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Topics - JPeters

Pages: [1] 2
1
[C4D] I need help! / Displacement blending logic
« on: 2022-12-16, 13:56:28 »
For the life of me I can't figure out the logic in displacement blending in Corona (developer experimental tab).

One would expect that if two shaders on an object have displacement, that both displacement maps are blended over eachother to combine them into one, but this does not seem to be the case.
I've attached a small cutout from a render of mine, unfortunately due to NDA I can't provide a bigger slice.

The fabric on the left side has subtle displacement, a kind of mesh pattern and the logo on the right (white area) is purely displacement and a white color.

In this render I would expect the mesh displacement pattern to be visible on the white color as well but it's not present.
When I place the displaced logo shader under the fabric shader, the logo displacement is not visible.

It doesn't look like it's blending anything, what am I missing? C2023, Corona 9 

As a bonus, I've got a transform in the layer shader of the pattern inside the logo to match the size, but the transform seems to be completely ignored also.

2
In earlier versions of Corona when you hid the Corona Light in the viewport (by making the top visibility ball red), it was disabled in the viewport in terms of light emission when using Gourraud Shading.
This was useful because otherwise you need to actually disable the light (like is the case now) to achieve the same effect, but then it's also disabled in the render.

Can this (what I hope to be) a bug be investigated?

Cinema 2023
Corona 9

Cheers!

3
Hi there,

It seems this and this bug and this is back in Corona 9.
Yet again it seems that the corona camera tag is not passed to the clients of the renderfarm and no post is applied.

Cinema 2023
Corona v9
Team Render (Web Interface).

When we render an images on our internal renderfarm we run into the following issue:
- When a single image is split over multiple machine, it seems that the Corona Camera tag is completely ignored.
- When we render the same image on a single machine, the camera tag is properly applied.

This is a bug that was fixed before but it seems to be back again?

Can we get someone to look into this please?

Cheers,

4
[C4D] I need help! / Python remove render region in VFB
« on: 2022-10-03, 16:08:07 »
Hi guys,

For an in-house tool/plugin I'd like to be able to remove the Corona VFB render region selection if it's enabled.
In the vprendersettings.h I've found the following two calls which seem to be for this purpose:
CORONA_SETTINGS_RENDER_REGION         = 3024,
CORONA_SETTINGS_RENDER_REGION_ENABLED = 3025,


When I try to apply these to the render post however, nothing happens.

What am I missing? Any pointers on how I can achieve a disabling/deletion of the render region in a file via Python?

Cheers,

5
[C4D] I need help! / One model with multiple UV sets
« on: 2022-07-22, 15:40:39 »
Hi there,

I've got a question related to multiple UV sets on a model, in this case combined with corona hair.
On the cheetah model I've made, I've got two UV sets:
1) "HD" set with 8 UDIM's for high resolution displacement and texturing on the skin and potentially the color of the fur.
2) "SD" set with 1 one UDIM specifically for grooming purposes, so for the kink, fizz etc. maps.
These tags are both on the model, HD first and SD second.

I want the maps in my corona hair material to look at the 2nd "SD" UV set, not the primary "HD" set. I thought that I needed to go into the Corona Bitmap material, enable "Override UVW" and then set the "UVW channel" to 1 (1 being the second UV tag, 0 being the first).
This does not seem to work as expected. If I set "UVW channel" to 0, it uses the HD UV's but setting it to 1 doesn't use the SD UV's.

My question is, is it possible to use multiple UV sets like this and if so, how? The description under the FAQ for Corona Bitmap is very sparse and does not explain these parameters.

Cheers,

6
Hi there,

A colleague of mine asked me to bring this to you attention.
It appears that the UVW Randomizer Shader [UVW Randomizer] changes the distribution every time you render or open the scene, this gives inconsistencies between the material approved by the client and the final renders afterwards.

Is this a bug or a feature? We'd expect the distribution to remain the same until you change the seed number.

Cinema R25
Corona 8 (tested in RC, not Hotfix 1)

Kind regards,

7
Hi there,

Got a quick question, in the plugin directory=>corona=>res=>description=> are a lot of .h files that contain useful synstaxes.

Let's say that from the "prefscorona.h" I'd want to use the synstax "PREF_CORONA_CORE_VERSION".

How do I actually write that in code in the script editor to use it?

c4d[PREF_CORONA_CORE_VERSION] doesn't work
c4d.[PREF_CORONA_CORE_VERSION] doesn't work
[PREF_CORONA_CORE_VERSION] doesn't work
etc.

Normally I would use these kinds of syntaxes on an actual object, so on for instance a corona light object to get the intensity.
But for the life of me I don't know on what kind of object to apply this syntax.....

Cheers,

8
Hi there,

After updating to Corona version 8, a load of our custom plugins have suddenly started throwing errors and it seems a ton of Corona commands were changed in this version.

For instance accessing the Corona Camera tag before could be done with this:
Tag[c4d.CORONA_CAMERA_INTENSITY_OFFSET] = 0.0

Now, this has become SimpleExposure[2017] but putting that in the tag like this throws another error:
Tag[SimpleExposure[2017]] = 0.0

Is there documentation on how to use these commands now?


