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Be an artist, not a technician, and achieve realism with greater ease than other rendering software. Most new users learn Corona in just one day — and fall in love with it in two. No hidden fees. No strings attached. As a Corona user, you are backed by the award-winning Chaos family. Expand your capabilities with Chaos tools guaranteed to integrate smoothly with your favorite render engine.

Place trees, rocks, grass, flowers, cars in a parking lot, and other objects where randomization or repetition is required. Instant access to a huge collection of assets, materials, and HDRI skies, right from within your 3D host application. Easily add surface details or imperfections such as scratches, craters, cracks, smudges, splatters, and more, including displacement.

Get the exact final look you want with new operators such as Tone Curve and Advanced Filmic Mapping, all in a user-configurable stack of operators so you can add, delete, and move them as necessary. It correctly affects caustics, too. Corona now uses the same licensing system as all Chaos products, making it easy to manage and maintain all your Chaos licenses in one place. Usability is our most powerful feature. Chaos Corona delivers predictable, reliable, and physically plausible results with no compromises in quality.

Realistic lighting and materials, including caustics, are yours right out of the box. The Corona Forum and Gallery section provide great examples of this.

The output quality and speed are not the only things that make a great renderer. Time is money, so you need to create your scenes quickly and easily. Corona comes with a substantial collection of premade content — from models and assets to skies and materials — which will help you build your world in record-quick time.

Our design goal for Corona materials is to make them physically based, yet intuitive, flexible, and easy to set up. The whole process of creating lights is designed to give artists complete control over their scene while being fast and intuitive…. And that is what we are always looking for. As a relatively young company, we have the luxury of being able to do things differently right from the start. We have taken a different approach not only in development but also when creating our pricing options.

So Corona supports numerous reality hacks which allow you to get exactly the effect you desire. Welcome to the Chaos family! As a Corona user, you are backed by the Oscar and Emmy award-winning brand, and you can expand your capabilities with essential tools, guaranteed to integrate smoothly with your favorite render engine….

Rendering with multiple computers at once is essential for any real production. Chaos Corona does not need any special hardware to run. The above benchmark results are proportional to the rendering performance in Corona, so you can define your budget and pick a CPU with the highest score within that budget.

You will also need a decent graphics card, however, that is only needed for good viewport performance in your host software 3ds Max or C4D. To use the Nvidia Optix denoiser, which is integrated into Corona but optional , you will need an Nvidia graphics card.

You will also need as much RAM as possible. Nowadays, 32 GB is the bare minimum and 64 is the standard. If you can get even more, you will be able to render even more complex scenes without running into any issues. We do not really have any recommended hardware manufacturers or partners. Chaos Corona 8 for 3ds Max Hotfix 1 This release contains the following bug fixes:.

Corona Renderer 6 for Cinema 4D Hotfix 2 released! This release provides support for Cinema 4D S24 , and also:. The new 2. Open full-sized comparison. This example is almost nothing but pure displacement, and Corona Renderer 5 used around Loading an existing scene will ask if you want to swap to this new displacement. If you choose yes, then the Screen Size value for the scene will be adjusted automatically — for example, if your existing scene had a Screen Size of 3, it will automatically be adjusted to a value of 2 you can, of course, make further adjustments to it yourself if needed.

If you manually set up the new 2. Please note — all our tests and all feedback from users so far has shown that 2. Unless we hear of any opposite experiences, and if all goes as expected, we plan at some point in the future to remove the old displacement from Corona Renderer and leave only the 2. Caustics have been optimized, and you can simply load any existing scene and you will find it renders faster and requires less memory or of course get those benefits in any new scene you create.

Open full size comparison. In the example above, by simply opening the scene and rendering with no changes, Corona Renderer 5 saved One thing you will note in all these comparisons is that the caustics intensity has changed slightly with Corona Renderer 5, due to more accurate calculations.

The above prism scene Adam Iwackowski, quadrays. Here we see that Corona Renderer 5 saves Caustics have also been improved with multiple lights. Conversely, if you create an Include list, then only objects in that list will generate reflective and refractive caustics from that light in addition to the usual effects of adding objects to the Include list for the light. The Corona Proxy now lets you save animated objects as a proxy and then choose how the animation is played back when loaded into a proxy — making those trees swaying in the breeze, a breeze!

Similar time savings are seen when scrubbing to a new frame in the time bar, where Corona Renderer 5 is responsive and the change is almost immediate, compared to a long wait with Corona Renderer 4. This improvement in UI responsiveness comes when working with large amounts of proxies that are using the same data — now, if you have a 1, copies of the proxy all loading the same tree geometry, the data is loaded only once rather than 1, times. All of this translates over to render times too, since Corona Renderer 5 has less preparation before it starts rendering.

