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 Quality denoiser, best quality, recommended for final renders
NVIDIA AI GPU-based denoisingcan 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
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)
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 Pick objects directlyin the docked viewport, and use the standard Cinema 4D transform widgets on them
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 Corona VFB ordocked viewport
Chaos
Cosmos
Vantage (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 Cinema 4D, find good camera angles, modify lighting, adjust materials, layout a scene, etc.
Use to quickly render the test animations created in Cinema 4D - supports all types of animation that can be created in Cinema 4D (if it is supported in Corona IR, it is supported in the Live Link)
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 Cinema 4D 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
Can be used to scatter onto the results of other scatters
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 creating 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
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
Position Distribution allows scattering the instances based on a pattern
Chaos Cloud for Collaboration
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
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 Shader
Option to replace base displacement and base bump
Can be curved in width and height independently
“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
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
Corona Physical Material
Default material since Corona 7
Base Layer for diffuse, 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
Corona Legacy Material
Uses Lambertian shading model
Legacy material, to preserve identical results from scenes created in earlier versions of Chaos Corona
Corona Select Material
Store multiple materials for one object, and select between them via radio buttons
Current Index parameter can be keyframed
Corona Skin Material
Dedicated material for skin
Three independent Subsurface Scattering layers
Two independent Reflection layers
Corona Hair Material
Dedicated material for hair and fur
Colored and Colorless reflection layers
Color controls via melanin amounts, or directly
Adjustable random Glints
Usable alone or in combination with Cinema 4D Hair Material for Cinema 4D's native control over the hair growth properties
Corona Layered Material
Alternative to Cinema 4D Texture Tags layering
Combinesmultiple materials
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
Corona Light Material
Identical performance to Corona Light
Various non-physical settings
Textured emission (useful for backplates)
Corona Ray Switcher Material
Uses different material for different ray types: direct, GI, reflections, refractions
Corona Shadow Catcher Material
Use custom backplate texture or show the environment map behind
Supports glossy surfaces
Bump mapping
Lights work additively (illuminators) or subtractively
Corona Volume Material
Simplified material for volumetric scattering and absorption
“Inside Mode” allows for true 3D volumetric materials
Cinema 4D Materials
Cinema 4D Material
Cinema 4D PBR Material
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 creating 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
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 Scatter Lister plugin to easily access and control all scatters in a scene
Materials
Corona Decal
Easily add surface details or imperfections, which can include displacement
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 Shader
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
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
Corona Physical Material
Default material since Corona 7
Base Layer for diffuse, 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
Corona Legacy Material
Uses Lambertian shading model
Legacy material, to preserve identical results from scenes created in earlier versions of Chaos Corona
Corona Select Material
Store multiple materials for one object, and select between them via radio buttons
Current Index parameter can be keyframed
Corona Skin Material
Dedicated material for skin
Three independent Subsurface Scattering layers
Two independent Reflection layers
Corona Hair Material
Dedicated material for hair and fur
Colored and Colorless reflection layers
Color controls via melanin amounts, or directly
Adjustable random Glints
Usable alone or in combination with Cinema 4D Hair Material for Cinema 4D's native control over the hair growth properties
Corona Layered Material
Alternative to Cinema 4D Texture Tags layering
Combinesmultiple materials
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
Corona Light Material
Identical performance to Corona Light
Various non-physical settings
Textured emission (useful for backplates)
Corona Ray Switcher Material
Uses different material for different ray types: direct, GI, reflections, refractions
Corona Shadow Catcher Material
Use custom backplate texture or show the environment map behind
Supports glossy surfaces
Bump mapping
Lights work additively (illuminators) or subtractively
Corona Volume Material
Simplified material for volumetric scattering and absorption
“Inside Mode” allows for true 3D volumetric materials
Cinema 4D Materials
Cinema 4D Material
Cinema 4D PBR Material
Material Library
Over 520ready-to-use high quality materials
Drag-and-drop from the Library to an object in the Object Manager, viewport, Corona Node Material Editor, and Material Manager
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
Corona Node Material Editor
Global/World view of shaders and materials and how they are connected
Use views to organize materials and shaders by type, category, etc.
