October 17November 18th, 2022 2024 | Version: Chaos Corona 9 12 Update 1 | Plugin: 3ds Max
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Render engine
Biased and Unbiased solution
Path Tracing: unbiased solution
UHD and 4K (experimental) cache: two options for faster biased cached solution for interiors
Denoising
Reduces the number of passes needed to get a noise-free image, with render time reductions of 50 to 70%
Easy to use and fast to render
Corona High Qualitydenoiser, best quality, recommended for final renders
NVIDIA AI GPU-baseddenoising can be used for final renders at the user’s discretion (requires a compatible NVIDIA GPU)
Intel AI denoisingcan be used for final renders. CPU-only, and works with any CPU (not just Intel)
Interactive amount adjustment
Checkbox to enable/disable the result in the VFB
Fast Caustics Solver:
Easy to use, and fast to render
Includes caustics from reflection, refraction, and dispersion (splitting light into separate colors)
Enable or disable caustics being visible through volumes
Adjust surface and volume caustic intensities independently
Enable or disable for specific light sources
Works with LightMix
Separate render element available for compositing caustics in post processing for even greater control
Works correctly with motion blur
Include/Exclude list for control over which objects receive caustics
Caustic Intensity multiplier
Caustics through volumes
Adaptive Image Sampling
Balances out the rendering calculations over the image to focus more processing power on tricky areas
High Quality Image filtering, gives a more natural and “less CGI” look to noise, making it less noticeable to the eye
AI Image Upscaling for faster test renders, particularly useful for draft animations; renders to one half of the image size and upscales (requires a compatible NVIDIA GPU)
Adjust color and intensity of lights, during and after rendering
Single-clickset up (by instances, groupsor , individual lights, or layers, with memory requirements reported)”
Supports multiple suns and multiple environments for different times of day from one render (see Corona Sky and Corona Sun in the Lights section)
Manual set up if required
Controlled from the VFB
Results can be pushed to the scene
Can be used for anything from subtle adjustments, to turning day into night, without re-rendering
Create multiple Lightmix render elements to save your different set ups all in the same scene and/or CXR
Each Each light select pass can be denoised independently (this can be enabled during automatic setup)
LightMix result can be saved to a CXR file and then adjusted in the Corona Image Editor, or saved for compositing in other post-processing software
Lights can be selected in the scene from the LightMix tab
Interactive rendering
100% the same render engineas for the final frame
All final frame rendering features supported, including Interactive LightMix, post-production effects such as bloom & glare, LUTs, etc.
NVIDIA AI GPU-based denoising, for denoising during Interactive Rendering (requires a compatible NVIDIA GPU)
AI Image Upscaling for faster redraw of Interactive Rendering; renders to one half of the image size and upscales (requires a compatible NVIDIA GPU)
Pick objects directlyin the docked viewport
Set DOF focus point directlyin the docked viewport (for Corona Cameras)
Image upscaling factorto allow rendering to a smaller resolution and upscaling (ideal for HighDPI displays)
While zooming-in in the IR, rendering is focused on visible area only
Subsampling lowers initial resolution at the beginning of rendering, for virtually real-time performance
Blue Noise Dithering to give visually pleasing results in the first few passes, for quick assessment of a scene when using Interactive Rendering
Results shown in 3ds Max viewport or Corona VFB
Nvidia AI upcaling
Chaos Vantage
Prepare lighting, find camera angles, and layout scenes in real-time with Live Link to Vantage
Import Corona scenes into Vantage to render still images or create Vantage animations
Chaos Cosmos
Instant contentfor your scenes, including
Models
Materials
HDRI Skies
Scatter presets
Decal presets
Accessible directly within 3ds Max or Cinema 4D
Content is categorized and easily searchable
Mark your favorites to find them quickly in other projects
Drag and drop anything you have downloaded into your 3D application
Content loads as Corona Proxies, with fully editable Corona Materials
On-demand downloads, only download what you need when you need it
New content added between Corona releases
Chaos Scatter
Ideal for adding grass, trees, rocks, traffic or parked cars, crowds or pedestrians, etc. to your scenes
Can be used to scatter Decals
Control the distribution of hundreds, thousands, or millions of objects
Scatter on geometry, in a volume, or along splines
Distribute randomly, or in patterns
Limit distribution based on the steepness of a slope, e.g. prevent trees growing on cliffs etc.
