HiSo im doing some work for a company that makes office furniture.
I sat at the office earlier today and prepared the scene so it was ready to render.
I only have a greyish cylinder as background, 1 Corona light, the furniture and different camera angles.
I test rendered with corona and the scene looked good so i saved the scene and went home to start rendering. Now when i got home and opened the scene, its sooo dark... Like to achive the same amount of light as i had before i need to increase the intensity from 5 to 100 and the radius on the light from 100 to 500. Why did this happen, does anyone know?
Thank you for your question! I don't have a copy of the Corona renderer to play with, but I'm wondering if you have Gamma Correction turned On for your work machine (causing everything in the 3ds Max viewports/workspace to appear bright, with Gamma 2.2), but on your home PC, Gamma is turned off in the Max settings, causing the render to appear dark when you preview it.
Corona started as a student project and evolved with time. Other people got involved in the project, Adam Hotovy and Jaroslav Krivanek, and the team has kept expanding as the renderer continues to grow in popularity. After nearly 6 years of alpha development and the recent official release we can now put Corona to the test and compare it to other renderers.
The renderer provides both unbiased and biased renderingoptions: using the pathtracing engine for direct and indirectlighting gives an unbiased result (in a similar way to Maxwell, Octaneor Iray). The UHD Cache can also be used as thesecondary engine, which will activate the precomputation power of Corona.This reduces render times by a significant percentage and works in a way that is prettysimilar to the unbiased workflow. It adds that precomputation phase, and then one starts seeing the image progressively refining until it gets to the desired quality.
So in essence Corona offers the speed of biased render engines but maintains the ease of use and simplicity of unbiased render engines. To put it simply, Corona is an unbiased render engine but you can make it slightly biased to get faster results.
None: You can also disable the secondary solver and use coronawith just theprimary solver, which will bias your render a lot but will also giveyou faster results. If you want to fake your lighting the old way you can do it with this.
There are many ways to determine how well a computer can perform 3D rendering and Corona Benchmark is one of them. This test is offered by Chaos Corona developers (previously, Corona Renderer) and is based on the 1.3 version of their rendering engine. To start the Corona benchmark test, download it from the official website, unpack the archive, and run the executable file. A Chaos Corona window will open and rendering of a standard scene will start. Once complete, you will see the results and will be able to save or share them online.
The most popular tool to determine CPU power, however, is Cinebench. This benchmark was developed by MAXON, the company behind Cinema 4D and Redshift. CPU developers chase high Cinebench scores when engineering new models of their flagman processors. The benchmark gets updated every few years to keep up with the advancements in hardware development. At the time of writing this article, the latest version is Cinebench R23; for older CPU models, Cinebench R20 and R15 scores can still be easily found.
Combining these benchmarks with Corona Benchmark test scores will give you a better understanding of how suitable your computer is for 3D rendering. If upgrading your hardware feels like an unaffordable investment, consider using a render farm instead. You can test Megarender cloud render farm for free by creating an account and packaging your project with a special plugin. For further guidelines, refer to our Quick start database or ask in chat.
The error reporting becomes better as max actually loads the corona frame buffer but then terminates before rendering. This is the latest error message that is consistent across workers and different scene files:
Sorry for all the continuous replies. I just wanted to let you know that we managed to fix the issue. It was an assets in the scene called a .tx file that was causing the problems. It was strange that it rendered locally with this asset as well as using 3DS cmd.
Note: The benchmark runs using Corona Renderer 1.3, which is an older version of Corona Renderer - updating the benchmark to a newer version of Corona Renderer would have no impact on the relative performance of 2 different CPUs and would only invalidate all the results gathered so far, so staying with the older version is actually useful from the point of view of a benchmark application. For using Corona Renderer as a render engine, naturally the newer (and faster) versions are better!
It's easy to use: save, extract, and run the file. Benchmark starts to render the testing scene automatically and shows the result at the end, with an option to submit the result to this page. You can also copy it to the benchmark forum thread.