Handlesall Corona and most Cinema 4D shaders and materials; also works with Substance shaders
Connect one shader toany number of channels, or materials
Works with native Cinema 4D Layer shader
Switch at any time between the Corona Node Material Editor, or the native Cinema 4D editor
Supports drag and drop from the Cinema 4D Asset Browser
Select by selection box
CTRL + Drag to copy selected nodes
Option to turn Corona Shared Shaders into regular shaders on saving the scene
Independent of Cinema 4D version –works in all versions of Cinema 4D supported by Chaos Corona (R14-R25)
Shaders
Corona Curvature
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
Corona Distance
Gradient based on distance to other objects, including Cameras
Supports textures
List of objects to calculate distance from
Can be used with Cinema 4D Effectors to control placement of scattered objects
Wide range of other creative uses, e.g. ripples on water around objects, controlling light intensity and color, etc.
Supports splines
Works as an input to bump mapping, displacement, etc.
Corona Mixture
Advanced mix shader
Texture or color inputs, different blending modes
Works as an input to bump mappingan input to bump mapping
Corona Multi Shader
Randomly assigns colors/shaders to instances, mesh elements, Tiles (from the Corona Tile shader, see earlier), or decals
Frequency spinners
Hue and Gamma randomization
Features advanced blending modes
Global blur multiplier to affect all multi shader elements
Supports up to 100 inputs
Can be used with just one input, applying gamma and hue randomization
Corona Mapping Randomizer
Apply random offset / rotation / scale to shaders by instance, material id, mesh element, etc.
Corona Multi Shader
Randomly assigns colors/shaders to instances, mesh elements, or decals, which can be enabled separately or via checkboxes which allow multiple randomization modes at once
Frequency spinners
Hue and Gamma randomization
Features advanced blending modes
Global blur multiplier to affect all multi shader elements
Supports up to 100 inputs
Can be used with just one input, applying gamma and hue randomization
Corona UVW Randomizer
Apply random offset / rotation / scale to shaders by instance, material id, mesh element, etc., which can be enabled separately or via checkboxes which allow multiple randomization modes at once
Options to allow randomization of seamless textures, e.g. to avoid visibly obvious tiling
Corona Select Shader
Store multiple shaders, and select between them via radio buttons
Current Index parameter can be keyframed
CoronaSky
at once
Options to allow randomization of seamless textures, e.g. to avoid visibly obvious tiling
Option to randomize by Tile from the Corona Tile shader (see “Corona Tile” earlier)
Corona Select Shader
Store multiple shaders, and select between them via radio buttons
Current Index parameter can be keyframed
CoronaSky
Duplicates the functionality of the Corona Sky object (see the Lights section), except for the Volume Effect.
Corona Tile
Create tiled walls, floors, and more
A variety of inbuilt tiling patterns
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
Duplicates the functionality of the Corona Sky object (see the Lights section), except for the Volume Effect.
Corona AO
Ambient occlusion shader
Supports textures
Includes/Excludes
Additional controls: spread, directionality, inverted mode, etc.
Cinema 4D Normal Direction
This supported native Cinema 4D shader fully replaces the CoronaFrontBack texmap from the 3ds Max version
Corona Color Correct
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, green-magenta tint, etc.
Cinema 4D Filter Shader is supported and can be used as an equivalent for other tone mapping capabilities such as gamma, curves, etc.
Corona Tonemap Control
Specify whether a texture map should be affected by VFB Exposure, Tone Mapping, etc.
Corona Color Mix
Adds the Cinema 4D native color mixing settings to the shaders which normally don't have them
Corona Ray Switch
Same as RaySwitch material, but on shader instead of material level
Cinema 4D Color
This supported native Cinema 4D shader fully replaces the 3ds Max version's CoronaColor texmap
Corona Wire
Wire shader
Allows to set edge/vertex size in world or screen coordinates
Includes Falloff option
Can be used as an input to bump mapping
Corona Bitmap
UV Tiling, Crop / Placement, Channel outputs
Out-of-core Textures (enabled by default) saves memory by automatically adjusting textures based on their placement in the scene
Can load .tx files
Corona RoundEdges
Rounded corners shader
Works as an input to bump mapping and other material slotsmaterial slots
Corona Edge Shader
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.)
Cinema 4D Variation
This supported native Cinema 4D shader fully replaces the CoronaMultiMap known from the 3ds Max version
Corona Triplanar
Apply textures without explicit UV mapping, with no stretching or seams thanks to the in-built blending
Corona Normal
Automatic detection of incorrect input gamma
Column
width
6%
Column
width
41%
Lights
Corona Sky Object
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, with Spherical and Dome mapping modes for use as an Environment
Multiple skies are supported, and each one can be paired with specific Corona Suns, for use inLightMix
In-built controls for Visible directly, in reflections, etc.
