A whole set of Corona Cinema 4D materials, in a Cinema 4D library format, that allows easy access and use of material libraries. Choose from hundreds of unique, highest quality bitmap-based and procedural materials to drag and drop into your Cinema 4D scene.
The Material Library is integrated directly in Cinema 4D Content Browser and therefore does not need additional modules. Free sample 4 material presets. Required texture maps included. For a faster and more efficient way of browsing materials presets, Library is integrated into Cinema 4D Content Browser and shows you all materials contained in a categories and subcategories. Each material has its own high-quality preview image directory "materialpreview".
These materials work only in the Corona C4D renderer. The library of the superior quality materials for Corona Renderer Cinema 4D. Preview Gallery. Many further steps are necessary to remove perspective distortion, correct lighting and to eliminate the seams.
We produce and offer only high-res textures no point to offer low-res textures we consider everything below px x px as low-res. We continuously work on new techniques to perfect our workflow and to maximize the quality of our products. Only high-quality textures 4K and above are used. The bitmap textures are stored in one directory to ensure that maps are found when materials are loaded.
Customer Area 0.The default Corona material has diffuse component only. This makes it useful for basic materials such as plaster, painted walls, and similar.
Since Corona supports native Cinema 4D procedural maps, they can be used to create details in materials. In this example, a noise map was used to control diffuse color, reflection glossiness, and bump amount. To create this material, native C4D procedural "Wood" texture was used. Reflection glossiness was set to 0,8. Reflection IOR was increased to 2 to make the wood appear as if it was slightly polished.
For most metal materials diffuse property can be disabled or set to pure black color. Metals have high reflection IOR values. Below are some examples with material settings:. Copper material. Mirror - a reflective material with very high glossiness and Fresnel IOR value of Glass materials use both reflectivity and refraction. Solid glass should be used for objects that have thickness - such as vases, bottles, liquids.
The thin mode disables any refraction, while keeping the object transparent and reflective. This mode should be used for objects with very thin surfaces that do not refract light - such as window panels, or soap bubbles. Colored glass - refraction color is changed, which means that the color is purely dependent on the object's surface.
The effect is as if the object was made of clear glass coated with a thin layer of paint. Colored glass - absorption color is used, which means that the color is dependent on the object's volume thickness. The effect is as if the object was made of colored glass.
Thin parts will be more clear, thick parts will be more colored. Clear water - the material is identical to "solid glass", with the exception of refraction IOR value, which is set to 1, Dirty water - based on "clear water"; volumetric absorption and scattering was added to make the water look muddy. Did you find it helpful? Yes No.Learn about Corona or try demo. See pricing Info or try demo. Thanks to our innovative pricing model, everyone can afford a modern renderer.
Learn more about Corona or try demo. This release is specifically to add support for 3ds Max ; there are no other changes. Read More. Full details on our blog post.
Corona Forum. Don't miss any latest major news and announcements about Corona Renderer, subscribe to our Newsletter! All rights reserved. Buy now! Buy Now Learn about Corona or try demo. Artist Driven Development Developed for the artists by the artists. Features See pricing Info or try demo. Affordable Pricing Thanks to our innovative pricing model, everyone can afford a modern renderer.
Price Plans Learn more about Corona or try demo. News March 30, Corona Renderer 5 for 3ds Max Hotfix 1 released Corona Renderer 5 for 3ds Max Hotfix 1 released This release is specifically to add support for 3ds Max ; there are no other changes. November 27, Corona Renderer 5 for Cinema 4D released! Corona Renderer 5 for Cinema 4D released! Full details on our blog post Read More. Unreal Engine 4 for ArchViz - Thoughts?
The newest topics Finding the Path tyFlow instancing support The most wanted feature? Neon Light samples multiplier significant for certain corona-shaders? Noise like a Smear when Rendering difference in exterior and interior temperatures when rendering color harmony of interior space. Newsletter Subscription Don't miss any latest major news and announcements about Corona Renderer, subscribe to our Newsletter!
Name E-mail Message.Fortunately, Corona Renderer 4 for Cinema 4D is here to let you add those effects into your renders for the ultimate in realism, thanks to the addition of fast and easy caustics. Just as we never stop improving the software, we never stop growing our team, to handle all the ideas we have for the future of rendering. Please say hello to the newest Coronauts in totally random order, no favorites here!
Despite all these recent additions to the team, we are still hiring. Right now we are looking for a Product Manager and for developers, so be sure to check out the job openings if you want to be next to join the team. Corona Renderer 4 was released just one week ago for 3ds Max — we like to keep all our users up to date with the latest version as close as possible! Nothing else changes other than the name! 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? Open full size comparison. 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. Caustics will respond as expected to both displacement and bump mapping, and will work as expected in LightMix any color and intensity changes you make to a light source will affect the caustics from that light source.
