Study Program – Corona Renderer Course


The Goal of this module is to deepen the knowledge of Corona Rendering, starting from the basics up to covering a wide range of concepts and tools that the engine makes available.

Files & Software:
– Corona Renderer 7
– 3ds Max (2016 is the minim accepted version)
– Scenes included: all those visible in the previews
– Get the RI – Corona Engine Certification

INTRO 2′ 50”
Introduction to the Corona Render module and its philosophy
Why this engine is just perfect for Archviz

01 5′ 30”
Render settings: all focused in a few practical controls
Interactive rendering for tests and 2 and 5% thresholds for the final render

02 3′ 20″
Denoiser: Basic concept and time / noise correlation
When and how to use it to significantly reduce rendering times

03 6′ 40″
Render tools: a series of tools that allow you to speed up production
The power of the Region Render, Interactive, Resume and Render Select.

04 5′ 10″
Corona Cam: technical aspects of the Corona Camera
Properties and differences in exposure control with Global, Simple EV and Photographic ISO

05 4′ 40″
Depth of Field: What it is and what conditions make it visible
How to vary the focus point and easily manage the DOF working at fixed exposure

06 5′ 30″
Motion Blur, Bokeh effect and how to improve render times
adjusting the GI / Antialiasing balance of Corona

07 8′ 40″
Simulation of natural light using Corona Sun and HDRI maps
Pros and cons of the two lighting solutions

08 5′ 40”
Artificial lights A: Power / size relation and basic shapes available for light sources
Simulation of photometric curves with the use of IES files

09 6′ 20″
Artificial lights B: Manage the color of the light and the relation between source / shadow size
Light simulation using the Corona Light Material

10 6′ 50″
Virtual Frame Buffer (VFB) A: the relevance of post production and highlights
Differences between Highlight Compress and Filmic Highlight

11 7′ 30″
Virtual Frame Buffer (VFB) B: Counterbalance the loss of detail in black tones
LUT, Bloom & Glare and more considerations about the Denoiser

12 8′ 00″
Light Mix: Manage this powerful tool to control lights in post production
How to optimize its use in your workflow and combining it with the Denoiser

13 5′ 30″
Displacement A: Definition and practical application in a red brick wall
Using Screen Size and all the differences with the World Size option

14 4′ 20″
Displacement B: Use it for towels, rugs and coffee beans
Autobump concept and how to set Screen Size to manage detail differences

15 8′ 30″
Scatter A: How to scatter numerous objects on a surface
Control of the variations of rotation, density, height and frequency of each single object

16 6′ 50″
Scatter B: Distribution of objects on splines and in 3d volumes
How to control the Scatter, modify objects and orient them correctly on a surface

17 7′ 10″
Caustics: How they are created and how to simulate them in Corona
Set the good wave and how to calculate caustics in a separate image

18 6′ 00″
Proxy: what they do and how they improve the viewport experience
How to export to Proxy, modify them and eventually reassign their material

19 7′ 10″
Volumetric Light: How to create an environment that can simulate it
Relation between Vlumetric light and Directionality. ‘Enviro Distance’ setting

20 4′ 50″
Virtual Reality (VR) A: Introduction and concepts of spherical / cubic mapping
How to set up a VR camera and display 360 ° images and 3D Strereoscopy

21 5′ 00″
Virtual Reality (VR) B: Spherical / cubic maps comparison and introduction to Layama
Create correct paths for Layama and export the Virtual Tour for a web page

22 7′ 30″
Materials Library: How to enjoy the incredible Corona’s Material Library
Use of the World size and simple editing to adapt the materials to your needs


The Goal of this module is to deepen the knowledge of Corona Renderer Materials, starting from the basics up to the optimized materials, covering all the cases relating to interiors, with reference to lighting.

01 7′ 40”
The simulation of materials has a main actor: the Corona Material
Let’s see how to recreate plastic, glass, and how to simulate its internal dispersion

02 7′ 50″
How to simulate different metals, colored and with variations of anisotropy
Let’s set the Color Picker tool to make easier color selection

03 9′ 25″
Analyze real reflections and create maps in Photoshop to simulate variations
Then we get hyper-realistic reflections with special maps

04 7′ 30″
Thanks to Corona Physical Material we can quickly create many materials
Let’s deepen its use and the concept of Roughness

05 7′ 33″
Understanding offset percentages to avoid repetitions
How to use ‘step’ to randomize composite textures (collage)

06 7′ 10″
Use Randomizer in a single mesh, translating the texture horizontally
When it is convenient to use Randomize each tile

07 7′ 50″
The ideal is to randomize multiple textures, for this we have Multimap
This excellent tool can also help with single textures

08 7′ 35”
Create detailed materials by taking advantage of the Layered material layers
We simulate a worn floor and the cover of an ancient book

09 7′ 15″
Comparison between normal lights and Corona Light Material
How to combine lights and simulate displays and backlit backgrounds

10 9′ 35″
Direct sunlight often produces dominant colors, which can be a problem.
We solve with RaySwitch, which we will also use to solve ‘Fireflies’

11 5′ 05″
The simulation of translucency varies depending on the type of object.
In this lesson we talk about materials without volume such as Leaves, Curtains, Paper.

12 6′ 22″
Activate the Subsurface Scattering (SSS) functionality for translucencies in volumes
Let’s take advantage of the absorption properties to correctly create a colored glass

13 8′ 30″
The importance of chamfered adges and the simulation with the Round Edges
How to use Ambient Occlusion to create edge erosion effects

14 10′ 50″
Simulate fabrics with the Fall off and ‘Sheen’ maps
Use Corona Scatter to verify the effect of microfibers


The goal of this module is to deepen the Photographic approach and Lighting techniques.
This module is currently in production – Extimated release date: 15 October 2021

Important – Many courses simply show how to use Corona and HDRI, Corona lights etc. In ‘Realistic Interiors‘ all these topics are included in Module 1. Conversely, in this module we will deal with Art and the concepts of Photography & Lighting, which I have been teaching from years in Masterclasses, Conferences and Universities. (Render engine used: Corona Renderer)

Chiaroscuro is the only real goal to be achieved
/ Work in progress

How it works and how to understand the Hierarchy of Lights
/ Work in progress

Applying the Hierarchy in a real scene
/ Work in progress

How to create a soft natural Lighting
/ Work in progress

How to create a night mood
/ Work in progress

More complex lighting structure for night renders
/ Work in progress

Control the scene with the Manage Scene States
/ Work in progress

Natural Lighting is large spaces
/ Work in progress

Night Lighting in large spaces
/ Work in progress

The Inverse Square Law in photography
/ Work in progress

Inverse Square Law application in Renders
/ Work in progress

The power of Reflections
/ Work in progress

Where and how to place correctly highlights
/ Work in progress

Consistency of lighting when adding characters in the scene
/ Work in progress

How correctly add and illuminate backdrops
/ Work in progress

Realistic Interiors is an official Corona Renderer Course

By participating in this course you will be able to obtain an original Corona User Certification, and you will also be able to understand and manage different lighting situations, using photographic lighting techniques.

Start learning Corona Renderer today.