Corona Sun
Standalone object that can be combined with the Corona Sky Object for complete realistic outdoor lighting
Multiple Suns are supported, and each one can be paired with specific Corona Skies, for use inLightMix
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
Cinema 4D native lights
Corona Sky Tag (for compatibility only)
Tag that can be applied onto Cinema 4D Sky Object for procedural sky light emission
For compatibility with old scenes only; the Corona Sky Object should be used in Chaos Corona 5 and newer
Interactive Lightmix
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 environmentsfor different times of day from one render (see Corona Sky and Corona Sun in theLightssection)
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 light select pass can be denoised independently
Can select the light objects in a scene for a particular LightSelect layer, directly from the LightMix tab in the VFB
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
Environment
Use a Corona Sky Object, or drag and drop a Corona Light Material with any shader or an environment map into the Scene environment slot in the Scene environment tab in Render Settings
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 in Render Settings
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 Cinema 4D Picture Viewer4D Picture Viewer
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 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
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 and 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 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 Multi-Pass layers
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
Fuzzy render regions
Zoom buttons for use when accessing a machine remotely
Can be set to use the same color space as the native Cinema 4D Picture ViewerViewer
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 LightMix and post-processing configurations, and exchange those to and from the Corona VFB
Bloom & Glare virtual element which can be viewed or saved separately
Save up to eleven formats (EXR, PNG, JPG, 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
Corona Proxy
Cross-platform proxy format: .cgeo
Faster save/load/display of large scenes
Compressed format to save disk space
Supports animated meshes
Duplicate to meshfunctionality, which lets you create a separate, regular polygonal model that you can edit using the C4D modeling tools
Supports loading of vrmesh proxies (mesh data only)
Corona Volume Grid
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
Corona Camera is a tag allowing to use all the standard Cinema 4D camera controls plus all Corona controls such as exposure, DOF, LUTs etc.
Shutter Curvefor flexible control of Motion Blur
Focus distance can be set using the native Cinema 4D Focus Object functionality
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
respond immediately in Interactive Rendering without restarts
Render to fisheye, orthographic, perspective, spherical, cylindrical, or cubemap projections
DOF supported for Fisheye renders
Per-camera object includes / excludes
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.)
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
Virtual Reality Camera
Exposure and color mapping
Controlled from render settings, Corona Camera Tag, VFB, or Picture Viewer
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
Distributed rendering
Support for Cinema 4D Team Render of both animations and single frameRender of both animations and single frame
Pass, Time and Noise Level limits can be used
Corona Unified Lister
Provides access to and control over the major parameters of any Corona Lights, Light Materials, Suns, Proxies, Displacement Materials, Cameras, and Scatters in the scenePass, Time and Noise Level limits can be used
Corona Camera can render to spherical or cubemap format,supporting a wide range of VR apps
Easy setup, defaults handle 99% of cases
Conventional stereo rendering (non-360)
Bloom & Glare supported for spherical VR images
MISC
2.5 D Displacement This method of calculating displacement saves significant memory and parsing times
Tooltipsadded for Corona Materials
Spline Renderingtag allows splines to render directly in Corona
Material and light conversion Cinema 4D lights and basic materials are rendered out-of-the-box using implicit conversion inside Corona without user interaction Basic implicit support for V-Ray Advanced, Standard, Displacement and 2-Sided materials Basic implicit support for V-Ray Physical Sun + Sky light and Area lights Other V-Ray lights which use Cinema 4D objects as their base are rendered using the Cinema 4D light's properties Explicit user-initiated conversion (via Corona menu, Convert Scene), which converts the supported Cinema 4D materials, Cinema 4D render settings, V-Ray lights, V-Ray materials, and V-Ray materials render settings to their Corona counterparts to allow further tweaking and changes in Corona
Advanced “Render Selected” Render mask by an include list, object ID, or viewport selection
Improved Color Picker Used for Corona-specific color editing, e.g. tone mapping parameters in the VFB 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
Improved material editor scene More representative previews
Hair support Cinema 4D native Hair Object Cinema 4D native Hair Material in the Cinema 4D Hair Tag Corona Hair Material can be used in addition to Cinema 4D Hair Material for realistic hair appearance
Stacked materialswork as expected with displacement
Override material option(with excludes/includes for objects and/or materials; options to preserve displacement, light materials, glass materials, slicer materials, bump mapping, opacity, portals, and unsupported materials; also works with complex generators, e.g. Extrude)
Save and resume Ability to save VFB and resume rendering later (even on a different computer)
Render only masks Computes render masks in seconds without doing shading
Autosave Optionally saving the VFB every few minutes and after rendering. Rendering can be resumed from these backups
Bundled LUTs Over 70 LUTs included with the install