Use spline include/excludes with controllable near and far parameters, e.g. to carve a path through trees, or limit flowers to a flowerbed
Edge Trimming to control and tidy the edging of scatters
Associated texture map that colors scattered objects based on the colors of the object they are scattered on – ideal for created patterned rugs, variations in color on a lawn, etc.
Camera Clipping to limit scattering to within the camera field of view
Extend view parameter allows expanding the camera view culling to allow correct shadows or reflections from instances outside of the field of view
Edit or even delete individual instances after scattering
Random translation/rotation/scaling of instances, with optional discrete stepped values
Optionally avoids objects intersections, with tweakable inter–object spacing
Supports aligning instances to local normal
Control density and scale by maps
Different modes for using maps to control scatter scale, including RGB mode to define x, y, and z scaling independently in one map
Several display modes and limits, to keep viewports responsive
Included Lister plugin to easily access and control all scatters in a scene
Fully replaces the older Corona Scatter
Position Distribution allows scattering the instances based on a pattern
Chaos Cloud Collaboration
(sold separately)
Standalone application providing real time ray tracing on the GPU
Supports many Corona materials, lights, etc.
Live Link
Use as an alternative to Interactive Rendering in order to explore your scene from within 3ds Max, find good camera angles, modify lighting, adjust materials, layout a scene, etc.
Use to quickly render the test animations created in 3ds Max - supports all types of animation that can be created in 3ds Max
One-click solution to open your scene in Vantage from 3ds Max
Changes in 3ds Max are automatically sent over to Vantage
Export your scene
Use for a full 3D walkthrough of the scene to explore it in detail
Build animations in Vantage itself for quick test renders
Send the scene to other Vantage users for them to view without them requiring 3ds Max or Corona
Chaos Cosmos
Instant contentfor your scenes, including
Models
Materials
HDRI Skies
Scatter presets
Decal presets
Pattern presets
Accessible directly within 3ds Max or Cinema 4D
Content is categorized and easily searchable
Mark your favorites to find them quickly in other projects
Drag and drop anything you have downloaded into your 3D application
Content loads as Corona Proxies, with fully editable Corona Materials
On-demand downloads, only download what you need when you need it
New content added between Corona releases
Chaos Scatter
Ideal for adding grass, trees, rocks, traffic or parked cars, crowds or pedestrians, etc. to your scenes
Can be used to scatter Decals
Control the distribution of hundreds, thousands, or millions of objects
Scatter on geometry, in a volume, or along splines
Distribute randomly, or in patterns
Limit distribution based on the steepness of a slope, e.g. prevent trees growing on cliffs etc.
Limit distribution based on altitude, e.g to create a treeline
Use spline include/excludes with controllable near and far parameters, e.g. to carve a path through trees, or limit flowers to a flowerbed
Edge Trimming to control and tidy the edging of scatters
Associated texture map that colors scattered objects based on the colors of the object they are scattered on – ideal for created patterned rugs, variations in color on a lawn, etc.
Camera Clipping to limit scattering to within the camera field of view
Set scattered objects to look at a particular target
Extend view parameter allows expanding the camera view culling to allow correct shadows or reflections from instances outside of the field of view
Edit or even delete individual instances after scattering
Use the Instance Brush to paint instances in or out of the Scatter result
Random translation/rotation/scaling of instances, with optional discrete stepped values
Optionally avoids objects intersections, with tweakable inter–object spacing
Supports aligning instances to local normal
Control density and scale by maps, including preset distribution maps
Different modes for using maps to control scatter scale, including RGB mode to define x, y, and z scaling independently in one map
Several display modes and limits, to keep viewports responsive
Included Lister plugin to easily access and control all scatters in a scene
Fully replaces the older Corona Scatter
Position Distribution allows scattering the instances based on a pattern
Chaos Cloud for Collaboration
Share draft or final deliverables with your clients - removes the need to use dropbox, ftp, email communication with your clients for change requests, etc.
