New and Improved Image Sampler: Cosmetics scene by Juraj Talcik This is capable of speeding up your render by 2 times, and is on by default for all new and old scenes. The sample images here did not take advantage of the new optional Adaptive Direct Light Sampling, to isolate the changes from the DMC sampler alone!
Adaptive Direct Light Sampling: This optional new algorithm can speed up your renders by up to 6 times by learning which scene lights are important at a particular location. Those lights then receive more rays than the others, resulting in a lower noise level.
The new algorithm can give benefits whenever there are at least two lights in the scene, and it has no parameters that you need to set. The biggest benefits will be seen when there are many lights, or where the lights have complex emission profiles, or in scenes with high occlusion where a lot of the lighting is blocked by obstacles. For compatibility with older scenes and to ensure trouble-free rendering in new scenes, this is disabled by default.
You can enable the new algorithm under the Performance Settings section of the Render Setup, or leave it disabled if you experience any issues with the new algorithm in particular scenes — in particular, it may have problems with certain non-physical fakes and transparent lights, and this will be updated in the next release. The library includes easy to use functionality such as: You can find the Material Library under the new Corona tab in the main menu, or in the Scene tab of the Render Setup dialog: Support has been added for all major hair and fur rendering tools — 3ds Max native Hair and Fur, Ornatrix , and Hair Farm.
Hair has particular unique qualities that need a dedicated shader. The CoronaHairMtl shader is physically accurate, and handles the unique highlights and transmission properties that hair requires, while still rendering quickly and giving you the ease of use in controlling the material that you expect from Corona Renderer.
The new CoronaSkinMtl shader makes it easy to control and adjust the look of the skin, and renders fast and efficiently with realistic results. The new SSS Mode in the CoronaMtl is ideal for creating solid materials with SSS effects, such as marble, wax, food and others with easier control and more realistic results than before. The previous Volumetric mode has been retained for creating liquids, glass, clouds, fog and similar materials that include translucency or refraction, and for backwards compatibility with existing materials.
Some refractive materials bend light by a different amount depending on the wavelength of the light. This is called dispersion and creates a rainbow effect in the refracted light. Dispersion can be enabled in the standard Corona Material, and is controlled by the single Abbe number parameter. Enabling it adds realism to gemstones, glass, liquids and other materials.
Depth of Field can easily be set by picking the object in the scene that you want in focus. This also makes it simple to have a moving object remain in focus during an animation: The CoronaCam has the ability to include or exclude objects in the render from that specific camera.
It also has an improved UI in the viewport, resize the icon for the camera, see the clipping planes in the viewport, etc. Last, the icon in the viewport will change for VR cameras: By default, 3ds Max treats bump maps differently, so that some maps do not work as inputs to bump mapping. The Corona Bump Converter resolves this, allowing you to use any map as an input to the bump map channel in a shader. The Corona Bump Converter UI It also lets you use the 3ds Max native Output to apply adjustments to your bump map and get the results you would expect: For example, you can randomize a wood texture applied to a set of planks so that each has a different look in your final render.