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Messages - burnin

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1201
I did not notice any brighter lights, coz I mostly use Corona Sky/Sun, HDRI and Light material.
Indeed, only Corona Light object renders in different brightness, other lighting objects/shaders/materials work fine.

You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")

Thanks, I did not know that! C4D-Render-Instances were recognized as Corona Instances before. Was that reverted?
If that´s not the case I +1 that feature request.

It's VRayForC4D that has proxies behave in such way -> V-Ray Proxy 2 – Render Instances (manual)

Quote
p.s. even though it might be doing nothing, UV´s should work nevertheless if on C4D Instance or not!
I absolutely agree, i only offered a temp. solution - you can use it, if you choose so ;)


1202
Corona Lights are brighter in Final rendering.
Confirming non-consistency issue.

Instanced objects: Render Instance activated does not pick up original materials.
Textures missing from the inner ball are caused by having Render Instance active on Sphere instance. You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")

1203
[Max] Bug Reporting / Re: Improve wireframe rendering
« on: 2017-10-15, 02:28:19 »
Yup, i agree & support your effort for improvement. The more i think about it, this should be reported as a bug... & hopefully VRay tech will come to the rescue ;)

1204
[Max] Bug Reporting / Re: Improve wireframe rendering
« on: 2017-10-14, 22:35:25 »
Ah, yes.



Pixel width size is screen space relative.  Feels like some kind of border case bug.

Next example shows camera moved by a small margin (~0.1mm)




I wonder if it's precision issue? Can it be solved? How then & is it worth it?

Had occasionally observed similar in blenders freestyle, bypassed by doing larger viewport render and composited back. Since i never used for more than an informational value (no artistic or other meaning). 

PS
It's also the reason why i prefer working with World units (also for bump&displace), as i know better what to expect - i often switch through different previews (formats, angles, resolutions) during workflow. But as it can be seen, both approaches have their pros & cons.

1205
[Max] Bug Reporting / Re: Improve wireframe rendering
« on: 2017-10-14, 14:21:51 »
Ah, OK.
So to clear things out... Do you mean thicker lines on the sides (grazing angles) of your object?

Is this looking fine? (from C4D latest daily, 1.7 RC8)


1206
The thing is that since yesterday I am having some weird crashes  ( and that pretty much never happened before )
on a large outdoor scene I am testing and since I couldn't replicate the problem in other scenes  at first I thought there was something wrong with the specific scene. I tested with both 13/OCT & 11/OCT build and they were both crashing every time.
...
Anyone else having the same problem?...

Can't disapprove or confirm... Would you care to describe the scene & steps to reproduce the crash or make an exemplary file? How complex is it? Have you done any exploring, reset on render settings, cameras, lights...?

1207
[Max] Bug Reporting / Re: Improve wireframe rendering
« on: 2017-10-14, 01:22:19 »
yup, play with AA or set the resolution higher then downsample

1208
sort of confirming the above, basically what happened is that with first IR everything in VFB got reset... didn't explore further

also,
if Instances have Render Instance checked, materials from the original object are disregarded (default diffuse gets used)

&
Interactive VS Final rendering comparison for the kicks, to feed the curiosity & help resolving any issues arising from not knowing "Are there any differences between regular and interactive rendering?"...






1209
modified your scene a bit (attached)


note:
- observe how lights in Corona behave (they also create shadows)
- avoid using pure white, creates issues with shadow catcher - bright areas
- every object in the scene throwing a shadow has an impact on the shadow catcher

take care

1210
Gallery / Re: Bruning Wood [Material Test]
« on: 2017-10-13, 16:33:17 »
burnin should see this!
:D
am no lady, so not into that hard burning wood ;)
nevertheless, it looks interesting

@ blomdaz
maybe if the flame source would start closer to that trunk, as if coming from the log
&
please correct spelling in the title... jawohl? :p

ps
now on to the smoke :)

1211
Confirming,
autosave doesn't work since 2017-10-04 build.

1212
[Max] Resolved Feature Requests / Re: Gpu rendering
« on: 2017-10-13, 01:58:49 »

one of last year's tests, 10min with Luxrender (OCL) @ luxrender forums.
Has bit better AA.

ps
Corona is doing fine on CPU :)

1213
[Max] Feature Requests / Re: Lighting Analysis Features
« on: 2017-10-12, 16:36:06 »
Why not making/using a LUT?
It works fine for Blender, even if render is done with Corona SA.



Troy J. Sobotka had done False Color Look for Blender's Cycles: Look Transform. Surely, you can too ;)




1214


Still Artifacts. :D & In this case, subdividing makes it even more pronounced.
Basically, wherever there's a pole there's an issue.

Of all engines, Corona is worst handling this.
Please, deal with it soon (vray hint)...

1215
[C4D] Resolved Bugs / Re: Corona AO map - Max Distance
« on: 2017-10-09, 14:38:58 »
Oh, sorry...  missed the last line.
For more control & complex stuff - Layer filter.

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