Send to Chaos Cloud directly from within the VFB
Call out particular information with Highlights non-destructively on an image
Receive comments from and have a conversation with your clients on change requests etc., with non-destructive markup on an image
Virtual Tours
Automatic recognition of when an image is a panorama (aspect ratio of 2:1)
Set up manual hotspots to move between panoramas, with a choice of hotspot icon, hotspot title (if any), and whether title is always shown or only on hover-over
Share the result with your client
Your client can then share with their target audience, e.g. via embedding on their website
Organize your work by project, and manage access and sharing for each separately
Deliverables can have versioning, to track the history of requests and changes
Optional manual upload of deliverables
Managed within a web browser environment
Upload renders to Collaboration straight from the Frame Buffer
Share your work with your team and your clients.
Enhance presentation experiences with interactive virtual tours
Streamline reviews for easy creative workflows
Materials
Corona Decal
Easily add surface details or imperfections, which can include displacement
Independently choose which channels (Diffuse, Displacement, Metalness, etc.) are affected by a Corona Decal
Control scaling, positioning, and rotation using a 3D object in the viewport – no need to fiddle with complex UV mapping and placement
Stack Decals on top of each other, intuitively controlled by positioning in the 3D space
Decals apply to all objects they overlap, with an include/exclude list for fine control
Can take a mask from the input material, or a dedicated Map
Option to replace base displacement and base bump
“Fit to Bitmap” and “Fit to assigned mtl” to get correct aspect ratio for the Decal object
“Max angle limit” lets you avoid the decal being applied to backfaces, etc.
“Max angle blur” softens the transition from the “Max angle limit” control
Option to display the material as a preview in the 3D viewport
Can be curved in width and height independently
Easily bend labels around curved objects like bottles and spherical items without distortions.
Corona Slicer Material
Used to cut away sections of geometry at render time
Cut with any shape that has the Slicer material applied
Cuts through all objects overlapped by the slicer, customizable via exclude/include lists
Option to cap resulting exposed surfaces
Caps can have their own material, or take the material from the object being sliced
Can preserve interior lighting of a house with cutaway by combining with the RaySwitch Material
CoronaPhysicalMtl
Default material since Corona 7
Base Layer for diffuse, roughness, reflection, bump, and translucency controls
Base layer uses Oren-Nayar shading model
ClearcoatLayer for adding a layer of varnish, lacquer, etc., featuring separate bump from the Base Layer
Sheenfor creating realistic fabrics
Choice of Roughness or Glossinessworkflow, both per-material and as scene default
Choice of IOR or Disney Specularworkflow, both per-material and as scene default
Metalnessworkflow, where Metalness can be mapped
Metals can be controlled by simpleEdge Color, or byComplex IOR
UI interactively enables or disables parameters based on whether a material is Metal or Non-Metal
35 presetsbuilt-in to the material, as starting points, or to ‘reverse engineer’ to learn in creating your own materials
Refraction, including dispersion, caustics, and thin absorption (for Thin Mode)
Anisotropy correctly affects both Refractions and Reflection (both correctly affect caustics)
Thin mode for glass correctly blurs reflections and refractions
Opacity
Adaptive displacement with low memory requirements
Vector displacement
SSS mode for wax, marble, and other materials that do not use Thin Mode or full Refraction
Volumetric scattering and absorption mode for fog, mist, and for colored glass, liquids and other materials that use Refraction without Thin Mode
Self-illumination
Adjustable PBR reflection tail
CoronaLegacyMtl
Uses Lambertian shading model
Legacy material, to preserve identical results from scenes created in earlier versions of Chaos Corona
