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We are using a new physical model for all kinds of glass created using the new Physical Material. This gives several improvements:. With the new Physical Material, you can now have anisotropic refraction, to go along with anisotropic reflection — something that was previously impossible:. We have a helpdesk page for Complex IOR where you can learn more about it, and get some example values. Usually, using the default Edge Color parameter is more than enough to get predictable, accurate results though!

With the previous Corona Material now renamed the Corona Legacy Material , it was very easy to come up with non-physical results. This now converts everything to the default Corona Physical Material to ensure you are getting the best, most up to date materials in your scenes.

It adds the option to treat all materials with Translucency in the Legacy Material as materials with Thin Shell mode enabled in the Physical Material.

This improves conversion of scenes where translucency effects are frequently used, e. When reporting problematic materials to the maxscript listener, each material is now printed on a separate line to improve readability. We have a set of optimizations and speed ups that will improve render times, and your workflow too. The only time you will be likely to notice them is when using DR, backburner, or rendering via the command line, where they are used immediately rather than after 5 passes like regular final rendering.

You can see an example of the speed up achieved by rendering in blocks in the images below — things to note:. Faster Scene Opening CoronaBitmap now loads texture files in the background called asynchronous loading after the scene has been opened and while you are already working with the scene. Both speed ups will stack, so a scene with lots of large texture files that also has lots of proxies will see both speed ups. As a note, we took these measurements from real world scenes that we have received from our users and not from test scenes like the one in the video!

In a scene with heavy use of transparency or absorption, that uses many large textures and many proxies, you will get all of those speed ups combined with the block rendering speed up, to give the overall render speed up for your scene. These are the Carpets, Flooring, Concrete, and Ceramic Tiles categories — note that this may result in a slightly different visual result when applying the new version from the Library, but that existing scenes which used the previous Legacy Material versions will be unaffected unless you convert them yourself, of course!

To go along with the name change, it also has very powerful new functionality! With one click on a checkbox, you can enable a Volume Effect often called aerial perspective , which will make more distant objects take on more of the sky color, as if obscured by the atmosphere. You can easily control the strength of this effect via a single value, and the effect is ideal for situations such as sweeping landscape shots, or high aerial views of a cityscape.

Previously, effects like this were only possible using the Corona Volume material, usually in the Global Environment slot — but this was more complex to set up, could have a significant impact on render time, and rarely achieved the desired look. As you can see, using the new Volume Effect not only looks best, but is the fastest of all the options. You can now get correct results for the atmosphere whether your scene is at sea level, or on top of Mount Everest, thanks to the new Altitude parameter, allowing you to define how high the camera is in the atmosphere.

In the example below, we kept everything the same and only changed the Altitude parameter — of course, normally you would also animate the camera height in the scene too, so this example is like the cityscape itself has been built at different altitudes:.

The PRG Clear Sky model has been updated to include Turbidity , so you can determine whether your lighting is from a clear or cloudy sky. This works the same as in the older models for the sky. Note that while Corona 7 will give a similar look as Corona 6 with the default values for Turbidity and Altitude, there may still be some visual differences due to the overall changes to the sky model.

Released on May 16th hotfix on Jul 27th Works with 3ds Max Released on Jul 29th hotfix on Aug 6th Works with 3ds Max Released on Jun 16th hotfix on Jun 22nd Works with 3ds Max Released on Feb 25th hotfix on Jun 22nd Works with 3ds Max Don't miss any latest major news and announcements about Corona Renderer, subscribe to our Newsletter!

Corona Renderer. Buy now! No problem! Download Older Versions 3ds Max Here are some of the older versions of Corona Renderer in case you need to revert because of a bug or when finishing an older project. If you need any other installer, please contact us at support corona-renderer.

With great pleasure, we announce the release of Corona Renderer 1. In this release we focus on massive rendering speedups, accelerating your workflow, and making your 3D people look amazingly realistic!

Read more for full details on the update and the download link! Demo Refresh: If you have tried Corona Renderer before and your day trial expired, you will be glad to know we have automatically refreshed the demo period to give everyone an extra 14 days! Simply download and install 1. Chaos Group merger. As most of you already know, on August 25th we announced the merger with Chaos Group, the makers of V-Ray. Corona Renderer 1. You can learn more on our announcement blog post.

Corona Academy. The next sessions for Corona Academy are set for November 11th to 12 and December 2nd to 3rd in Prague. These will be the first Corona Academy sessions based on Corona Renderer 1. Corona Renderer for Cinema 4D. Development is forging ahead, with Interactive Rendering now in the daily builds. Keep up with the development schedule on the Corona Renderer for Cinema 4D roadmap , and download the latest daily builds to try it for yourself!

We also had a great time as one of the sponsors at the recent Half Rez 6 event in Chicago! This is capable of speeding up your render by 2 times, and is on by default for all new and old scenes.

Note: The sample images here did not take advantage of the new optional Adaptive Direct Light Sampling, to isolate the changes from the DMC sampler alone! This optional new algorithm can speed up your renders by up to 6 times by learning which scene lights are important at a particular location. Those lights then receive more rays than the others, resulting in a lower noise level. The new algorithm can give benefits whenever there are at least two lights in the scene, and it has no parameters that you need to set.

The biggest benefits will be seen when there are many lights, or where the lights have complex emission profiles, or in scenes with high occlusion where a lot of the lighting is blocked by obstacles.

For compatibility with older scenes and to ensure trouble-free rendering in new scenes, this is disabled by default. You can enable the new algorithm under the Performance Settings section of the Render Setup, or leave it disabled if you experience any issues with the new algorithm in particular scenes — in particular, it may have problems with certain non-physical fakes and transparent lights, and this will be updated in the next release.

The new Material Library provides more than ready to use materials, each with a high quality preview. The library includes easy to use functionality such as:.



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