folder like structure in VFB for tonemapping or maybe lightmix
It would be useful to have a ability to compare different setups in Tone Mapping part with single on/off click on folders with different tone-mapping or lightmix setup.
### Suggestions for Improving Corona Renderer
#### Introduction
Corona Renderer is a CPU-based rendering engine that leverages path tracing, global illumination (GI), and denoising techniques. After a detailed analysis of its current implement...
A simple exposure control right in the viewport frame buffer.
Based on: https://forum.corona-renderer.com/index.php?topic=44037.0 Either via the edit tone mapping button or the camera, changing exposure is too cumbersome for quick changes.
Most of the times you have another object selected rather than the c...
An info pass (similar to vray or fstorm) that shows what parts of the images have reached the noise threshold, and what parts are still rendering. This is an immense aid when optimizing our render settings
Hey, everybody! I suggest removing the extra dark margins when changing the frame ratio to vertical. This is a request not only from me, but also from students. I highlighted the extra in the screenshot when I cleaned it up Side ToolBar.
Could it be possible to preserve the material that has been converted? Sometimes I want to compare when I have strange ressults and I cant because the converter deletes the original material.
Rotate environment/HDRI bitmap via UV randomizer (same HDRI, multiple looks)
When using and HDRI for environment light in a scene with different camera angles, we often use the same HDRI bitmap but need to rotate it on a per camera/view basis. This means we have to duplicate the HDRI bitmap node every time to rotate it. Id...
Custom Face, Edge and vertex attributes for use in shaders
I'd like to propose a system for Corona that enables assigning and reading custom mesh attributes for use in shaders. This would consist of a modifier (or data interface) where artists can select mesh elements—faces, vertices, or edges—and define ...