CoronaSkinMtl
Dedicated material for skin
Three independent Subsurface Scattering layers
Two independent Reflection layers
CoronaHairMtl
Dedicated material for hair and fur
Colored and Colorless reflection layers
Color controls via melanin amounts, or directly
Adjustable random Glints
CoronaLayeredMtl
Similar to 3ds Max Blend material
Combinesmultiple materialsinstead of just two
Individual layers can be toggled on/off
Displacement from the individual materials can be combined via blend or additive modes, or taken only from the base layer
CoronaSelectMtl
Store multiple materials for one object, and select between them via radio buttons
Radio buttons can be keyframed, and accessed via MAXScript
CoronaLightMtl
Identical performance to CoronaLight
Various non-physical settings
Textured emission (useful for backplates)
CoronaRaySwitchMtl
Uses different material for different ray types: direct, GI, reflections, refractions
CoronaShadowCatcherMtl
Custom backplate textures
Screen, spherical, or no projection
Supports glossy surfaces
Bump mapping
Lights work additively (illuminators) or subtractively
CoronaVolumeMtl
Simplified material for volumetric scattering and absorption
“Inside Mode” allows for true 3D volumetric materials
Drag and drop bitmaps from Windows Explorer directly into Corona material slots
3ds Max materials
Standard
Blend (including nested blend materials)
Multi/Sub-Object
XRef
Shell
Double Sided
Top/Bottom
DirectX Shader
Support for 3ds Max physical material
Material library
Over 520ready-to-use high quality materials
Drag-and-drop from the Library to the viewport, slate material editor and compact material editor
Real World Scale or Triplanar mapping used where possible, to reduce tiling and give expected scaling
Materials organized by category
Set favorites, with display favorites only option
Sort by name, favorites, or most used
Select all objects in the scene that use a particular material
Resizable material previews
Open standalone large preview windows for materials
Texmaps
Texmaps
CoronaSky
See theLightssection
CoronaTileMap
Create tiled walls, floors, and more
A variety of inbuilt tiling patterns
Supports multiple inputs and outputs, so one TileMap can control color, glossiness, displacement, etc.
Overall scale
Tile color (which can be mapped)
Gap thickness, and color (which can be mapped)
Gap distortion for randomization
Gap blur to blend sharply or smoothly into the Tile color
Adjustable rounding of tile corners
Can be used as a map e.g. in a Layered Material
CoronaSky
See theLightssection
CoronaCurvature
Add wear-and-tear or dirt to an object, based on the curves of the surface
Identify concave areas, convex areas, or both at once
Ray directionality to control how “focused” the effect is
Distance to control how far the effect extends
Color spread to control smoothness of blending between colors
CoronaAO
Ambient occlusion shader
Supports textures
Includes/Excludes
Additional controls: spread, directionality, inverted mode, etc.
CoronaDistance
Gradient based on distance to other objects
Supports textures
List of objects to calculate distance from
Can be used in Chaos Scatter density map to control placement of objects
Wide range of other creative uses, e.g. ripples on water around objects, controlling light intensity and color, etc.
Supports all geometry including Corona Proxy, Chaos Scatter, and 3ds Max particle objects, as well as Cameras and other objects
Works as an input to bump mapping
CoronaColorCorrect
Adjust brightness, saturation etc. of a texture map (and still have it affected by VFB post-processing)
Unique tone mapping capabilities (not present on other output nodes), including LUTs, gamma, curves, green-magenta tint, etc.
Mode available so that one CoronaColorCorrect controls multiple other CoronaColorCorrects, allowing you to apply the same adjustments to multiple maps and adjust those from one location
Optional multiple inputs and outputs, to apply the same color correction to multiple maps and connect to different materials or material channels
CoronaTonemapControl
Specify whether a texture map should be affected by VFB Exposure, Tone Mapping, etc.
