Edit: Updated with changes and fixes that were included with the switch to the new Corona rendering core.
Fixed: - Fixed crash in IR, when rendering with soft selection
Fixed rendering of projector shader
Fixed occasional freezes when dragging connections in material node system
Fixed blurring of caustics at the edge of the screen
Fixed issue where light mix/postprocessing settings in VFB where not accepting values if mouse was outside of the VFB window
Added: - Introduced a new way to activate corona - you can set your email & password or a path to the licensing server to environment variable CORONA_ACTIVATION: - For email and password, use format “email:password”
For licensing server address, use format “LS:address”
Added render stamp token %ptg which is replaced with the scene geometry preprocessing time (in milliseconds).
Changed - Temporarily removed Corona Standalone from the installer. We’re currently doing a full rewrite of the Standalone code and it will be much faster if we don’t need to maintain full backwards compatibility in every step during the development. The new version of standalone will be ready for v6 release.
Fixed: - Fixed bug where object base material was being rendered transparently when another material was stacked over it with disabled tiling
Fixed environment override not being applied to a fully visible Corona Sky
Fixed bug where changing sky material visibility didn’t affect the corresponding Corona Sky visibility
Corona and C4D sun visibility is correctly handled now, both in IR and in non-IR
Fixed bug with incorrect mapping of displacement when last material with no displacement uses different mapping than material with displacement
IR now reacts to movement of a keyframed camera
Fixed black viewport previews in S22
Fixed problem with Ray Switcher material not showing in viewport
Added: - Added new adaptive environment light sampler based on the one in V-Ray - Noise clears up to 2x faster in interior scenes in general; up to 9x faster in certain extreme cases.
The new solver is now used as default for all new and old scenes.
This solver removes the need for portals.
Changed: - Removed portal material, because it is no longer needed due to new adaptive environment light sampler
Fixed: - Fixed crash when using WireColor pass in Multipass
Fixed regression when Corona Sky was using previously configured texture/shader even when switched back to Physical mode
Added: - Added “Viewport resolution” option to Corona Sky in shader mode to allow adjusting preview quality in viewport
Changed: - Updated text options for Random sampler in Development/experimental settings
Allow specification of seed in UVW randomizer in all modes when used for tiles randomization
Reworked internals of material node system to improve stability and allow future improvements - WARNING: the new node system saves data in a different format; if you use the node system in your scene and save with a daily build that’s from Jun 30th onward, it will not load correctly in older daily builds from before that date!
Stability improvements (fixes of crashes, materials rendering differently in viewport and VFB, parts of the node system not being updated etc)
Materials with shared shaders should now correctly save and load in the content browser
Partially fixed frequent nodes reordering when connecting/disconnecting nodes (some more improvements are yet to be done)
Empty slot is now removed from the Layer shader when disconnecting shader
Fixed problems/crashes when reconnecting shader from closed ports group into the same group once it was opened during mouse drag
C4D Texture manager now displays all bitmaps used within the node system
Added: - Added hue, gamma, temperature and green-magenta tint parameters to ColorCorrect shader
Added support for %ptg token in render stamp
Changed: - UVW Randomizer now defaults to objects mode
Fixed: - Fixed problem with Corona plugin not loading on MacOS X Mojave
Fixed typo in UVW Randomizer
Distance shader now show simplified preview in viewport instead of error message
Distance shader now doesn’t render error message in cases where added objects don’t contain any geometry
Fixed inconsistency between IR and final render when there is an empty or invalid material tag on an object
Changing “Use Cinema 4D color space” now correctly refreshes Corona VFB
Fixed several crashes and hangs in IR when updating materials and shaders
Fixed custom render stamp format not working in TR
Fixed “Batch load textures” button on macOS that didn’t allow a user to choose any file previously
Corona Shared shader no longer appears in options in Node material editor (shaders sharing is fully handled by editor itself, so creating Shared shader doesn’t make sense there and only caused problems)
This is our first release candidate, from now on we will be mainly focused on fixing bugs before releasing final version 6.
Fixed: - Fixed crash when dragging connection in node editor that is same as already existing one
Fixed crashes when using Triplanar or UVW randomizer along another Corona shaders within single C4D shader (e.g. Layer)
Fixed node editor previously allowed to create recursive connections with “Add existing…” menu, resulting in crashes
Fixed bug with Distance shader with only non-geometry objects (e.g. Null object) rendering error text after reloading document
Performance improvements in 4K cache
When the environment is visible through a reflection or refraction during mask propagation, the result is now a black color instead of the mask of the reflecting/refracting object