Just a bunch of random renders using the new volumetric rendering ![]()
Nice!!! Long life to Corona!!! ![]()
Beautiful ! I see also the nice render time is very short for such nice results, amazing work guys !
I just Got the build can you guys lit me up about SSS use on Corona, and enviroment Fog ? I just saw a single Albedo color, A check box with SSS MODE and A value of āGā from -0,99 to 0,99ā¦
Is it everything needed ? OR do i have to use the Volume. The Albedo color has a MAP slot besides it but it“s showing a M like already mapped and don“t accept any click. Am i missing something ?
ops. I guess i got it, i have to use CoronaVolumeMTL, right ? I was trying to use it inside CoronaMTL
Iāve updated the build
I tried to use it with blend to have a reflection layer and as soon i plug it to blend node it seems to make the material totally transparentā¦Or itĀ“s not working this way⦠Can you share your slate if it works for you guys ?
ItĀ“s āGā like āPhaseā on Vray SSS2 ?
http://help.chaosgroup.com/vray/help/150SP1/examples_vrayfastsss2.htm
I am getting good results with Volume SSS, but canĀ“t get that difuse ārefractionā look on the models, they are always looking like āGlassāā¦strangeā¦
Use the scattering inside coronaMtl, it behaves the same as volumemtl and you dont need to use blend.
G is the same as vray phase parameter in the help you linked. Generally there is no reason to change it from defaults except when you are rendering clouds, then you should increase the value to get the silver lining effect - see attachment
What is the correct workflow to make SSS work in the newest build? I canāt figure it out. I was able to enable it in the first build, but now Iām lost.
And I have to increase refraction level, right? Or opacity?
Ok, I was just curious if it works only in combination with refraction. Got it. ![]()
Really nice to see the progress, congrats!
Use translucency for SSS media (skin), regular refraction for scattering liquids (juice), and CoronaVolumeMtl or CoronaMtl with black opacity for media without defined border (fog, smoke, clouds)

















