 31, 2017, 8:30am UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/4 "2017-08-31T08:30:35Z")

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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](https://coronarenderer.freshdesk.com/support/solutions/articles/5000518663-string-options)

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**Author:** ![claudio\_gallego](https://avatars.discourse-cdn.com/v4/letter/c/bcef8e/32.png) [@claudio\_gallego](https://forums.chaos.com/u/claudio_gallego)\
**Post date:** [August 31, 2017, 12:27pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/5 "2017-08-31T12:27:09Z")

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> [@maru](#):
>
> 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](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…

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**Author:** ![Luis.Goncalves](https://avatars.discourse-cdn.com/v4/letter/l/91b2a8/32.png) [@Luis.Goncalves](https://forums.chaos.com/u/Luis.Goncalves)\
**Post date:** [September 1, 2017, 12:51pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/6 "2017-09-01T12:51:45Z")

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

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**Author:** ![StixArtist](https://avatars.discourse-cdn.com/v4/letter/s/71e660/32.png) [@StixArtist](https://forums.chaos.com/u/StixArtist)\
**Post date:** [September 3, 2017, 11:48pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/7 "2017-09-03T23:48:40Z")

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

> [@Christa Noel](#):
>
> looks like they need highlight compression ..?

.. Exactly.

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**Author:** ![SuperJet](https://avatars.discourse-cdn.com/v4/letter/s/ecccb3/32.png) [@SuperJet](https://forums.chaos.com/u/SuperJet)\
**Post date:** [September 4, 2017, 1:34am UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/8 "2017-09-04T01:34:50Z")

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lemme pile on

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**Author:** ![maru](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/maru/32/15975_2.png) [@maru](https://forums.chaos.com/u/maru)\
**Post date:** [September 4, 2017, 1:17pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/9 "2017-09-04T13:17:39Z")

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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.

 ![Corona-152-render.jpg](https://europe1.discourse-cdn.com/chaosprd/original/3X/3/c/3c0150792b65bfe1f9a7652eebb3c6480af4f3dd.jpeg)  
 ![Corona-16-render.jpg](https://europe1.discourse-cdn.com/chaosprd/original/3X/6/2/62fee23e6a5ba57b7bb0cc10feb9a949ac875a0a.jpeg)  
 ![Corona-16-render-NO-TERMINATOR.jpg](https://europe1.discourse-cdn.com/chaosprd/original/3X/4/a/4a13537efeb7867600bd02bb73f2f56e60390bab.jpeg)

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**Author:** ![matsu\_1](https://avatars.discourse-cdn.com/v4/letter/m/85e7bf/32.png) [@matsu\_1](https://forums.chaos.com/u/matsu_1)\
**Post date:** [September 8, 2017, 2:20pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/10 "2017-09-08T14:20:11Z")

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I made another thread on this subject: [https://forum.corona-renderer.com/](https://forum.corona-renderer.com/) [Material Preview Brightness?](https://forums.chaos.com/t/137310) #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?).

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<div class="post-metadata">

**Author:** ![maru](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/maru/32/15975_2.png) [@maru](https://forums.chaos.com/u/maru)\
**Post date:** [September 8, 2017, 2:59pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/11 "2017-09-08T14:59:24Z")

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> [@matsu](#):
>
> **float mtlEditor.lightsIntensity = 0.75**  
> float mtlEditor.lightsSize = 1.25

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.

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**Author:** ![Ondra\_1](https://avatars.discourse-cdn.com/v4/letter/o/50afbb/32.png) [@Ondra\_1](https://forums.chaos.com/u/Ondra_1)\
**Post date:** [September 8, 2017, 6:53pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/12 "2017-09-08T18:53:02Z")

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

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<div class="post-metadata">

**Author:** ![maru](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/maru/32/15975_2.png) [@maru](https://forums.chaos.com/u/maru)\
**Post date:** [September 9, 2017, 12:27pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/13 "2017-09-09T12:27:10Z")

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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?

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**Author:** ![leonel20](https://avatars.discourse-cdn.com/v4/letter/l/77aa72/32.png) [@leonel20](https://forums.chaos.com/u/leonel20)\
**Post date:** [September 9, 2017, 4:05pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/14 "2017-09-09T16:05:07Z")

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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 😃

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**Author:** ![romullus](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/romullus/32/271095_2.png) [@romullus](https://forums.chaos.com/u/romullus)\
**Post date:** [September 9, 2017, 5:05pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/15 "2017-09-09T17:05:53Z")

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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 :]

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**Author:** ![Ondra\_1](https://avatars.discourse-cdn.com/v4/letter/o/50afbb/32.png) [@Ondra\_1](https://forums.chaos.com/u/Ondra_1)\
**Post date:** [September 9, 2017, 9:04pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/16 "2017-09-09T21:04:00Z")

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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

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**Author:** ![Juraj\_Talcik](https://avatars.discourse-cdn.com/v4/letter/j/ecccb3/32.png) [@Juraj\_Talcik](https://forums.chaos.com/u/Juraj_Talcik)\
**Post date:** [September 9, 2017, 9:43pm UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/17 "2017-09-09T21:43:55Z")

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> [@Ondra](#):
>
> 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 ?

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**Author:** ![Ondra\_1](https://avatars.discourse-cdn.com/v4/letter/o/50afbb/32.png) [@Ondra\_1](https://forums.chaos.com/u/Ondra_1)\
**Post date:** [September 10, 2017, 6:24am UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/18 "2017-09-10T06:24:28Z")

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

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**Author:** ![maru](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/maru/32/15975_2.png) [@maru](https://forums.chaos.com/u/maru)\
**Post date:** [September 10, 2017, 8:29am UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/19 "2017-09-10T08:29:00Z")

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

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**Author:** ![Juraj\_Talcik](https://avatars.discourse-cdn.com/v4/letter/j/ecccb3/32.png) [@Juraj\_Talcik](https://forums.chaos.com/u/Juraj_Talcik)\
**Post date:** [September 10, 2017, 10:01am UTC](https://forums.chaos.com/t/any-change-in-the-material-balls-scene/137961/20 "2017-09-10T10:01:48Z")

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> [@Ondra](#):
>
> well then it would not match the 3dsmax original…

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

It would still be sphere.

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