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Messages - HFPatzi

Pages: 1 [2] 3 4 ... 10
16
Hey Bengamin,

sure, here you go.

The ID is: T6EF-TNP3

17
Hey Tom,

just tested this with corona 10 locally and on our farm. Seems like everything works fine now.

Thanks to you all for your great support, I really appreciate this!

Have a nice Weekend!

18
Hey there!

I think i discovered a bug ;)
If you look at the attached screenshots, you'll see a simple scene, where some trees (i used the "Tree Avenue 001" Preset from the cosmos browser) are scattered along a rectangular spline. As long as the checkbox "close spline" is ticked on, everything works as intended. As soon as the checkbox is ticked off, one clone appears out of nowhere right in world center (only in render, not visible in viewport).

Only solution for us was to move the proxies down below the "surface" of our scene. so the trees where still scattered correctly on the spline but the mysterious tree in the middle was below everything in stead of, in our case, growing out of a house ;)

But this then led to another strange behaviour: When i moved the proxys down, all corona camera tag overrides in the rendersettings got lost and the standard settings for exposure, shutter time, etc where used.

Tested on our renderfarm (windows pc, cinema 2023.2.2, Corona 10) as well as on my workstation (windows pc, cinema 2023.2.2, Corona 10).

Would be nice, if you give it a try.

Steps to reproduce:

- create a spline
- if parametric, convert spline
- scatter some objects (cr proxies in my case) on it
- render

Try this once with "close splne" on and once with off.

Have a nice week!

Moritz

Edit: The clone seems to be always in world center, no matter where the spline is placed in the scene

19
Hey bnji!

Thanks for your quick and deatiled answer. I fully understand all the things you pointed out.
I just wanted to bring this up. No gamebreaker for me though.

Have a great Day!

20
[C4D] General Discussion / Re: Corona VFB refresh rate :)
« on: 2023-06-05, 11:21:40 »
I think it's a feature. Since it's motivates you to move the mouse :D

Thanks for checking/reporting ;)

21
Hey there,

I'm not sure if bug or feature ;) If this is the wrong forum, please move this thread.

Is it maybe possible to adopt for instance the bump value from the top layer of a corona material into the round edges shader's own bump channel if the shader is added later?
As an example: I have a noise in the bump channel with a value of maybe 75%. Later in the process i want to add the round edges shader to the bump channel.
Now the round edges shader is getting the 75% and noise which is moved to the aditional bump channel inside the round edges shader gets the default value of 10%.

Imho, the value for the round edges shader should always be at 100% and the value of the shader wich gets moved to the bump channel inside the round edges shader should keep its original value (75% in this example).

Thanks for your great work at all times!

Greetings,
Moritz

22
[C4D] General Discussion / Re: Corona VFB refresh rate :)
« on: 2023-06-02, 13:42:27 »
Hey there,

seems like masterzone was faster than me ;)
But yeah, thats exactly what i meant, thanks for the vid!

23
[C4D] General Discussion / Corona VFB refresh rate :)
« on: 2023-06-01, 08:19:52 »
Good morning Coronians! :)

This time it's not a bug, just a little detail i recognized while rendering. I'm also not sure if this applies to every render, but in my case, when i render (at a pretty high resolution, 9000x6000px), the refresh rate of the vfb is roughly around one second. But when I have the vfb as active window and move the mouse, the refresh rate is almost instant. Any idea why this as it is? As mentioned above, thats not a bug (to me), nothing gamebreaking. I'm just curious :D

Have a nice day!

Moritz

24
[C4D] Bug Reporting / Re: Corona VFB - GUI scaling on 150%
« on: 2023-04-12, 10:51:45 »
Hey,

first of, thanks for reporting it to the dev-team :)

And for Philip: I'd rather prefer a side by side monitor setup, but since i bought a pair of nearfield audio monitors (Speakers ;) ) and they have to be placed pretty accurate left and right, i didn't have the space for my 2nd screen on the side.
It takes a bit to get used to, but then it is not that bad ;) I attached a image of my setup, just ignore the non existing cable management, thats still something i have to do ;)

Greetings,
Moritz

25
[C4D] Bug Reporting / Re: Corona VFB - GUI scaling on 150%
« on: 2023-04-12, 00:25:42 »
Hey Bengamin,

thanks for checking. I didn't check that. But I found out, that when i move the vfb from my main display (where the scaling is set to 100% and everything works fine) to the display with 150% scale, it first looks "right" but the scale then is still at 100%. when i resize or maximize the vfb window on the second screen the font gets bigger (i assume 150%) and doesn't fit anymore. Can you maybe confirm this?

26
[C4D] Bug Reporting / Re: Corona VFB - GUI scaling on 150%
« on: 2023-04-11, 19:11:54 »
Hey Tom,

it's corona 9 (hotfix 1), Cinema 4D 2023.1 on a Windows 10 PC.
Sorry, i forgot to mention this ;)

27
[C4D] Bug Reporting / Corona VFB - GUI scaling on 150%
« on: 2023-04-11, 13:29:44 »
Good Morning;

since i got a new monitor with 4K resolution, i wanted to scale up the text and gui sizes in the windows settings to 150% for better readability.
In the Corona VFB it seems to work with the font size but the rest of the gui appears to stay untouched (See attached images).

I somehow can work with this, but it would be nice to have the gui elements also scale to the right size for better readability ;)

Greetings,
Moritz

28
Hey,

we mainly use rebus. But we tried Drop&Render lately. It's fairly cheap i guess and it has a pretty good cost estimate. You can either chose your computer configuration but also type in the cinebench points of your system for cost estimation.
Maybe thats another solution for you.

Greetings,
Moritz

29
[C4D] Feature Requests / Re: Multipass Presets
« on: 2023-02-17, 10:29:40 »
+1

to prevent forgetting ;)
I think that would be a great timesaver.

30
What happens if you delete the ACES OT operator? (Not saying the situation you report shouldn't be investigated, just wondering if this provides a workaround for now).

Yep, you where right. If the whole operator is deleted it works. But you have to delete it in the corona vfb to really delete it. If you just delete it in the rendersettings and you a corona camera tag it is still there.
So i opened the corona vfb, deleted the operator there and then it was also gone in the camera tag's settings.

I recognized that this maybe fixed in the newest CR10 daily:

"- Fixed problem with tone mapping from camera not being applied when rendering via Render Server"

Unfortunatly since i am employed in a bigger company, its not so easy to test as before where i was the CGI one man show in my old company ;)

Greetings,
Moritz



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