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Topics - eschac

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For some reason, I can't seem to get the scatter distribution (using a c4d noise shader) to work on a piece of sloped terrain.

When I try to make a simple test with a chaos scatter on a landscape primitive, then plugging in a noise shader to the distribution, it works fine (see first screenshot - you can see the shader pattern well). However, when I try to do the same thing using a custom piece of terrain, it doesn't work. You can see in the second screenshot that the distribution is totally uniform and random, which does not match the shader pattern. For reference, I'm using Corona 9 hotfix 1 along with C4d R26.

Any help would be much appreciated! I'll attach the test scene below.

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If I have a number of different scatters in a scene, can I make each display as a different color bounding box in c4d? I see a few options in basic>display options when selecting a scatter, but I can't seem to get any results.

I'm using the scatters for a number of different types of plants, and it would be great to understand which instances are which plants just by looking at the viewport. Does anyone have any tips for this?

3
I like setting up materials with nodes-- in other renderers for C4D like Redshift or Octane, I can simply double click on a material and it will open up the node editor for that material. It's super fast and intuitive. I find the workflow in Corona a bit confusing, and I'm wondering how other people use it properly.

Based on watching the video on the Corona Youtube channel and my experience with Corona so far, it seems like the only way to use the node editor is to open it up manually, then manually drag and drop the desired material in, then start working; when finished, you delete those nodes from the editor. If you want to edit that material again later, you have to repeat all this. Alternatively, if you simply leave your materials in the node editor, it becomes a cluttered mess and is difficult to find anything you are looking to work on. You have to remember where you put any one material and manually navigate to it. Also when you have a number of materials on the canvas and drop a new material in, it will drop it on top of existing nodes and cause an overlapping mess.

I'm curious if people have a scene with a bunch of materials (ie any archviz scene), how do they work this way in an efficient manner?

Is there some way to set it up so that the node editor will only show one material at a time, more similar to the redshift/octane functionality?

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[Scatter] Feature Requests / Mapping density of scatters
« on: 2022-07-07, 18:49:21 »
As per my post in the "I Need Help" section (https://forum.corona-renderer.com/index.php?topic=37369.0), it looks like Chaos Scatter has no way to map density. I suggest a density or distribution section within the transformations tab, where we can simply add a map to control, similar to how the translation/rotation/scale features work.

Plants/trees do not grow in perfectly uniform distributions, they grow in clusters and patches-- it only makes sense that we should be able to replicate this in a scatter system.

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I'd like to create randomized clusters of vegetation on a landscape, while also having some areas that have no vegetation. Coming from Redshift, I would scatter with a matrix object, then add shader effector with a noise map to create clusters of certain plants/trees. You can get an idea in the reference image attached.

Using chaos scatter, would the best way to do this be setting the scale from 0% to 100% and adding a noise shader, so that anything that approaches 0% scale basically gets culled? I tried a quick test like this but so far haven't been able to get as good of results.

I watched the chaos scatter videos on Youtube, but they only go over very basic setups. Would be great if there could be a a more in depth scatter tutorial with a more realistic looking result.

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I'm currently setting up in a number of vegetation models with lots of different bitmap textures, and I've noticed that when I drag and drop image textures from file explorer into the node editor, it will create a regular C4D bitmap shader (not a corona bitmap). Is it worth it to change the nodes to corona bitmaps?

Searching through the forums, it seems the corona bitmaps can be more prone to bugs, however in the help center it mentions that corona bitmaps help with rendering speeds. Some clarification would be helpful.

7
I'm wondering how to add leaks or grunge textures on top of a wall material such as concrete, to achieve a worn look-- attaching a few images for reference. Any help appreciated!

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[C4D] General Discussion / How to solo node?
« on: 2022-05-25, 08:54:34 »
Does Corona for C4D have a feature like Redshift or Octane's solo node for previewing textures? I was looking around on the forums, but couldn't find much other than feature requests from several years ago-- did this ever get implemented?

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