Today we have finally updated our standalone benchmark. Download it and share your results now! Compared to the last benchmark we have updated the rendering core, made the scene more challenging, and added easy verification and sharing of render times. Everything is a one-click solution now, no manual copy/pasting required. All times you choose to publish are displayed in a table here. This comes handy especially when you are selecting a new hardware to run Corona.
From the technical standpoint, the most interesting thing is that the benchmark showcases the possibilities of our new standalone format, which is now much more powerful than ever before. It supports procedural maps, shader networks, and the compressed Corona proxy format for geometry. We are hoping the standalone application will become a viable alternative for distributed rendering some day. You can try it yourself today if you are feeling lucky. Both export and import is a one-click solution, no 3ds Max is necessary, and speedups of up to 30% were reported compared to rendering inside 3ds Max. Some maps are still not supported, but we are working on that.
Rendering tests, compared to others, are often a little more simple to digest and automate. All the tests put out some sort of score or time, usually in an obtainable way that makes it fairly easy to extract. These tests are some of the most strenuous in our list, due to the highly threaded nature of rendering and ray-tracing, and can draw a lot of power. If a system is not properly configured to deal with the thermal requirements of the processor, the rendering benchmarks is where it would show most easily as the frequency drops over a sustained period of time. Most benchmarks in this case are re-run several times, and the key to this is having an appropriate idle/wait time between benchmarks to allow for temperatures to normalize from the last test.
One of the popular tools for rendering is Blender, with it being a public open source project that anyone in the animation industry can get involved in. This extends to conferences, use in films and VR, with a dedicated Blender Institute, and everything you might expect from a professional software package (except perhaps a professional grade support package). With it being open-source, studios can customize it in as many ways as they need to get the results they require. It ends up being a big optimization target for both Intel and AMD in this regard.
For benchmarking purposes, we fell back to one rendering a frame from a detailed project. Most reviews, as we have done in the past, focus on one of the classic Blender renders, known as BMW_27. It can take anywhere from a few minutes to almost an hour on a regular system. However now that Blender has moved onto a Long Term Support model (LTS) with the latest 2.83 release, we decided to go for something different.
We use this scene, called PartyTug at 6AM by Ian Hubert, which is the official image of Blender 2.83. It is 44.3 MB in size, and uses some of the more modern compute properties of Blender. As it is more complex than the BMW scene, but uses different aspects of the compute model, time to process is roughly similar to before. We loop the scene for at least 10 minutes, taking the average time of the completions taken. Blender offers a command-line tool for batch commands, and we redirect the output into a text file.
Corona is billed as a popular high-performance photorealistic rendering engine for 3ds Max, with development for Cinema 4D support as well. In order to promote the software, the developers produced a downloadable benchmark on the 1.3 version of the software, with a ray-traced scene involving a military vehicle and a lot of foliage. The software does multiple passes, calculating the scene, geometry, preconditioning and rendering, with performance measured in the time to finish the benchmark (the official metric used on their website) or in rays per second (the metric we use to offer a more linear scale).
The standard benchmark provided by Corona is interface driven: the scene is calculated and displayed in front of the user, with the ability to upload the result to their online database. We got in contact with the developers, who provided us with a non-interface version that allowed for command-line entry and retrieval of the results very easily. We loop around the benchmark five times, waiting 60 seconds between each, and taking an overall average. The time to run this benchmark can be around 10 minutes on a Core i9, up to over an hour on a quad-core 2014 AMD processor or dual-core Pentium.
But can we also apply the same concept to pure CPU rendering? Can a CPU, on its own, render Crysis? Since 64 core processors entered the market, one can dream. So we built a benchmark to see whether the hardware can.
A long time benchmark staple, POV-Ray is another rendering program that is well known to load up every single thread in a system, regardless of cache and memory levels. After a long period of POV-Ray 3.7 being the latest official release, when AMD launched Ryzen the POV-Ray codebase suddenly saw a range of activity from both AMD and Intel, knowing that the software (with the built-in benchmark) would be an optimization tool for the hardware.
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