Corona MultitexMap with aditional outputs bug

Hello, I am facing a very annoying issue with corona multitexmap node with “additional outputs” ativated :

The function seems to have some bugs, randomly “unpluging” some inputs, leading to incorrect renders.
I am adding some screen-captures to illustrate the issue.
Capture 01 is the correct render, 02 is showing the issue where some tessels are rendering in default color green instead of the plugged input.
Capture 03 show an example fo the shading with multitexmap and 04 show another issue with the same node.
If i deactivate “additional outputs”, it still keeps soms ghosts outputs but inactives.

I also join a 3ds max example with the exact same issue (3ds max 2027 and corona 15, the issue was exactly the same with 3ds max 2025 + corona 14)
A typical behavior to reproduce it : open the file, save the object as selected, open the selected saved file, and see the node has been unplugged.
Everytime.

Another way showing the exact same behaviour is while using DR. As the DR Slaves use a saved file from the main scene, as soon as they are calculating the render become
wrong (green tessels).

Let me know if anyone else has the same issue, hoping this issue will be fixed soon as for now the multitexmap node is broken with the aditional outputs …

Thanks in advance !

Regards,

Thomas

BUG_multimap.max

I think yes, it might be a bug with Corona Multi Map Additional Outputs. The extra outputs appear, but they don’t keep the same randomization across the connected maps. :confused:

I hope this could be fix, I reported a bug with all maps that has additional outpus (color correct, triplanar, randomizer) where adding more or less outputs all previous conections are lost, they told me it would be very difficult or impossible to fix.

Hi,

This was reported before and is known, so here are my points to make your life with multi-output maps a bit easier:

  • We are limited by the MultiOutputChannelTexmapToTexmap class of 3ds Max, which handles the multiple outputs. We cannot “override” it completely to fix these points. I believe there are similar reports for 3ds Max as well.
  • Multiple output plugs are not properly updated during IR (i.e. when you do a multiple output plug/unplug while IR is running) - the preview in material editor will not update. You will see the proper updates in material editor only after IR is stopped and the material is resampled (not update preview or so, you can e.g. delete the material and resample it from the object). This is the material that is actually rendered.
  • For adding/removing an output and plugs getting removed/hidden - again, the above mentioned class limitation, but I have found some workaround specifically for this; if you create multioutput map, increase the number of additional outputs then bring it back down, then start plugging maps and adding/removing additional outputs, the plugs should behave fine, i.e. they should not disappear. Let me know if this works for you.
  • We try out best to mitigate these issues. I will bump the internal task we have.

First, thank you all for taking time to respond to my message. It seems the issue concerns other nodes as well, for my experience, for now only the multimap node has this bug, i use intensively the randomizer without any issues though. Also my bug isn’t related to the IR render at all, but at Production Render Time, and particularly with the DR slaves. I’ll try your suggestion of adding then removing some additional outputs if this change anything. But i sure hope there will be a proper fix, as this node is here for quite a long time now, and should be consistant, professional. I hear this has to share some 3ds max issues also, but Vray, as i understand, handle it differently and rock solid : plug an instanciate map instead to drive the randomization and so on. Maybe the function has to be redesign to something really stable ? (And why not merging the two nodes -randomize and multimap - into a single simple function maybe :slight_smile: ?)

Regards

You are welcome.

Yes, VRay uses mapping source technique which does not involve additional outputs of a map.

I see you have sent only the Max scene without the textures/assets. Please use File > Archive option and send the scene with assets once again so we can try to check the issue.

For reproduction, please provide as clear and detailed steps as possible. E.g.

  • Open scene
  • Start Production/DR/Interactive render
  • Observe results
  • Change material
  • Re-render, observe different render etc.

This will help us better understand and fix any issues.

Very annoying problem indeed while using multiple DR it goes wrong also here, randomly unplugging maps and replacing it by default multi-map colors !

Same problem ! Multimap is a powerfull tool, but useless here with distributed render because of this bug :frowning: Can you please fix it ?

Hi guys,

We will need a scene were the issue appears in order to troubleshoot it.
Please provide some and share the steps to reproduce it.

There can be hundreds of “yes, this is bad bug, fix it please” messages, but none will push things further.
Let’s be constructive.