Corona Renderer for 3ds Max
Corona Renderer for 3ds Max
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Corona Renderer for 3ds Max
Corona Renderer is a powerful, yet easy to use renderer which doesn't require any special hardware to run. Corona incorporates a wide range of features allowing a high level of control and customisation, whilst being relatively affordable within the render market.
Corona Renderer offers both biased and unbiased rendering solution at the user’s discretion. In both cases it delivers predictable, reliable, and physically plausible results with no compromises in quality.
Biased and Unbiased Rendering
Users can render in a fully unbiased mode and use advanced rendering algorithms like BDPT/VCM to get the most realistic, true-to-life results - or the defaults can be used, which is a slightly biased solution. This is very close to being unbiased, however it considerably reduces render time and increases flexibility. This is the recommended solution as it works straight out of the box with no setup whatsoever. Even in this mode, Corona will always deliver crisp, realistic results without splotches, interpolation artifacts or any other visual imperfections.
Ease Of Use
Corona is one of the easiest to learn render engines. Its setup is as simple as pressing “Render”.
Corona Renderer was developed in tight cooperation with the artist community. Its creators are former artists as well, so this collective knowledge and experience played a huge role in the design and development.
Users can make any light source invisible to the camera, as well as invisible to reflections/refractions. Shadows can be turned on/off and specific objects can be included/excluded from receiving illumination from any Corona light. Backplates can be easily created with the invisible to GI option. 3ds Max default lights are fully supported.
Rayswitcher material and texture allow a wide range of artistic tweaks when rendering with Corona. Use them to create materials invisible to camera or not affecting GI, to reduce or increase color bleeding, and more.
You can use different environment maps for reflections, refractions and direct visibility from the camera. For example you can use a clear sky HDRI as a light source and a second cloudy HDRI just for reflections and refractions.
Glass without Caustics
Caustics can be difficult to compute, especially when using path tracing. But in many cases, water or glass look plausible even without caustics, window glass panels being prime examples. Because of this, caustics have been disabled by default. This significantly reduces render times, and if caustics are needed they can easily be enabled with the “Caustics” checkbox in Corona material.
Corona implements its own shadow catcher (matte/shadow) solution. It is a single material with all the necessary controls in one place – there is no need to combine special materials with other special texmaps. It works especially well with the interactive rendering for rapid camera and illumination matching. Advanced features, such as light illuminators and matte bump mapping, are of course supported.
Corona Renderer uses Intel Embree Ray Tracing Kernels, making the CPU-only Corona as fast as many GPU renderers - but without the memory and flexibility limitations.
Corona Renderer brings you state of the art, fully-featured interactive rendering.
You can change materials, lights, and create or adjust geometry while rendering. There is no need to manually restart or update the rendering, as it happens automatically usually within less than a second. It runs completely on the CPU, so it has no limitations and does not require any special hardware.
Interactive rendering is an integral part of the Corona core. In fact, it shares over 99.9% of the regular renderer code. This means that all features of Corona Renderer are supported, and that the results are exactly the same as with the non-interactive version. Users can render motion blur, DOF, create proxies, scatter systems and more, all with instant feedback.
Because our interactive and regular renderer are almost identical, all types of geometry and proxies are supported. The same goes for all the 3ds Max maps and third party maps. Even the advanced third party plugins such as Itoo Forest Pack work as expected.
Material preview uses the same rendering engine as the final frame rendering. The default 3ds Max material preview scene is replaced with a custom, more representative Corona scene, to get the real “What You See Is What You Get” material editor.
Corona Renderer uses the GGX microfacet model to deliver realistically looking metals and other glossy materials. This model produces much more plausible results than legacy models such as Blinn, Phong, or Ward.
The whole process of creating lights is designed to give artists complete control over their scene, while being fast and intuitive. There are no sampling multipliers, no differences between using light objects and materials, and no need to create artificial fill or dome lights. Users can use HDRI, IES files, Sun & Sky system, 3ds Max lights, Corona Lights, or turn any mesh object into light simply by assigning to it the Corona Light Material.
No Sampling Parameters
There are no sampling parameters that you would have to set by trial and error. Lights will always work as expected.
Corona Lights and Corona Light Material
There is no difference in behavior of Corona Lights and Corona Light Material. Both of them have almost the same options and deliver the same results. So it is up to the artist to use what is more convenient.
Lights and Rendering Speed
In Corona, there is very little penalization for using mesh lights with high polycount. They will perform as well as low-poly ones with the same shape. Additionally, the version 1.0 improves sampling of directional/IES lights. They now render almost as fast as regular diffuse lights.
No more Dome Lights for HDRI
Users do not need to set up any dome light object for HDR image-based rendering. Just put the HDRI into a 3ds Max environment and it's done. There is also no need to put downsampled/blurred versions of the map into a GI override slot – HDRIs in Corona work always fast and without splotches, regardless of resolution or complexity.
Traditionally, users had to choose to either use unbiased algorithms without any caching and wait long time for all renders, or use biased caching algorithms, and deal with splotches, missing shadows, and sensitive input parameters. Corona merges the best of both worlds. Its cached solution, called “UHD cache”, is significantly faster than plain path tracing, but does not suffer from artifacts, missing contact shadows, or complicated UI controls.
UHD cache uses only partial caching, and does not try to interpolate everything. While this is slower than fully cached solution (such as irradiance caching), it does not create artifacts, only noise that eventually goes away.
The biggest difference between UHD cache (released in Corona 1.0) and its predecessor, the HD cache, is in the animations. UHD cache is much more accurate, so it significantly reduces flickering – even when light sources or geometry are moving. This is especially important when the cache cannot be precomputed.
- Installer contains two Corona versions: standard and legacy. It will automatically choose the correct version during installation.
- The standard version uses the SSE4.1 instruction set to achieve maximum speed on modern CPUs (Intel i3/i5/i7/newer Core 2, and AMD Bulldozer architecture and newer).
- The legacy version should run on all CPUs of the last decade, but it is about 20% slower.
- There are no further specific hardware requirements.
3DS Max Version
- Autodesk 3ds Max x64 version 2013-2019
- Microsoft Windows (7, 8, 8.1, 10)
- Installation requires administrator privileges
- Distributed rendering also requires matching Backburner version
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