albedo element no longer displays glass red
- Fixed more bugs causing unstable sampling pattern in animations
- Fixed proxy asset retargeting problem
All subsequent builds from now to the first commercial version are time-locked. Currently they are programmed to disable themselves after 31.12.2014. There will be either an extension or commercial build available before that date, with enough extra time to upgrade your machines.
- added support for particle flow, and simple particle systems
- added a texture slot to WireTex
- Default displacement value is now 1, not 100
2 new functions Chaos Corona - Global Site

Also fixed blackbody emission
Some recent improvements:
- Partially fixed the self intersect bugs
- VFB sidebar status (open/closed, active tab) saved into .max files
- Added buttons for save all channels/cancel render without saving (click and hold save/stop buttons to see them)
- error msgs now respects 3dsmax quiet mode, popup msgs are disabled in network/backburner/DR rendering
- Added “invisible in render elements masks” property to materials
- Proxy (2013+) and scatter (2015+) are now optimized for fast display in viewports
- Render dialog tabs open/close status is now saved per-scene, and defaults can be changed.
- Proxy now saves units info and automatically rescales to keep the same world-space size
- Made water level in displacement working
- Color temperature controls now always have a final color sample displayed
- HD cache save/load improvement - added ability to do incremental rendering/precomputation
Added option to both DR master and slave to save transferred images to disk for debugging purposes.
Because of performance reasons, Convert proxy to mesh now works only when full proxy mesh is displayed.
- Shadow catcher improvements: mappable parameters, bump, more glossy
- fully realtime exposure even when using photographic exposure
- Added checkbox “keep previous img in vfb”
- Replaced color mapping channels balance with tint color
- multithreaded displacement - massive speedup of preprocessing
- better, intelligent progressbar, estimated time added
- Ctrl +, Ctrl - will zoom in/zoom out in VFB
- New support for blend mtl: faster, supports emission, displacement, bidir, nested blend mtls
09/10 build:
GGX BRDF added, and is now (as a trial) selected as default BRDF. Old materials are still loaded with Ashikhmin-shirley BRDF. The BSDF can be changed in advanced material settings. Ward and phong are not working at the moment
- Finished blend mtl support
- rounded corners radius is now mappable
New build:
- Multithreaded scene parsing + parsing optimizations: up to 11 times faster parsing!
- New IOR texmaps handling: consistent with vray/mental ray
- Interactive response improvements + bugfixes
What to test:
- stability of interactive mode
- stability of parsing (complicated scenes, unusual objects/modifiers/…)
- stability of noise pattern (with PT+PT)
New build to be released:
-
Tabs open/close status will be preserved when selecting different renderer/GI solver
-
Added 2 string options for material editor rendering, affecting lights size/intensity in previews:
float mtlEditor.lightsSize = 1 (set from 0.01 to 1.5)
float mtlEditor.lightsIntensity = 1 (set from 0.01 to 99) -
Pressing enter inside a spinner in Corona VFB will cause the text to get selected (just like in 3dsmax)
- UHD parameters work as intended with interactive
- fixed mtleditor lights size + diffrerent material sample size
- shell mtl now works in override, with multi/sub obj
- UHD cache stops precomp if maximum number of records is reached/loaded
- improved light display in viewport, esp. with different light emission units
Today: Distributed rendering focused build:
- fixed colormapping changes when using region render + native VFB
- DR now works with files > 2 GB
- DR now works with batch rendering
- DR: fixed computation of # of lines sent per iteration
- DR now works with region rendering properly
- New DR server build available
MASSIVE ui overhaul. Here are some of the highlights:
General trends:
- Replaced [—] for None in various texmap buttons to make it consistent with the rest of 3ds max
- “multiplier” renamed to “intensity” in few places
- added freezing of some additional control elements when they are not used
- made texmap buttons generally wider
- imrpoved preview of some of the texmap in map select dialog - CoronaNormal, CoronaAO, CoronaFrontBack, CoronaRayswitch
- reorganized, renamed, fixed spacing of some of UI dialogs
Materials and maps:
- separate corona mtl, texmap category in mtl/texmap selector
- CoronaSolid renamed to CoronaColor, fixed hex input, improved its preview in the UI dialog - displays output values
- coronaViz renamed to CoronaData
- CoronaWire: added checkbox for enabling/disabling the base map
- CoronaFractalTex removed
- CoronaMix: added texmap checkboxes to make the UI consistent with rest of maps
- CoronaSky: rawafake moved to separate rollout
- CoronaMtl: self illumination moved to Advanced options, hidden “SSS mode” and BSDF selector (now legacy mode ON = Ashikhmin, off = GGX), removed ability to create portals (use the separate mtl for that), map amounts changed to 0-100%
- volumemtl UI is now identical to coronaMtl volumetrics
- Corona normal no longer tries to fix incorrect gamma as it is not always possible, but will instead now warn if incorrect gamma was detected
Render settings
- Tab switching reworked: LMB now closes all other tabs, RMB works as before
- Major reorganization of main tab - merged with progressive, color mapping, actions tabs
- photographic exposure checkbox moved to camera settings
- removed image filter blurring, bokeh shape resolution
- autosave UI redesigned, simplified
Objects
- coronasun: added visual feedback to pressing the “add enviro button”
- CoronaProxy: buttons from scene, from file renamed to be more clear
- CoronaLight: keep sharp patterns: on by default
- camera mod reworked: its colormapping now stays until next render without camera mod, VFB color mapping tab is hidden when rendering with override. Added more options, added on/off switch to camera mod and removed the confusing override switch from render settings
Other:
- interactive VFB: added camera name to title
- DR server now shows its current working directory and can open it
- VFB: removed ISO settings
Build will be up shortly




