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Messages - TomG

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Minor fix for a problem with a particular, newer version of Cosmos. We were going to wait for Corona 10, but as more people updated their Cosmos, it became a more immediate problem, so we released the HF. It still wasn't that many affected, and if someone was affected they'd report a problem, and we'd tell them the solution of downloading the HF3. Meantime if no-one is experiencing issues, there was no need for them to update to HF3 with 10 being so close, hence no announcement.

[Max] Feature Requests / Re: Mapping source for CBitmaps
« on: 2023-06-04, 16:46:02 »
It's more confusion on what functionality people want rather than on what mapping source does - the biggest request that we've seen is to control the tiling in one place, and there is now a solution for that. For controlling things like offset, filtering, etc. we've not noted many requests to be able to do that. We can leave this here for consideration with 11, as it is too late to add it in for 10 :) Meantime folks can tell us how many of y'all want/need/would like controls for those other bitmap parameters.

Hi all! We've already decided to revert to the previous, original way of naming. There was a lack of consensus among users on what would work, a general dislike for "CAO", and the 'problem' it solved was pretty minor. Plus it would potentially confuse new users because all our videos and tutorials would not look the same, and it wasn't a major enough change to justify that on top of everything else.

[C4D] Daily Builds / Re: Scattering on scatters Playground!
« on: 2023-06-02, 18:02:25 »
Hey TomG,
scene is attached above =)

Ooops, I didn't spot it nestled between the images - sorry about that, and ty for including it!

TY for reporting, known issue, should be resolved in the next daily (due to code changes to allow importing of IES lights from Cosmos, which are new in Cosmos) PS if you have an important need this functionality, rolling back to the previous daily should resolve it.

[C4D] Daily Builds / Re: Scattering on scatters Playground!
« on: 2023-06-01, 20:04:08 »
We'd need to see a screengrab of your scene setup, to ensure you have set everything up correctly (or the scene itself).

[Max] General Discussion / Re: Corona 1.3 Benchmark
« on: 2023-06-01, 20:02:29 »
The old Corona Benchmark is not intended as a temperature/stress test for a machine, and the rendering code has changed a lot since 1.3 - for example, Denoising was introduced in Corona 1.4, and Denoising is known for taking full advantage of what a CPU can do (and thus, because the CPU is working at its maximum for an extended period, will see higher temperatures). To be honest, poor optimization would likely cause lower temperatures as the renderer will not be able to perform as efficiently, if anything :)

So long as 92 is within the thermal tolerances for your CPU, then there is no problem - and if that is outside the tolerances, it would be wise to check the cooling (is it mounted properly, is the thermal paste properly applied, is it recommended as sufficient cooling for that CPU, etc.)

[Max] Feature Requests / Re: Mapping source for CBitmaps
« on: 2023-06-01, 14:02:40 »
This is done in Corona 10 for MappingRandomizer, Triplanar, and ColorCorrect via accepting multiple inputs and sending out multiple outputs.

For sure, we've made a note for the video tutorial too :)

There's no such thing as hotfixes for a daily, just the next daily :)

Opacity in decal material serves two purposes if Affect is on (which it always was prior to Corona 10):
1) Mixing with the base material
2) Changing base material opacity

This results in opacity 1 being solid, with decal material, and opacity 0 also being solid but with base material, while in between is a blend of both PLUS a change in opacity overall.

To control overall opacity separately, you should set the Mask Source from "Map" (from Shader, in C4D) rather than from the material's Opacity channel. Hope this helps!

It's not reflection, it's the opacity - I placed a red cube behind the object, and a blue cube in front of it, and you can see the red cube through it but no reflection of the blue cube.

From what I can see, this is expected - the decal has opacity, it's replacing the opacity of the original plane, so now you can see through the plane based on that opacity.

PS - if you are using Corona 10 daily build, you can disable "Replace Opacity" which I think may be the effect you are looking for.

[C4D] Daily Builds / Re: lister as in max coming?
« on: 2023-05-31, 00:16:09 »
And also see this, if you want to download Corona 10 daily builds, you can try out the first implementation of the Lister in today's daily:

[Max] I need help! / Re: light include only decals
« on: 2023-05-30, 19:54:55 »
I am not 100% sure of what you mean - do you mean you want the decal to emit light (while the rest of the object the decal is on does not)? If so, using Self Illumination in the Corona Physical Material does that. If that's not what you meant though, let us know!

TY for the extra info and follow-up on what happened with an alternative approach! Not deleting, to leave it for anyone else with a similar issue.

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