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Messages - houska

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16
[C4D] General Discussion / Re: Traslucency mix textures
« on: 2020-04-24, 15:53:15 »
This looks like work of some AI denoiser. Have you tried disabling the denoiser or using the Corona high quality denoiser?

17
Why Cinema 4D is so far behind?

In development compare 3ds max vs cinema 4d.

Hi, this is only an overview of the most important changes in the V6 version. But I agree that the difference between the C4D Roadmap and Max Roadmap can be confusing, so I added all the relevant entries into the C4D Roadmap. It should be up-to date as of now.

18
[C4D] I need help! / Re: C4D not using full CPU frequency
« on: 2020-04-23, 17:45:07 »
This is strange, because it's 1000Mhz difference only for two cores. The rest of the cores shows only a difference of 400Mhz. I'm looking at the processor specification here: https://www.intel.com/content/www/us/en/products/processors/core/x-series/i9-9940x.html and it looks like the maximum TurboBoost frequency is 4.5Ghz, so those 4.8Ghz look as some mistake.

19
[C4D] I need help! / Re: C4D not using full CPU frequency
« on: 2020-04-23, 14:35:53 »
This looks like automatic underclocking performed by the CPU itself due to use of the AVX instructions. Without them, you might have a higher CPU clock rate, but less effective floating-point calculations, so even with lower clocks, there's a good chance your CPU is doing more work because of the specialized instructions. Don't be bothered with it as long as you're getting good performance in terms of noise converging fast and as long as all your cores are utilized at 100%

20
Or render only half of the image at a time and stitch them together in PS... :)

I wouldn't recommend that, because the stitching might be an issue, unless you somehow overlap the images.

21
If increasing the resolution causes your RAM to run out, it might be caused by too many render passes. Could you maybe reduce the number of the passes and try to render that? You could for example split the project into two versions before rendering, with each version having one half of the passes and then merge them afterwards in post.

22
Hi Chris!

We've since the time of that post spent some time fixing the issues with Proxies, so there are good chances that the situation is now much better. For one, we fixed the responsiveness of the UI when using larger numbers of Proxies. I can only suggest you try the Proxies again and see if they work to your liking now.

23
Hi everyone! We wanted to update you on what we're working on for the next daily build. As well as letting you know what we hope will be in the build, it will also be an insight into why things have taken us longer than we expected - we appreciate your patience.

Please remember these are plans only - work is ongoing and unexpected things can come up at any time.

  • We're working on including the new Core of Corona 6. Big changes there are that it will introduce the new Adaptive Environment Sampler, which totally removes the need for portals (basically, less noise in less time, without having to set up portals).
  • The new Core also makes things more portable between applications. In other words, in time it will allow greater compatibility between 3ds Max and Cinema 4D versions of Corona. This should help making the Corona Material Library available in C4D in the future.
  • We're working on adding the Corona Volume Grid. However, it requires a re-write - in 3ds Max, it is dependent on some parts of the 3ds Max code, and obviously we have had to "unentangle" it from any Max code so that it is self-contained. This has been a little more work than we anticipated, but it is progressing well.
  • Cinema 4D S22 was released, and we've set to work on that. We hope that it is mostly just a change to the installer rather than Corona code itself, but we want to make sure this is future-proof for when R22 comes out, and we're also looking into some materials showing as black in the new viewport. We should know more soon on whether we want to hold back the release for S22 until those black materials are fixed, or get S22 compatibility out there quickly and fix any outstanding issues later.
  • We've been working hard on the Node Editor for some time, and it has taken us longer than we expected - but it was a big task. We believe we are almost finished work on improving this! It's an almost total rework to the Shared Shader that underlies how the Node Editor allows sharing of shaders and materials. This should solve problems such as:
    • Some shader stops rendering, or renders only in the viewport but not in the VFB
    • The overall stability of the Shared Shader will be improved
    • The native Texture Manager should work without problems
    • And, it should reduce problems with Undo and Redo (which may have been causing problems in scenes with Shared Shaders, even though that may not have been obvious it was the cause).

Sorry that we can't give you an "expect the next daily on such-and-such a date" - for the last few weeks, we've been thinking we are close to release and will be set by the end of the week, but have always uncovered some additional major work required. We will release the next daily as soon as we can, though - and meantime, we'll keep you updated on what we are working on, and anything that is causing us unexpected delays.

24
Hi, is this happening with all .ies profiles or just with some specific ones? If the latter, could you share the problematic .ies with us so that we can test this?

25
[C4D] General Discussion / Re: shadow catcher
« on: 2020-03-18, 19:56:16 »
Hello!

If I understand correctly, you should have a look at the Corona Tonemap Control shader. It allows you to select, which post-processing effects will be applied to the shader. In its default settings, all post-processing effects are disabled, so to solve your issue, you just have to add the Tonemap Control shader into the self-illumination slot of the backplate material and insert your HDRI image as a subshader of the Tonemap Control shader.

26
[C4D] I need help! / Re: Materialpreview Scene
« on: 2020-03-18, 19:16:45 »
Hi! The scene file is not saved anywhere. We just take the selected material preview scene, take the object named "Object" or "object" from it, add the checkered background and some lights and render it! This way, you can use your custom or third-party preview scenes. For example, I just tried V-Ray material preview scenes and Corona can use them without any trouble.

27
Hey everyone!

We finally updated the information in the changelog post with changes from the Corona rendering core:
https://forum.corona-renderer.com/index.php?topic=28018.msg164943#msg164943

28
It shouldn't matter if you multiply all light sources (lights, emissive surfaces, HDRI) with the same coefficient.

29
[C4D] I need help! / Re: Corona lights creating shadows
« on: 2020-03-11, 10:01:54 »
Hi, try using the "Occlude other lights" option, that should help you!

30
Yeah, we tried again and weren't able to make it freeze anymore. If there are any specific conditions, under which it freezes, we would be grateful to know them.

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