Corona Renderer 10

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Fito Coulter

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Aug 5, 2024, 3:24:58 AM8/5/24
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ChaosCorona is the only renderer created specifically for high-end architectural visualization. Be an artist, not a technician, and achieve photorealism with greater ease than other rendering software.

Effortlessly export your Corona scenes to Vantage, navigate them in real-time, and render images in seconds. Achieve stunning photorealism in Corona 12 with the new Virtual Frame Buffer, Corona Pattern improvements, curved decals, a new procedural scatter refinement tool, and more.


Demo Refresh: If you have tried Corona Renderer before and your 45-day trial expired, you will be glad to know we have automatically refreshed the demo period to give everyone extra 14 days! Simply download and install Corona Renderer 2 from the link above, and activate the demo license right from within Max, so you can try out all the new features for yourself! Enjoy!


That means this release is Corona Renderer 2, and not Corona Renderer 1.8. Our next release will be Corona Renderer 3. We will continue to release smaller fixes and vital updates as hotfixes in between main versions, if necessary.


Just a few weeks ago, Corona Academy 07 set a record for the number of attendees, with 14 Corona experts sharpening their Corona knowledge. In fact, it was so many that while setting up the room, we tripped the power breakers due to having so many computers up and running in one room!


Support has been added for heterogeneous volumes, which means Corona Renderer now supports Phoenix FD, FumeFX, OpenVDB, and 3ds Max texture maps. This includes full support for multi-bounce GI inside the volumes and motion blur, so now you can render smoke, fire, liquids and more in your favourite render engine!


OpenVDB files can be created in a variety of software, for example SideFX Houdini, Phoenix FD, Blender, etc. These can be loaded and rendered using the CoronaVolumeGrid object, which then allows you to set Absorption, Scattering and Emission properties for the VolumeGrid. These properties can be driven by the density, velocity, temperature, and other extra data contained within the OpenVDB file.


This new mode allows the CoronaVolume material to render actual volumes inside objects, rather than just calculating the result at the surface of the object. It can work with native 3ds Max noise maps, in Object or World XYZ mode, which calculate noise in 3D space.


Positive values of Center Bias expand the bokeh into rings, while negative values compress the bokeh highlights. Positive values of Vignetting give a harder edge to the Bokeh toward the outside of the image, while negative values create a harder edge to the Bokeh highlights toward the center of the image:


Bladed bokeh now has the same area as the circular bokeh

In earlier versions of Corona Renderer, the Bladed bokeh option had a different area than the default Circular bokeh, and this has been corrected. Also, the rotation of Bladed bokeh is now consistent, independent of the camera view.


Previously, adaptivity could over-sample darker areas, at the expense of processing lighter areas of the image. Adaptivity has been improved to avoid this, so that lighter areas of the image now show less noise, which results in faster rendering:


If you need to use these two functions at the same time (as formerly with the Output map), it is also possible to use both of the maps (ColorCorrect plugged into TonemapControl) to both adjust the appearance of the texture and exclude it from the VFB post-processing.


Providing support and compatibility for older versions of 3ds Max takes extra development time and manpower. Due to the very small number of users still using this version of 3ds Max, and in order to move forward with all the new features, functionality and software that we have planned as quickly as possible, we are discontinuing support for 3ds Max 2012.


Corona is still provided for these versions of Max, but due to the nature of 3ds Max licensing, we do not have access to these versions for testing. This means these versions are not officially supported as we cannot guarantee that they will work correctly, nor can we guarantee any bug fixes for those versions (unless the problem also happens in the newer versions).


Legacy version of Corona Renderer plugin was removed from the installer:

Today, around 98% of all installations are on machines capable of running the Full Speed version, and we feel that this is the right time to discontinue the Legacy version.


If you would like to stay in touch with us by receiving a few emails every year about the major new releases (we promise we have never and will never send you spam!), you can subscribe to our newsletter by following this link.


I read Hair rendering is now supported on the standalone version, does it means native 3ds max Hair & fur only or also other solutions like Hair farm and Ornatrix?

Great news for volumetric shaders!


Hi! Certainly is, there would be various ways to achieve the look depending on your scene / needs. A great way to get some suggestions would be to post over on the forums, where users will be able to discuss how they have achieved the effect ? -renderer.com/forum/ is the link. Thanks! Tom


That is really cool that you can render V-Ray assets now. It would be nice to have an FD 3DS max V-Ray. Maybe that is something that I would want to look into sometime soon to have a little bit more insight.


