I’m using Corona version: 7 (DailyBuild Apr 21 2021) - 3DS Max 2020
Hi guys, Seems like there is an issue with the shadow catcher material when HDRI is set to “Dome”, getting too close with the camera or perspective view, the geometry of the shadow catcher material becomes visible. You can also see it in cutting a line at the bottom of the car. Havent tried it in Corona 6
This looks like the camera is rendering under the shadow catcher geometry, are you using any clipping? What’s the size of your shadow catcher plane in metric units?
I can log a feature request to add it to other render elements if it makes sense to, could you give me a bit of info about how you would use it in the other render elements?
Hi
I don’t know if it’s a bug or works like that.
when we replace instance material/map type in material editor it won’t replace on scene environment panel in render settings , but replaced in environment tab.
using corona DB 21-04-2021,3dsmax 2022.0.1
Render setup window just needs to be updated I guess. Close and reopen it and you should see the updated map. If not, the maps have not been instances initially.
I don’t know if the behavior is normal or it’s a misunderstading from me.
Converting materials of selected objects, duplicates the materials into slate editor. It maintains the old material and then creates the converted one (overlapped)…annoying thing because i don’t need the old mat nomore.
Converting materials from selected materials into slate editor, doesn’t convert anything
Yes it worked on render setup window.
But while working on Interactive rendering in active viewport or corona VFB it also needs to restart interactive rendering to update any changes done in replaced map. after restart it works just fine.
I’m still seeing that the material converter isn’t reliable with v7 dailies. I have uploaded an archived scene to the dropbox uploader. It contains a towel which used to convert flawlessly, but now it converts it allllll wrong.
The 1st one is a 3ds max bug we managed to do some fix for this on our side, however this fix only works in Max 2020 and later. The workaround for it in Max 2019 is to have the SME closed when you run the converter.
Hi! I have one question, will Corona Converter be able to disable the conversion of materials to PhysicalMtl? Since I have a lot of projects with finely tuned complex materials that simply break down when converted and give a completely different result. At the moment, the Corona Converter causes me only a feeling of deep disappointment, I want to throw it out as a tool that can do nothing but break well-tuned materials! I believe this is an imposed function that does not work properly at the moment and makes me ask for an old converter. For example, the converter has become very long to convert and load the processor, the Converter will never be able to determine what to convert, metal or not metal? The converter does not work well with LayeredMtl where materials with different properties are mixed, will the converter be able to accurately reproduce such materials? It does not convert translucency well, so it will not convert flora well, and so on… How do I transfer scenes to people who have a previous version? Has anyone thought about this? And in general, why this rigid irreversible imposition of what works poorly?
An obvious function, but why did no one in your company think of it right away, why do need to ask for it?
A vivid example in the pictures.