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Topics - fedestampini

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[C4D] General Discussion / corona V6
« on: 2020-06-05, 17:44:39 »
hi currently running on V5 hotfix 2, where do i get corona V6 beta?

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[C4D] Bug Reporting / Team render and takes
« on: 2020-03-13, 17:46:21 »
Hi I'm not sure why but if using Team render with MARKED takes some materials turn Black.
Image 1 inside the take of that respective View is rendered with the Teamrender to picture viewer
Image 2 inside the take of that respective View is rendered with Teamrender marked takes to picture viewer

using the Team render marked take to me is essential so i can render multiple views using more machines.
Any idea of what causes the problem?

3
[C4D] Feature Requests / Corona shader wishlist
« on: 2019-09-14, 01:49:25 »
Hi I've partially switched to corona render recently and I have to say that I love it, unfortunatelly there are still some feature missing so here is a list of improvements that would make it better in my opinion.

Unfortunatelly in my opinion the native C4d fresnel shader is very restrictive, i think having the option to directly insert textures into the 2 nodes and mainly having the chance to manipulate the mixing curves through the graph rather than the color slider would be much more better.

Corona color correct is good, but could be better if it could integrate the edit parto of the filter shader and a check box to work on the clamp and RGB multiplier. Also a checkbox to invert the map would be nice.

last but not least, the UV tiling as i am stressing on the corona bug reports, i think the UV tiling really need to be inproved in order to replicate advanced shader like in 3Dsmax, the projection shader is a pain.

Also multi UVw map channel would be the ultimate tool.


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[C4D] Bug Reporting / Projector shader
« on: 2019-09-10, 22:10:47 »
Here i am writing again on this bug with more easy example. I cant stop to point this problem because its very important in my material workflow having the possibility to tile different images inside a material.

1) bitmap as a layer mask, everything work fine.
2) as long as the layer stays as layer the projector shader works fine.
3) if by any reason, the layer appears in the projector as a corona shared shader, this no longer works.
4) same story as image 3, if it has to deal with any corona shred shader, no longer works.
5) material has been rebuild from scrats and it works just fine.
6) projector is used to map both the layer mask and the bump and no longer works.

Projector shader is a real truble because forces to completelly rebuild a shader, and in case of complex material is a real pain.

As a personal note i think the projector shader of c4d should be introduced inside the corona bitmap directly, like in 3dsmax or in vray, where you are not forced to choose a projection for each bitmap you want to tile. So it will allow the same material to be used for multiple object with different UVW coordinates and different projection methods.




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Projector shader doesnt work if shared in the node material system.
this is a HUGE problem, since is the only shader that can tile bitmap.




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[C4D] Feature Requests / UV bitmap tiling
« on: 2019-08-28, 23:08:42 »
Hi i've just switched to corona and I'm facing some limitation or it's just me non findg what i am looking for.
Im having an hard time tiling different bitmaps applied in the same material.
simple example concrete with splotches into an object with UV coordinates (important note)
Tipically we would have into one layer the concrete bitmap on top the splotches bitmap with some blending mode, lets say that i want to scale the splotches 3 time smaller compared to the concrete bitmap so i will put this last bitmap into a projector shader set to UVW and set the tiling to 3. everything works great
lets say now that i want to use the same material into and object that doesnt have the UV coordinates so i set the material to cubic projection, unfortunatelly the splotches bitmap inside the projection remain set to uvw and do not work properly.

i think we need a dedicated shader that is able to ''scale'' texture without forcing a projection mode, it could be directly integrated in the corona bitmap shader, kind of like the vray advanced bitmap where you can control the tiling of each bitmap without taking care of the projection.

nb: triplanar is not a solution since it would messed up the concrete projection in the object that has UV coordinates.


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