In this example scene with instances, there was a 4 minute and 18 second wait before Corona Renderer 4 could begin rendering, while Corona Renderer 5 took just 2 seconds! Have you ever had a scene where you needed to save three different materials for a table? Did you save three different versions of the scene? Did you create three copies of the table, each with its own material, and switch which one was visible? Now all that can be handled much more easily.

The Corona Select Material lets you connect multiple materials to it, and then choose which should be active in the render using a radio button. You could even merge that object into another scene, and it would take that collection of materials with it. You can even keyframe the results, using the Current Index field — this lets you automate the process of rendering out the different Materials by creating the changes as a simple animation, and then rendering all the frames of that animation, without having to manually change the Material and re-render.

You can also use the Select Shader instead, to get the same functionality for bitmaps, procedural shaders etc. All of this opens up a lot of possibilities, for what seems like a deceptively simple addition! The Corona Multi Shader lets you randomize colors or shaders across objects, for example so you can instantly make each blade of grass a different color even though they all use the same material, etc. In its simplest form, the Multi Shader randomly applies a different solid color from the list you create inside it.

You can vary the colors, and the number of items on the list. Things get more interesting when you connect different shaders in to each slot, rather than just use the solid colors. These can either be entirely different textures bitmaps or procedural shaders or they could be the same texture passed through different Filter or Corona Color Correct shaders to vary brightness, saturation, etc. Last, but not least, you can connect up only one texture to the Multi Shader, and use its inbuilt Hue and Gamma randomizations to get different results for each object.

The final part of the flexibility of the Multi Shader comes from the ability to change how it randomizes the colors or shaders — one of the most useful is by Mesh Element. A mesh Element is one contiguous triangle group, and a prime example would be randomizing the color of each individual leaf on a tree where the leaves are not separate scattered objects, but are sub-objects in one mesh.

Other examples might be floorboards, wall or roofing tiles, and more. This new Corona Sky object lets you set up multiple environments, which you can then use in LightMix so that one render can contain different times of day or different lighting conditions.

One thing to note, if you want to use multiple Sky objects in the same scene, you will need to disable the Adaptive Light Solver previously called the New Light Solver. Basically, you trade the speed boost of the Adaptive Light Solver for the extra freedom to have multiple light set ups in just one render.

In the full size comparison , you can see the render stamp for each render. If you choose yes, then the Screen Size value for the scene will be adjusted automatically — for example, if your existing scene had a Screen Size of 3, it will automatically be adjusted to a value of 2 you can of course make further adjustments to it yourself if needed.

Unless we hear of any experiences that contradict this, we plan at some point in the future to remove the old displacement from Corona Renderer and leave only the 2. Corona now only needs half as much memory when rendering hair Max native, Ornatrix, or Hair Farm.

These updates also remove some artifacts. This includes things like a rewrite of the geometry processing, a switch to the latest Embree library, optimizing the calculation of mesh normals, optimizing geometry processing time and IR restarts in scenes with larger number of instances, and more.

Open full sized comparison. In the example above, Corona Renderer 5 uses around 9. This is not something we can control of course, but we want all our users to be aware before installing.

Not too long ago, having fast, easy to use GI was the holy grail for render engines. Now that has been achieved, the question is — have we reached the ultimate in realism, or is there some aspect of the real world that is still not fast and easy to create in our renders?

The answer is that renders are missing caustics — sometimes subtle, sometimes bold, they appear in a great many places and we are used to seeing them in the real world, whether that is the classic examples that first spring to mind like water in swimming pools or light through a glass of water, to ones we may not think of such as sun reflecting off a bathroom mirror onto the opposite wall, or sunlight off the body and wheel rims on a car, or from the myriad of windows on a building onto the environment around it.

Corona Renderer 4 aims to change all that, and make caustics easy to add, simple to control, and fast to render. Setup is easy — just enable the new Fast Caustics Solver, and instantly you will get reflective caustics from all materials in your scene.

Then for any material with refraction, where you want refractive caustics, just enable the Caustics check box in that material. If you want the caustics to split white light into component colors, just enable the Dispersion effect in that material.

You can then choose to disable particular light sources from affecting caustics, if you want to optimize render speed by keeping the calculations only to those light sources that will have a major effect. One thing to note if you are using multiple environment maps is that you can only enable or disable caustics for all of those at once, and not individually.

 
 

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