Chaos Corona is a computer-generated imagery 3D rendering software developed by Chaos Czech, a subsidiary of Chaos. It was created by Ondřej Karlk as a student project in 2009 and was developed by a Prague-based company Render Legion under the name Corona Renderer. In 2017, Chaos Group acquired Render Legion, later rebranding the company to Chaos Czech.[1] In 2022, Corona Renderer was rebranded to Chaos Corona.[2]


It's commonly used for architectural visualization.[citation needed] Corona is provided as a plug-in for Autodesk 3ds Max and Maxon Cinema 4D, and a standalone GUI-less application. Chaos Corona is a CPU-based rendering engine that can perform both biased and unbiased rendering and is sometimes used as a benchmark tool to measure CPU performance in multi-threaded workloads.[3][4]


Corona Renderer was created in 2009 by Ondřej Karlk. By that time, GPU renderers were on the rise, but he considered that CPU rendering has great potential. He started the development as a solo student project at the Czech Technical University in Prague. He was later joined by a former CGI artist Adam Hotov, and Jaroslav Křivnek, associate professor and researcher at the Charles University in Prague, and founded the company Render Legion.[5] He planned to create Corona Renderer for Blender, but it was impossible to launch a commercial product due to the restrictive GNU GPL license, so the development focused on Autodesk 3ds Max.[6] Corona was officially released in 2015 after 6 years of alpha development.[7] In 2017, Render Legion was acquired by Chaos Group, and the 2022 version of Corona Renderer was rebranded to Chaos Corona.[2][1] The Render Plugin Corna Renderer is also available for Cinema 4D.


Corona is a CPU-based rendering engine that provides both biased and unbiased rendering options: using the path tracing engine gives an unbiased result, while using precomputations with a secondary engine increases processing time while making outcomes slightly biased.[7] Corona also allows using GPU-based AI denoising instead of CPU denoising.[8] Corona has three rendering options: Progressive (which refines the whole frame to the desired quality), Bucket (which makes numerous passes, refining the buckets where it's needed, notably reducing rendering time in scenes with large uniform areas), and BiDir/VCM mode (for scenes that need clear caustics). Corona supports interactive rendering, which allows one to implement and see changes in real-time, and distributed rendering, which utilizes the computational power of several devices in the network.[7]


Corona includes a number of components and instruments to streamline 3D designers' and artists' workflows. For instance, Chaos Corona 8 (2022) includes Cosmos (a library of curated render-ready models with comprehensive materials, such as furniture, trees, cars, and people, as well as HDR sky images); materials library and materials editor;[9] conversion tools that simplify import of scenes, lights, objects, and materials from V-Ray, Mental Ray, and finalRender; its own set of lights and a physical camera (which allows controlling ISO, aperture, shutter speed, depth of field, and focus distance);[7] tools for plausibly randomized objects and effects placement; and so on.[10][2]


Corona is available as Autodesk 3ds Max (since 2009) and Maxon Cinema 4D (since 2019) plug-ins.[8] The developers provide a free GUI-less Corona Standalone edition (since 2019) which is aimed at plug-in developers and comes with certain limitations.[11] A community-made plug-in based on Corona Standalone allows integration with Blender.[11][12]


I have a fairly large nighclub/restaurant/bar scene built in 3ds max using corona renderer for the materials/rendering. My client has decided he needs a 3d walk through which I have decided to create using either unreal engine or unity. My preference is Unreal, as the graphics somehow look a lot better to me.


When I started the project, I knew I needed good reference images that lined up well; this would make the whole process easier and save a lot of headache further down the line. Below is an image of my reference set up, in the initial stages of the project. I also used a mixture of Pure Ref and google to get more reference for some of the finer details, such as the grill under the bonnet, the details on the boot, headlights, mirrors, and wheels. The more reference you have at the start, the smoother the project will go.


For the main elements of the bodywork, I used sub D modeling, inserting support loops and using a turbosmooth modifier to create nice soft edges. For some of the elements that were boxier, more manufactured shapes I used a chamfer modifier to create my support loops,. The downside to this, for use on the bodywork, is that you are limited to one consistent chamfer size (which defines the softness of the edge) and on the bodywork you may have an edge that gets progressively softer as it moves with the car or a really sharp edge on a cut-out for a vent, and then a softer design element on the same piece of bodywork.

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