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Messages - JPeters

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[C4D] I need help! / Re: Displacement blending logic
« on: 2023-01-05, 09:18:07 »
Hi guys,

Both are good suggestions and I will give them both a shot.

As for the Corona Decal, up until now I didn't have a convincing use case for it as the only thing I wanted from it wasn't working: When I apply a decal, I want to be able to draw a correct/accurate mask from it using "Material ID" but that didn't seem to work when I tried it. This also doesn't work for "flat" projection textures as the mask of the material ID will simply be all black.


[C4D] I need help! / Re: Displacement blending logic
« on: 2023-01-04, 10:27:30 »
Hi Beanzvision,

Thanks for checking in, but my question is specifically why the blending *doesn't* seem to work.

In my attached picture, the subtle the displacement on the fabric texture is not blended at all into the displacement of the white area.
When I put the displacement of the white area *under* the fabric texture, the entire displacement of the logo disappears/is ignored.

With displacement blending I would expect the engine to blend the displacements as they are, that is to say say you have two materials:
- Mat1 with displacement of -0.1 / 0.1
- Mat 2 with displacement of -0.4 / 0.1

Blended displacement should then become -0.4 / 0.1 with both Mat1 and Mat2 displayed at their former strength.
However now there is always at least 1 displacement that seems to be toned down intensely or simply vanish.

Please note that in my example in the first post, these materials are layered via multiple texture tags. The fabric pattern is UVW projection based and the logo is a flat projection on a poly selection.
I want the displaced logo to remain the same "strength" and the displaced fabric as well when I stack materials. I don't want/expect the final displacement result to be 50% of each.

As it's impossible to combine both materials into 1 due to their different projection methods I'm stuck with having to layer them in multiple texture tags but then the displacement always seems to be a softer hybrid of both of their displacements rather then both being at their full original strength.

Or perhaps next to the "blend" option there should also be a "combine" option that makes sure that multiple displacement maps (when using multiple texture tags) do not lose any of their individual strength?


[C4D] I need help! / Re: Displacement blending logic
« on: 2023-01-04, 09:37:13 »
Devs? Anyone?


[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.

And if all else (modifiers) fail, just poly-modelling it usually fixes all the errors, but it takes a bit more time :)

[C4D] I need help! / Re: One model with multiple UV sets
« on: 2022-12-12, 09:02:15 »
Hi Bnji,

Thanks for the reply, to make my question more concise:

My model has 2 UV sets, UV1 which is the HD (multiple UDIM's) UV's for the textures and UV2 which is a single UDIM for the grooming.
I would like my skin/eye/nails shader to use UV1 and my hair styling/grooming object to use UV2.

How do I get this to work?
As I mentioned setting the Corona Bitmap material in the hair object to enable "Override UVW" to a different UVW channel does not seem to work...


[C4D] I need help! / Re: One model with multiple UV sets
« on: 2022-12-08, 11:48:00 »
Friendly bump for this question.

Absolutely awesome, will be looking forward to a fix :) Thanks for the info.

Hi Beanzvision,

Thanks, that is good to know!

Unfortunately though we do not run Daily Builds on our render farm, only release builds and hotfixes.

Can we expect this in a hotfix for the current version of Corona?

Hi Bnji

Thanks for getting back on this, hopefully it will be fixed in a fashionable timeframe :)

Hi Bnji,

Lovely, thanks for following this up.
Will be looking forward to what you find out.

Fair enough :) Should have indeed done that.


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


Hi Beanz,

Thanks, I was really hoping this bug was fixed by now :) Can you tell me if it's slated for the first hotfix or not?
Since I already reported it 6 months ago for Corona 8 and it hasn't been addressed in that one either.

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?


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