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Messages - mte

Pages: [1] 2 3 ... 8
1
Hi Ben,

do you use a special setup?
Your distribution looks okay, but with the herringbone pattern the eye gets easily distracted.
I have larger tiles and some of these have very easily recognizable patterns such as knotholes or concise structures. Please have a look at the attachment.

One thing is of course logical: too few textures spread over too many tiles always leads to repetition. But that's not my point. What I find distracting is the formation of clusters of one and the same texture.

2
I do, but random rotation does not solve the bigger problem.

3
@James
Not sure how they could expose the distribution, but it would be great to create custom patterns.
On the other hand, if Corona were to implement something like a weighted random distribution (I think this is what Apple did), the perceived random distribution would benefit greatly.
If the user had some controls for the weighting, it could be phenomenal. And scatter could benefit from the same concept.

@romullus
Of course I already implemented the 180° rotation. You would be surprised how little advantage this brings. Especially with very concise patterns in the wood, it is usually worse than better. The eye immediately recognizes that it is a mirrored or rotated pattern.

4
Hi James,

7 are not enough to avoid repetition. But that was not my point, I´was just talking about clusters. I did a lot of tests even with 5 tiles and 7 textures and there are a lot of seed values where I get say 4 red and one blue.

I was not aware that this is possible, since We are using C4D. I have access to the seed value via python and control it from outside C4D, but I can just change the value and not the actual logic of the distribution. Is this different in Max?
And you are using the MultiTexmap shader and not the MappingRandomizer.
But I like your Idea and will have a look into the MultiTexmap, maybe I get better results.

thanks
Andy

5
Hi Benjamin,

thanks for your reply. As a software developer I know how randomisation works and I know the story pokoy told.
Apple changed their algorithm in order to overcome the problem that "true" random is very often not what you want.

My point is that there is clustering of colors! Using more textures is not solving the problem unless you use orders of magnitude more textures than you have tiles. With that, the problem would dissolve in the noise of randomness, but this is not practical at all.

I am pretty sure, that you a more or less, just iterating over the objects (or whatever it is set to). As you can clearly see sometimes the same ID is picked 4 times in a row. This might be pure random, yes but it looks bad.

Instead you could shuffle the IDs beforehand instead of going linear or check the last random value and randomize again if the lastValue equals the currentValue.

Hope this explains it better.
Andy

6
Hi all,

I´m in the process of rendering flooring tiles. They are cloned using the C4D-cloner. The one tile has a texture tag with the MappingRandomizer.
As you can see in the image there is some sort of randomisation but there is a lot of clustering and very often 2, 3 or 4 times the same tile in a row.
I now manually step through 300 different seed values to find one that is okay for the field of view.
I have 7 different tiles and would expect some sort of evenness in the distribution.

have a great weekend
Andy

7
[C4D] Bug Reporting / Re: Corona 10 Very Slow
« on: 2023-10-13, 15:00:37 »
Ohh, thanks for the link.
I missed it obviously.

8
[C4D] Bug Reporting / Re: Corona 10 Very Slow
« on: 2023-10-13, 14:09:09 »
Is there a solution coming for the triplanar slowdown?
We rolled back the renderfarm and workstations to C9 because C10 is unusable slow with the triplanar shader.

I wonder why you don't have 40 or 50 different scenes or short animations for quality control, each testing specific requirements and combinations.
Then, with each new release, you would render all those scenes once and suddenly find that one or two of them are taking a long time to render, or something looks different than it did before, and so on.
That way you would at least find out obvious things like that. But for us customers to try it first and then complain here in the forum is not optimal. We are customers, not testers. We pay for the software and are not paid to test it.

Have a nice weekend
Andreas

9
[C4D] Feature Requests / Re: Standalone Network Renderserver
« on: 2023-09-13, 14:21:29 »
...who is always happy to spend money

That's a lie, and you know it. 😅

10
[C4D] Feature Requests / Re: Standalone Network Renderserver
« on: 2023-09-13, 14:07:00 »
Hi Moritz,

RoyalRender is only a render manager. It has very little to do with the RenderEngine.
You need the C4D Commandline-Render license, that is available in Packs of 5 lics and the Corona Render Node license.

We use C4d with Corona as our main RenderEngine, all managed by RoyalRender.

11
[C4D] Feature Requests / Re: Standalone Network Renderserver
« on: 2023-09-13, 10:44:20 »
What you are looking for is a Rendermanager like: https://www.royalrender.de/index.php/startseite.html
I was so sick of the whole Teamrender shit, as well. RoyalRender woks really well and there is a nice and fast support.

Deadline is another solution, but I don't know anything about this product.

12
thanks, good to know :)

13
while you have a "Flip" Button, maybe a "match Pyro orientation" would be great, too.
Currently I have to rotate(H) by 180° and scale X to -1

14
[C4D] Feature Requests / Re: Volume Grid file handling
« on: 2023-08-23, 17:56:05 »
any news on this?
I´m again in the situation, where I have to copy hundreds of gigs from A to B just because Corona wants me to to so.

please make this option available.

15
[C4D] Bug Reporting / Re: Volume Grid Bug
« on: 2023-07-27, 12:16:52 »
I get the same result with hotfix1

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