This will let you composite the Caustics layer in post, so that you can mask it, make it brighter or darker, and so on. It is highly scene dependent, on many factors, such as: — Are you using reflective caustics only, or refractive caustics as well?
As a very approximate guideline, when including refractive caustics, it may take 2 or 3 times the render time compared to the same scene with caustics disabled. You can now start Corona IR in a docked viewport. You can also move, scale or rotate the object using the regular Cinema 4D widgets right in the IR viewport too, and the usual controls to navigate the camera or perspective view will work directly in the IR viewport as well.
In the VFB, you can also right click to open a popup and then use that to set the focus point for Depth of Field to that point in the image — if IR is running, it will automatically refresh to use this new DOF focus point; for a final render, either complete or in-progress, you will need to restart it to use the new focus point.
Does exactly what you would expect — adds a Fisheye projection mode to the Corona Camera, which has all the settings you need to fine-tune your results to meet your needs whether you are rendering interiors, exteriors, or anything else! It is much faster than the Corona High Quality Denoiser, though not fast enough to use in IR so it is for final rendering only. Scene by Slashcube. As with any AI denoiser, it has some advantages and disadvantages compared to the Corona High Quality denoiser — while significantly faster, it does mean that the AI can generate detail where there was none, and that running it on the same frame twice could produce different results so it may not be recommended for animations.
When stacking materials on an object, the displacement from each material will now be used, giving the intuitive and expected results. Previously, only one displacement map was used, taken from the first material tag in the stack, and all other displacement maps were ignored changes to the offset and tiling of the material tag were respected, but this just resulted in the same displacement map being duplicated with different offsets and tiling.
For example, this new Blend mode makes it easier to overlay labels, decals etc. If you use Opacity to blend between the materials, then displacement will be correctly blended also.
Stacked material tags now use the displacement map from each individual material in the new default Blend mode. Previously, any noise map use in the Absorption, Scatter or Emission channels in the Corona Volume material would only be calculated at the surface of the volume object.When we recently heard about an animation project using Corona Renderer for Cinema 4D, we got in touch with Blauw Films to learn more about it.
Leonardo Verkoelen, the Director of Blauw Films, told us all about it! Matteo Rossi is a freelance 3D artist who uses Corona Renderer for Cinema 4D, and specializes in product visualization — with a particular love of automotive rendering. We had a chat with him about his career, choice of tools, and a recent meeting with Horacio Pagani himself. It has taken longer than we anticipated to move from Beta 1 to Beta 2, but it has been worth the wait!
Some quick highlights are adding the Skin and Hair materials, a scene converter, the UVW Randomizer shader, the Corona Triplanar shader, advanced Bokeh effects, support for the native Layered shader, support for Cinema 4D R20, and more. Life is busy! We also did some rewriting of the internals, for example to bring more stability to motion blur, and we removed the flipping of the Y and Z axis to make fixing bugs easier in the future.
The main purpose of Beta 1 was the implementation of Interactive Rendering. During the development of Beta 1, we updated twice to the new core, first to 1. Read more! And of course there have been a great many bug fixes too. It all adds up to Beta 1 being a quantum leap ahead of the previous Alpha release! Please test the Release Candidate and report any bugs, which will let us ensure that everything is stable and working as intended.
You can report bugs to us on our bug tracker or on the forum. Once thorough testing and fixing of any issues is complete, we will release the final version of Beta 1. Thanks to all our users for your patience and help with testing the daily builds!
The main purpose of Alpha 6 was the integration of new features from the Corona core, and this meant rewriting a large part of the Cinema 4D version. With such a big rewrite, there were quite a few bugs in the first releases of A6, so it has taken a while for us to reach this final version with those bugs resolved! We are pleased to say that is complete and there will be only small changes needed between now and the 1. Nothing says more about what Corona for Cinema 4D can do than the wonderful imagery created by its users!
Read on to view the images! Corona Renderer for Cinema 4D is advancing towards its first commercial release, due later this year. Below you can see the list of the most important changes and improvements.The Rayswitch material lets you specify different materials for different ray types GI, reflection, refraction, direct visibility.
You can use it for example to create materials invisible to camera or not affecting GI, or to reduce or increase color bleeding. The UI of the RaySwitch material is very simple. It lets the user assign different materials to different ray types GI, Reflection, Refraction, Direct visibility. In this example, a blue material is used for direct visibility, a red one for reflections, and a green one for refraction.
