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Messages - steppes

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Any news here?


No, I know how to use a b/w picture in opacity 😜

What I meant was how to use ONE picture with RGB and Alpha Information (f.e. PNG) in color slot (RGB) and in opacity (alpha).

But I figured it out! It’s about the alpha output in the bitmapshader… never used this before🤪.

Thank you!

[C4D] I need help! / How to load opacity from Alphachannel
« on: 2023-05-17, 09:07:55 »
Hi all,

Cinema 4D native material identifies an images alphachannel, when placed in the textureslot in the Alpha-Section of the material.

How can I achieve this in Corona materials? When loading an image with alpha channel (RGBA) into opacity I get the opacity of the RGB not of the A.

Thanks for help!


[C4D] Feature Requests / Re: OSL SHADER...long time waiting
« on: 2023-05-16, 14:24:42 »
come on:


[C4D] I need help! / Re: How to use...
« on: 2023-03-24, 10:28:21 »

no, there is specific reason. First I dindn't knew how these colorfour Textures work - now I figured it out and know how to handle them. Either separating in PS or via Shaders as Lollolo mentioned... But these maps seem to be the new hot S***.

Thanks fpr help

[C4D] I need help! / Re: How to use...
« on: 2023-03-24, 09:10:58 »
I figured out, that this one colourfull map contains AO, metallic and gloss in RGB chanels. In Photoshop one can build his own maps... Or can we seperate the RGB chanels via a shader in Corona?

[C4D] I need help! / Re: How to use...
« on: 2023-03-24, 08:51:43 »
for example:

click on the burger menu right near the purple dornload button.

These maps seem to contain several information and I think they come from UE and/or unity.

[C4D] Feature Requests / Re: Normal Maps - which dircection
« on: 2023-03-24, 08:28:21 »
ok, thanks!

[C4D] I need help! / How to use...
« on: 2023-03-24, 08:21:01 »
...these kind of maps?

These map include AO, metallic and roughness information.

Thanks for help.

[C4D] Feature Requests / Normal Maps - which dircection
« on: 2023-03-23, 07:55:49 »

There are two ways to interpret normal maps (Y up or Y down) and it is very hard to identify what kind of normal map ons has. You guys always say "flip Y", but this seems not always right.

I there a way to implement something in corona helping finding out what normal map is used?

and by that, the wireshader would not show the triangles but a clean mesh

Please find the attached Picture.

I don't want the AO (or wireshader) on the cylinder (see phongshading on the right hand side) but only on the top part.

Phongshading is restricted by phongtag, so should the AO or wire shader.

In additon to that a restriction to an edge selection would be nice

Hi Team,

it would be nice to have the possibility to restrict the AO- and the wire-shader with the phong-angle.

will try tomorrow

but the picture-viewer is empty, when sending the finished render to c4d. I normally use this, when I correct bloom and glare and resave the psd.

I havent tested in Corona 10.

Is there a way to fixit in Corona 9?

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