CoronaMappingRandomizerCoronaUvwRandomizer
Apply random offset / rotation / scale to textures and maps by instance, material id, mesh element, etc., each of which can be enabled via checkbox to allow multiple randomization modes at onceOptions to allow randomization of seamless textures, e.g. to avoid visibly obvious tilingmodes at once
Options to allow randomization of seamless textures, e.g. to avoid visibly obvious tiling
Optional multiple inputs and outputs, to apply the same randomization to multiple maps and connect to different materials or material channels
Option to randomize by Tile from the CoronaTileMap (see “CoronaTileMap” earlier)
CoronaMix
Advanced mix shader
Texture or color inputs, different blending modes
Works as an input to bump mapping
CoronaRaySwitch
Same as RaySwitch material, but on texmap instead of material level
CoronaColor
Allows to input single constant color using a color picker
HDR numerical values, Kelvin temperature, web hex input
CoronaTriplanar
Apply textures without explicit UV mapping, with no stretching or seams thanks to the built-in blending
Optional multiple inputs and outputs, to apply the same triplanar mapping to multiple maps and connect to different materials or material channels
CoronaBitmap
Optional Out-of-core Textures (enabled by default) saves memory by automatically adjusting textures based on their placement in the scene
Works similarly to 3ds Max bitmap, but faster (10-20%)
Can load .tx files (via drag and drop into the “Load File” section of the UI in the Corona Bitmap)
Spherical, Dome, Cross and Mirrorball modes for use as an Environment
Rotation via degrees or U Offset (for environments)
Asynchronous loading (start work on a scene without a wait for all textures and proxies to load)
CoronaSelect
Store multiple maps in a material, and select between them via radio buttons
Radio buttons can be keyframed, and accessed via MAXScript
Batch load option to load multiple maps at once
CoronaMultiMap
Randomly assigns colors/maps to instances, mesh elementselements, Tiles (from the CoronaTileMap, see earlier), or decals, each of which can be enabled via checkbox to allow multiple randomization modes at once
Frequency spinners
Hue, Gamma and Saturation randomization
Features advanced blending modes
Global blur multiplier to affect all multimaps elements
Supports up to 25 inputs directly, with another 75 accessible via MAXScript
Supports multiple outputs. A new set of inputs will be created for each additional output (e.g. if you have 4 inputs to randomize between, each additional output will have 4 additional inputs created for it). For example, this can let you apply a matching randomization between a set of Diffuse textures and a matching set of Glossiness textures, etc.Supports up to 25 inputs directly, with another 75 accessible via MAXScript
Can be used with just one input, applying gamma and hue randomization
CoronaRoundEdges
Rounded corners shader
Works as an input to bump mapping and other material slots
Fast mode for faster rendering and no noise, with no parameters needed
Precise mode for blending across other objects / elements / materials
and other material slots
Fast mode for faster rendering and no noise, with no parameters needed
Precise mode for blending across other objects / elements / materials
CoronaEdgeMap
Add weathering or staining to edges of objects
Creates a color gradient based on how far away a point is from a geometric edge
Primarily for objects with no thickness (paper, leaves, etc.)
CoronaNormal
Automatic detection of incorrect input gamma
CoronaBumpConverter
Converts RGB maps to be compatible with the Bump channel (e.g. 3ds Max native Marble, Wood, ColorCorrect, etc.)
CoronaFrontBack
Shows different colors/texmaps on front/back sides of a material
CoronaWire
Wire shader
Allows to set edge/vertex size in world or screen coordinates
Falloff between Base and Edges / Vertices color
Can be used as input to bump mapping
CoronaUserProperty
Assign a numeric value to a node, for use with MAXScript
CoronaOutput
Legacy only, used in scenes created before Chaos Corona 2. Replaced by CoronaColorCorrect and CoronaToneMapControl
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Lights
CoronaSky
Procedural Cloudsallow you to add, control, and animate clouds and airplane contrails
New PRG Skymodel based on atmospheric data
“Aerial Perspective”via Volume Effect
Altitude sets the height of the observer
Turbidity controls whether sky is clear or overcast
Density controls the thickness / heaviness of the clouds
Clouds affected by the Sun’s Direct Color
Artistic control over Horizon Blur
Can be linked to a Corona Sun, allowing different times of day
Supports dawn/twilight with the Corona Sun as low as -2.85 12 degrees (approximately 5.4 24 sun diameters) below the horizon
Allows changing of the ground color
Also offers Hošek & Wilkie, Preetham et al., and Rawa-fake sky models
Alternatively can be set to use an HDRI, see Corona Bitmap for more information
Multiple skies are supported, and each one can be paired with specific Corona Suns, for use inLightMix
CoronaSun
Standalone object or part of 3ds Max daylight assembly
Multiple Suns are supported, and each one can be paired with specific Corona Skies, for use inLightMix
Allows non-physical properties (such as changing size, color, disabling visibility in reflections, etc.)