Also the Tone Mapping in the render settings is now a separate menu accessible via "Configure", but how do we access the contents of this menu via python?

Another one is for instance light materials, before you could access parameters like this:
[c4d.CORONA_LIGHTMTL_EMISSION_COLOR_LEVEL]

and now this needs to be:
[c4d.CORONA_LIGHT_MATERIAL_EMISSION_COLOR_LEVEL]

=====

So in short, is there documentation somewhere on how to access the camera tag information via python and how do we access the contents of the tone mapping window in the render settings via Python?


9
Hi there,

It seems this and this bug is back in Corona 8.
Yet again it seems that the corona camera tag is not passed to the clients of the renderfarm and no post is applied.

Cinema R25
Corona v8
Team Render (Web Interface).

When we render an images on our internal renderfarm we run into the following issue:
- When a single image is split over multiple machine, it seems that the Corona Camera tag is completely ignored.
- When we render the same image on a single machine, the camera tag is properly applied.

This is a bug that was fixed before but it seems to be back again?

Can we get someone to look into this please?

Cheers,

10
Hi guys,

Just a quick question, is there a list or page somewhere that lists the proper Python commands to create Corona lights or cameras etc.?

With "proper" I mean not "c4d.CallCommand(1032104) # Corona Light" but rather something along the lines of "c4d.BaseObject(c4d.Ocamera)"

Thanks!

11
Hi there,

Seems like we found another one.

Cinema R23
Corona v6 Hotfix 2
Team Render (Web Interface).

Last weekend we rendered a large set of images on our internal renderfarm and we ran into the following issue:
- When a single image is split over multiple machine, it seems that at least "Highlight Compression" in the Corona Camera tag is completely ignored.
- When we render the same image on a single machine, the camera tag is properly applied.

I said "at least" in the first sentence because perhaps the entire camera tag is ignored (again). This is a bug that was fixed before but it seems to be back again?

Can we get someone to look into this please?

Cheers,

12
Hi there,

We've encountered a rather serious problem it seems when using Corona with a UDIM texture format in combination with the web based (team)render-farm. The model has only got the texture of UDIM 1001 applied on all subsequent UDIM's (1002,1003, 1004 etc.) which makes it come out wrong.
This bug happens when you have a single image rendered split over multiple render clients. I am still in the process of verifying if this also happens when you have an image rendered on a single machine of the renderfarm.

We're using Cinema R23
Corona version 6 Hotfix 2

When you render the same exact scene in Cinema R23 on a single machine, it comes out fine and all UDIM's work as they should.

Is it possible for someone on your side to look into this please?

Kind regards,

13
Hi,

With last versions of the daily builds cinema crashes in combination with a simple hair object.
This happens under Big Sur - Pentium chipset - R23 and S24
Simple sphere + corona hair object. Interactive render crashes on activation.
The vfb renders crashes sometimes but is highly instable

Cheers!

14
Hi guys,

We've got an issue which has been present for quite a long time now (in Corona 6).

At the moment we are using the render server (web client) in our office and have a number of machines hooked up to it to run jobs.
When we queue render jobs with multiple frames (2 or more) per job, you can start all of them and they'll work fine.
When we queue render jobs with single frames (that split over multiple machines to render) we can only start 1 job at a time. If we start a second of these jobs, the render server client instantly crashes.

This is a rather serious issue which I've already made a ticket about 3/4 of a year ago and TomG acknowledged there was an issue. However this issue is still present at this day and it's causing severe delays as artists have to sit and keep an eye on when jobs finish, so they can start a new one.

So in short:
You can start multiple jobs that render multiple frames fine, but as soon as you try starting multiple jobs that each have one frame, the render server crashes.
You can start 1 job with 1 frame and next to that multiple jobs with multiple frames as well, so the issue is purely with scenes that have 1 frame.

OS: Mac OS version 10.14 / 10.15
Corona 6 Hotfix 1


It would be really nice if this rather serious issue could be tackled in a timely fashion as it's taking up a lot of our time at the moment as well as wasted render farm capacity.

Cheers,

Joep

15
Hi there,

I'd like to bring to your attention a rather serious lighting bug which happens on external (web interface) render farms. This bug manifests when single frames are rendered on multiple machines and what happens is that both Corona Sun *AND* Corona Sky (improved sky model but also other models in earlier versions) seemed to get decreased in strength.
We've experienced this bug in multiple Corona versions now and hoped it would be addressed in Version 6.0 but that still does not seem to be the case.

Since the lighting is different and the whole process of a render farm is to speed up the rendering process, this is quite the handicap.
The only viable solution at the moment is to, even if you only want to render one frame, create at least 2 frames in your scene so a single machine will render each frame. Rather then frames being split over multiple machines if you only render one.

Below I've attached two images showing what I mean which also contain the relevant information to the scene/situation.
It's an image showing the light mix of both the Sun and the Sky separately.

This happens with *ALL* scenes, newly created and old and in multiple versions of Corona (as it's been happening for a while).

Would it be possible for someone at your end to please look into this and potentially address the issue (or explain the solution) in a timely fashion?

Kind regards,


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