Three different materials are used. Likewise, rayswitch map allows for specifying different maps for different ray types. Similar to the RaySwitch material, the RaySwitch map allows for assigning different maps to different ray types.
In this example, different checkerboard maps are used for reflection and refraction of a single material. Three different maps are used within just one material. In this example, the walls are actually white, and only the floor is covered with a red and orange checkerboard texture.
Corona Renderer Helpdesk for Cinema 4D plugin
The overall room gets colored because of sunlight bouncing around. This effect is usually called "color bleeding". Sometimes the color bleeding is not desired. We can easily lower it, or even remove it completely, by using the RaySwitch material.
In this case a grey material was placed in the Global Illumination slot of the floor material. You can however see that the reflections of the floor in the walls is still orange, because only the GI rays was altered. We can also get rid of the orange reflections by pasting the grey material into the floor material's Reflection slot. This way we end up with no visible color bleeding or colored reflections. Note that the image is not physically correct when using a setup like this, since color bleeding would happen in real life.
The preferred way to create background materials backplates is using the Corona Light Material with "emit light" option turned off, however the rayswitch material can be used for background materials as well. The solution is to use a Corona Light Material or Corona Material with self illumination enabled for Reflection, Refraction, and Direct visibility slots, and to leave the Global Illumination slot empty.
This way the background material will be visible directly, in reflections, and in refraction, but it will not cast shadows or affect GI in any way. Furthermore, by changing the reflected or refracted material, additional control can be achieved for example making the reflections of the background in scene objects more or less prominent.
The RaySwitch material can be used to disable shadow casting of an object. To do it, simply leave the GI slot empty. The figure object casts shadows and affects GI. No RaySwitch material is involved.Free Corona materials - Cinema 4D
The figure object has a RaySwitch material applied with the GI slot empty. It does not cast shadows or affect GI in any way.
Caustics can be disabled by placing a material with no reflectivity in the GI slot of a Rayswitch material in this case a completely black material was used.Physically based. Introducing Corona Renderer materials. Our design goal for Corona materials is to make them physically based, yet intuitive, flexible, and easy to set up, without having to tweak unnecessary sampling values and other confusing parameters.
Corona Renderer uses the GGX microfacet model to deliver realistic—looking metals and other glossy materials. This model produces much more plausible results compared to legacy models such as Blinn, Phong, or Ward. Because of our state—of—the—art implementation, using this model does not incur any speed penalty unlike in other microfacet models.
The library includes easy to use functionality such as:. There's also our resources section which contains more high—quality materials from well—known artists and companies. Material previewing uses the same rendering engine as the final frame rendering. Corona Renderer's 2. Historically, there were many algorithms for volumetric rendering, most of which relied on interpolation, fakes, and heavy bias to compute the result.
Even we were surprised by how fast the unbiased, un—interpolated solution could be! Skin is one of the most complex materials to render, with many unique properties that cannot be covered in an all—purpose shader. The new CoronaSkinMtl shader makes it easy to control and adjust the look of the skin, and renders fast and efficiently with realistic results.
This makes its UI extremely simple: just set up the scattering and absorption properties for Volumetric mode for liquids, glass, clouds, etc. Combined with the Corona Distance map, the possibilities are endless! Once again, even if you have never rendered hair or fur before, you will get great results even from the defaults. 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. Dispersion also works with Caustics.
Corona Renderer comes with many useful maps that you will soon find indispensable, such as Ambient Occlusion, UVW randomization, Multimap, Triplanar mapping, and more.
This flexible map can be used with Corona Scatter to easily achieve effects like keeping paths, roads, etc clear of plants and trees, and can also be used for creative effects such as adjusting materials based on distance to place ripples around an object in water, to cause objects to start glowing as they move close to each other, and more — it really is only limited by your creativity!
In the example below, the ground with water included and log were brought over from Quixel Megascans. By using the Corona Distance Map to add extra displacement around the log, blended with the original displacement from Megascans, we can give the effect of ripples specifically around the log. Best of all, since this is procedural, if you move, scale or rotate the log object in the scene, the displacement effect will update automatically. This is easy to set up in Corona, with options that let you leave some materials such as portals, glass, or light materials unaffected by the override.
Get the demo. Back to Features Next: Distributed Rendering. Don't miss any latest major news and announcements about Corona Renderer, subscribe to our Newsletter! All rights reserved. Buy now! Materials Accurate. Materials The Corona Material Our design goal for Corona materials is to make them physically based, yet intuitive, flexible, and easy to set up, without having to tweak unnecessary sampling values and other confusing parameters.
Material Preview Material previewing uses the same rendering engine as the final frame rendering.