CoronaLight
Shapes: sphere, rectangle, disk, cylinder
IES profiles
Directionality
Textured emitters
Physical units
Color (RGB input, Kelvin temperature, texmap)
Non-physical settings: disabling shadows, includes/excludes, disabling visibility in reflections, preventing black appearance for lights with directionality
Corona Light Material
Turns any object into a light
No render time differences compared to using a CoronaLight
3ds Max native lights
Environment
Drag and drop any texture into the 3ds Max environment slot to illuminate your scene
No dome object required
Adaptive Environment Sampler ensures fast and accurate sampling of HDRI and Sky environments, without the need for portals
Importance sampling speeds up rendering
Direct/Reflect/Refract overrides
Global material for volumetric effects such as fog (also see Volume Effect under Corona Sky for an “aerial perspective” instead
Corona Virtual Frame Buffer
An optional, feature-rich replacement for the 3ds Max native VFBreplacement for the 3ds Max native VFB
New VFB 2 for enhanced performance and controls (legacy VFB available as an option)
Integrated tone mapping controls
Fully customizable stack – add, delete, and move all the parameters to create precisely the effect you want
Presets to provide a starting point
Tone mapping stacks can be saved and loaded, independent of other VFB controls
Each Corona Camera can have its own unique tone mapping stack and settings, which are displayed and controlled in the VFB without having to edit the Camera settingshaving to edit the Camera settings
Included parameters:
Auto Adjustment - can be toggled on and off affecting the two settings below at once
Exposure - can be toggled on and off, baked to the scene, and allows additional manual Exposure adjustments
White Balance - can be toggled on and off, baked to the scene, and allows additional manual White Balance adjustments
Included parameters:
Basic
Contrast
Green-Magenta Tint
Lift Gamma Gain
Photographic Exposure
Saturation
Simple Exposure
Tint
Vignette
White Balance
Legacy White Balance
Curve Control
Advanced Filmic Mapping
Curves
Filmic Mapping
Tone Curve
Highlight Control
Reinhard Highlight Compression
Final Look
ACES Output Transform
LUT
Integrated Interactive LightMix, allows changing color and intensity of lights without re-rendering, including multiple LightMix layers for storing different lighting settings within the image (day, night, etc.)
Integrated lens effectsoffering a high degree of realism and creativity for bloom & glare effects affected by lens scratches, dirt, etc. Includes option to defer the calculation until render end, rather than recalculate as rendering happens
Sharpening/blurring
Save and load post-processing configurations, and exchange those to and from the Corona Image Editor and Corona Cameras
Save and load LightMix configurations, and exchange those to and from the Corona Image Editor
Pick objects directlyin the VFB
Set DOF focus point directlyin the VFB (for Corona Cameras)
VFB History and Comparison, with ability to toggle between using the current post-processing, or the post-processing at the time of saving the image to historyof saving the image to history
Load or drag-and-drop images into the VFB history
A/B Compare images of different resolutions or aspect ratios
Statistics: render time, remaining time, performance, polycount, tooltip explanations, etc.
Displaying/saving render elements
Pixel color probe on right mouse button
Controls: start render/stop render, resume last render, resume rendering from file, save/clone/copy image, etc.
