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Topics - JPeters

Pages: 1 [2]
16
Hi there,

We've noticed that occasionally the specular part of a shader, when using "layer" to make a shader, breaks.
There is no consistency when it happens as the same scene can render fine on one machine but break on a different machine (same Corona version, same Cinema version, same texture locations).
When rendering on our internal render farm (using Teamrender and the web interface) it also breaks occasionally.

The only thing that helps is to duplicate the shader, empty out the "reflection" tab of all parameters and completely rebuild all the parameters from scratch with exactly the same texture(paths). Afterwards it works fine.

We've been using these shaders for 1,5 years (since we are working on a multi year project of a series of products) and they always work fine, but when installing Corona v6 (daily build the 30th) they suddenly break occasionally.
Also, the same shader in a different product scene from the past might work while it breaks in another.

Cheers,

17
Hi there,

We are running into an issue using Corona (both 5 and the latest (June 30) daily build of 6) with a team render server+clients setup.
The problem is as follows:

When we try to render a C4D scene that has 1 frame (So it splits the one frame over multiple machines), the entire render server crashes. When we restart the render server, the job we just started is indicated as "complete" without results.
If we have started multiple projects, it will be rendering a different project from the one we started when the server comes back online.
We are trying to render one frame on multiple machines to speed up the rendering process.

When we take the same exact scene, give it 2 frames (so it will render 1 frame per client), the render server works fine and there are no problems.

When using Corona 5, when rendering 1 frame on multiple machines, even when it finishes, there is a color difference (looks like different exposure or if some lights are switched off) in the image which does not happen when we render the same frame on 1 dedicated machine. (All machines are running the exact same Corona version so this can not be the issue I imagine)
When using Corona 6, when rendering 1 frame on multiple machines, there is no color difference anymore (All machines are running the exact same Corona version so this can not be the issue I imagine)

When using Corona 5, when rendering 1 frame on multiple machines, if you start a job like this, the render server crashes. (All machines are running the exact same Corona version so this can not be the issue I imagine)
When using Corona 6, when rendering 1 frame on multiple machines, you can start 1 job safely but as soon as you launch a second job the render server crashes. (All machines are running the exact same Corona version so this can not be the issue I imagine)

=====================

I've attached the bug report zip of the latest crash with Corona 5 (I believe) called _BugReport.zip which is the crash that happens when you try to launch any job that splits over multiple machines.
I've also attached the bug report of the latest crash with Corona 6 (30 June) called _BugReport_Corona6.zip which is the crash that happens when you try to launch more then one job.

As I said it happens with multiple Corona versions.

This is a rather serious issue for us as we render a combination of animation but also high res single images most days and having the render farm crash all the time is rather frustrating.

Cheers,

Joep






18
[C4D] I need help! / Corona hair bunches hair around guides
« on: 2020-03-05, 13:46:07 »
Hi There,

Last week I started on a project using corona hair driven by various texture maps for density/length/kink/fizz etc. and I'm running into an annoying issue.
If you look at the image you can see that it creates clusters of hairs for some reason near the guides, rather than spreading the hairs out "evenly".

Corona 5 hotfix 2
Cinema4D R21
Distribution = Polygon Area
Cloning = Off
Density is controlled by a greyscale texture from MARI (linear) and levels are 8.

I've fiddled with pretty much all settings but none seem to want to spread out the hairs more evenly.

Also I did try the "minimum spacing" but this just reduces the number of hairs in a cluster while vastly increasing the render times so it's no option really.

Anyone got experience with this?

19
Hi there,

Got a simple request really, when disabling shading in the multipass tab to render only masks, can we please stop writing RGB images with "Shading was disabled to render masks faster."? You can still render them in the viewport to show what is going on but there really is no need to actually write them out.

These RGB files overwrite the original RGB output from earlier renders which is very annoying and totally unnecessary. There is a reason why I *only* want to render masks and that reason is not to overwrite previous RGB output with garbage images.


For instance, I render an animation in separate .tif sequences per pass but then later find out my mask numbering is off. I then change my mask settings and disable shading in the multi-pass tab after which I render out the masks only again. But at this point corona also overwrites my RGB .tiff sequence with garbage images. Why?

Cheers,

Joep

20
[C4D] Resolved Bugs / Fixed, not a bug
« on: 2019-04-04, 13:41:38 »
It was a mistake on our side, the problem was another part of the material.

Thanks for the help!

21
Hi there,

After some trial and error I noticed that the "transform" effect in a layer shader does not work with the Corona Bitmap.

Tested in both Corona 3 and Corona 4 for C4D on MacOS, Cinema 4D version 20.

When one has a regular C4D "image" (bitmap) loaded in the layer shader and puts a transform over it to affect the tiling in the shader (independently from the shader tag tiling) everything works as expected and it renders correctly.
When one uses a Corona Bitmap in the layer shader and puts a transform over it, the tiling changes in the viewport but when rendering the tiling is completely ignored and the texture is at it's normal size.

Perhaps something to look into.

22
Hi Guys,

MAC OS
C4D Version 20
Corona 3 Hotfix 1

Working on a shader for a project and I encountered the following issue:

- When I plug a Corona Bitmap of a fabric texture in the bump slot, the bump properly works and I get a nice fabric texture.
- When I then click the arrow next to "Bitmap" and select "Layer" (Layer node), the bump instantly stops working.

This does however *NOT* happen when I do the above with a standard C4D bitmap. With a standard C4D bitmap everything works as expected.

When I create a layer node as a base in the bump and then plug in a Corona Bitmap it also does not work. If I instead plug in a standard C4D bitmap it does work again.

-------------------

EDIT 1:

It seems there are also problems with Corona Bitmap and the Layer node when trying to build a displacement shader.
Again, Corona Bitmap makes a mess while the standard C4D Bitmap works perfectly fine.

Cheers,

23
Hi guys,

Got a question on something that confuses me.
- Using Corona with Cinema4D and the textures are loaded in as Corona Bitmaps as they are UDIM format.
- Textures are made in MARI and saved out as linear tiff sequences.

1) When I plug my linear colour texture from MARI into the diffuse channel of the shader and put the colour profile to Linear (or embedded), everything is fine.
This is normal behavior and works as expected.

2) However lets say I've got a value of 0.55 in the Glossiness with which I get a good result.
If I replace this value with a flat color in Cinema of 55% grey I get the same result as with a 0.55 value in the Glossiness without a color.
Now comes the weird part: If I load in my MARI texture which is 55% grey (linear file format) the texture looks good in the preview but the result in the shader is completely off.

3) I have to then apply an inverse gamma on my texture (Manual Gamma=>0.45 Input Gamma) for it to work properly in the shader. However the texture preview is all blown out obviously.

4) It seems to behave like this on any shader part where you'd normally input a greyscale map (so not diffuse / SSS / reflection color etc.). I personally tried it on Glossiness and Anisotropy


My question therefore is:
Is it a bug that I have to apply an inverse gamma on my linear greyscale textures or is it working as intended.
And if it's working as intended, why is this the case as it's very confusing.


EDIT 1: I've also tried the same with .exr files instead of .tiff (as .exr is the standard file format for texturing in VFX) which gives exactly the same result and also needs an input gamma of 0.45 to work.

EDIT 2:
Here is the scene, and a render.

Cube 1 - 0.55 Glos
Cube 2 - CRN 55% grey
Cube 3 - MARI 55% grey
Cube 4 - MARI 55% grey - Inverse Gamma

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