Optional stamp with scene info at the bottom of rendered image
Customizable information in the title bar
Interactive and Multiple Render Regions
Render Regions scale with the VFB, are saved with the 3ds Max scene file, and can be globally disabled or enabled
Fuzzy render regions
Zoom buttons for use when accessing a machine remotely
Automatic Exposure and White Balance (Auto Adjustments)
Corona Image Editor
Runs outside of any 3D software
All the familiar controls from the Corona VFB
Adjust lighting in the rendered image using the full range of LightMix controls (on Corona EXRs)
Apply Denoising (on Corona EXRs)
Apply all the Corona post-processing options (on any EXR)
Save and load post-processing configurations, and exchange those to and from the Corona VFB and Corona Cameras
Save and load LightMix configurations, and exchange those to and from the Corona VFB
Bloom & Glare virtual element which can be viewed or saved separately
Save to EXR, PNG, JPG and BMP
Geometry
Corona Pattern
Tile geometry as easily as tiling a texture
Greater realism than maps of opacity, displacement etc. and needs less memory
Use scene geometry (cube) to define the crop box, taking advantage of e.g. snapping
CoronaProxy
Cross-platform proxy format – .cgeo
Faster save/load/display of large scenes
Compressed format to save disk space
Supports animated meshes
Supports loading of vrmesh proxies (mesh data only)
CoronaVolumeGrid
Allows loading and rendering of OpenVDB files
Useful for importing simulations such as clouds, smoke, fire, liquids, etc.
Post-processing effects
Controlled from render settings, Corona Camera, or VFB
All settings areadjustable during/after rendering
Imageupdated in real time
Bloom & Glare
Both controlled independently
Threshold
Color intensity & shift to adjust colors
Glare ray count, blurriness and rotation
Lens Effects for scratches, dirt, etc.
Corona Camera
Dedicated Corona camera offering all standard camera controls plus all Corona controls such as exposure, DOF, motion blur, LUTs etc.
Shutter Curvefor flexible control of Motion Blur
Set focus distance using a static or animated target object
Per-camera object includes / excludesexcludes
Camera can move through volumes (e.g. be half submerged in water, showing above and below the water at the same time, or fly through clouds, etc.)
Customizable viewport appearance
Save and load post-processing configurations, and exchange those to and from the Corona VFB and Corona Image Editor
Tone mapping parameters respond immediately in Interactive Rendering without restarts
Render to fisheye, orthographic, perspective, spherical, cylindrical, or cubemap projections
DOF supported for Fisheye renders
Camera effects
High quality (raytraced)depth of field and motion blureffects
Photographic controls (optional): shutter speed + ISO + f-stop
Fisheyelens effects
Bokeh shape
Circular
N-gonal (bladed aperture)
Custom image
Center Bias
Vignetting
Anisotropy
Multi-segment (curved) motion blur
3ds Max 2016 Physical Camera support
Virtual Reality Camera
Exposure and color mapping
Controlled from render settings, Corona Camera, or VFB
All settings areadjustable during/after rendering
Imageupdated in real time
Two exposure control modes
Photographic exposure: shutter speed + ISO + f-stop
Simple exposure: single EV value
See theCorona Virtual Frame Buffersection for a full list of controls
Corona Camera Mod
LegacyCamera object modifier for backwards compatibility
Allows setting Corona exposure/DOF/ motion blur/bloom & glare/color mapping on any camera
Render elements
Arbitrary number of render elements
Optional render elements anti-aliasing
Optional render elements Denoising (where relevant)
Slaves can join or quit the render session after it has started
Auto discovery of slaves on local network
Auto sending of assets to all machines (only if required)
Pass, Time and Noise Level limits can be used
Can be enabled / disabled during rendering
Chaos Corona Toolbar
Provides one-click access to many Chaos Corona functions, such as creating a Corona Camera from the current perspective view, opening the VFB, opening the Material Library, creating Corona Proxies and Lights, etc.
Corona Power Tools
Object Replacer
Replace selected objects with other objects taken from a user-defined list
Pivot Placer
Place pivot to a selected point on an object, or to the bounding box of multiple selected objects
Transform Randomizer
Randomize the translation, rotation, and/or scaling of the selected objects
Scene Cleaner
Remove animation keys, layers, etc.
Checkboxes give options on what features to clean up
Selection Randomizer
Randomly select only a certain percentage of objects from the current total selection
E.g randomly delete 40% of a large number of rocks to thin out a scene (where those rocks are fixed and not controlled by a Scatter)
Provides one-click access to many Chaos Corona functions, such as creating a Corona Camera from the current perspective view, opening the VFB, opening the Material Library, creating Corona Proxies and Lights, etc.
Corona Unified Lister
Provides access to and control over all Corona Lights the major parameters of any Corona Lights, Light Materials, Suns, Proxies, Displacement Materials, Displacement Modifiers, and Cameras in the scene.
VR
Corona Camera can render to spherical or cubemap format,supporting a wide range of VR apps
Easy setup, with default settings handling 99% of cases
Conventional stereo rendering (non-360)
Bloom & Glare supported for spherical VR images
Supported Chaos tools
Chaos Cosmos and Chaos Scatter included
Chaos Phoenix compatibility (license also included with Corona Premium subscription)
Chaos Scans compatibility (license also included with Corona Premium subscription)
Chaos Player license included with Corona Premium subscription
Disabling Displacement, Render Hidden Geometry, Renderable, Object Visibility, etc.
XRef geometry/scenes
2D Pan Zoom Mode
Render to Texture (RTT)basic support; denoising RTT results is supported
Color Management options in 3ds Max
MISC
2.5 D Displacement
This method of calculating displacement saves significant memory and parsing times
Asynchronous loading
CoronoBitmap and Proxies are now loaded in the background, allowing faster scene opening
V-Ray compatibility
Supports assets from V-Ray 3.60 or newer (assets from older versions may work, but not guaranteed)
Renders VRayMtl and VRayLight, even if V-Ray is not licensed or not installed, without running any sort of conversion
Hair and Fur support
3ds Max native Hair and Fur
Ephere Ornatrix
HairFarm
Hair rendering both as billboards or as full cylindrical geometry
Chaos Phoenix support
Supports Chaos Phoenix 3.10.00 or newer (3.10.03 required for compatibility with Interactive Rendering)
Supports Foam
License included with Corona Premium subscriptions
Corona Displacement Modifier
Allows setting per-object Subdivision Quality
Adaptive displacement, with low memory requirements
All displacement features and settings that are available in aCoronaMaterial
Advanced “Render Selected”
Render mask by an include list, object ID, or viewport selection
Improved Color Picker
Can be set to replace default 3ds Max color picker
Choice between sRGB modes for ease of use with Photoshop and similar, or Linear modes
Perceptually uniform color gradients in both modes
Color selection by RGB, HSV, CMYK, or Temperature
Choice between 0-255, 0-1, or 0-100% for values
Adjustable averaging of neighboring pixels
Inverse color picker allows setting of white balance in combination with the Color Tint parameter in the VFB
Error reporting with online help
Error messages linked to dedicated support pages with more info and possible solutions
Automatic selection of the offending object
Automatic correction of certain errors
Error message forwarding from render slaves in DR
Corona Converter
One-click solution to convert materials, lights, and maps from other renderers, and from older versions of Chaos Corona
Improved material editor scene
More representative previews
Override material option(with excludes/includes; options to preserve displacement, light materials, glass materials, slicer materials, bump mapping, opacity, portals, and unsupported materials; also works for multi/sub-object materials)
Comprehensive support for file formats
CoronaBitmap supports Kodak Cineon, SGI file, RLA image file, Adobe PSD Reader, and DDS image file formats, as well as all the more common formats (JPG, PNG, etc.)
CoronaVFB supports saving to the most common formats, including .TIF with specified output color depth, alpha channel, etc.
Save and resume
Ability to save VFB and resume rendering later (even on a different computer)
Render only elements
Computes render elements in seconds without doing shading
Autosave
Optionally saving the VFB every few minutes and after rendering. Rendering can be resumed from these backups