Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TomG

Pages: 1 ... 299 300 [301] 302 303 ... 365
4501
[C4D] General Discussion / Re: AO bug/error
« on: 2018-01-31, 20:51:37 »
As well as similar results from native AO in C4D, the same thing also happens in Max.

Solutions that I can see for now are - the object is very small in scale, larger scales seem to work better; and of course raise the number of Subdivisions :)

4502
Tested with Beta 1 RC 4 (Jan 29th), C4D R19.

- The Denoising progress bar still does not show up for me when the render reaches the number of passes (the VFB does say "Denoising" in the bottom left)

- The Denoising progress bar does show up if I Stop the render before the passes are reached.

- FIXED: If I Cancel Denoising from the progress bar and render again, the Denoising section of the VFB clears from saying "Denoising was cancelled" and the spinner unlocks, so all is working as expected there now.

- FIXED: Not seeing the "Document was closed, values won't be synchronized" error message any more.

4503
[C4D] General Discussion / Re: AO bug/error
« on: 2018-01-31, 18:41:46 »
Sorry, didn't have time to look into this yesterday. That turned out to be potentially useful, as I did notice a difference with an SDS object in IR and offline rendering while working on other stuff, and it may be related.

I was using the free scene from Yarko Kushta / Studio Heisenberg at https://www.patreon.com/posts/free-scene-for-8459185 and with an offline render, I get artifacts on the curtain, but not in IR (image of the artifacts attached). No AO used here, but definitely something different with SDS in IR vs offline.






4504
[C4D] General Discussion / Re: Corona Multi-Pass
« on: 2018-01-31, 18:35:45 »
On the mask, I think the issue is that the original pixels were already blended with the white (the background) since they were blurred and had to "spill over" into the background.

Doesn't help avoid re-rendering here, but you can use a Velocity mask to add blur in post, which will then do that blending with the background in post rather than at render time. The 3ds Max tutorial for Velocity would cover how all that works (https://www.youtube.com/watch?v=6Hk2jhbQTuI) other than it's name is different in Max :)

In this case, since the mixing of colors is already done at render time, I think your curves are likely the only solution unfortunately. Someone will correct me if they can think of a better workflow! (I would try getting a solid mask for the car, so I can leave that untouched, and then adjust the remaining exposed "blurred bits" with curves and mixing modes while leaving the blurred car itself unaffected)

4505
[C4D] General Discussion / Re: Corona Multi-Pass
« on: 2018-01-31, 18:30:28 »
The Multi-Pass help documentation is at https://help.c4d.corona-renderer.com/support/solutions/articles/12000023596-what-multi-pass-channels-are-available- (along with lots more C4D help on those pages!)


4506
Work in Progress/Tests / Re: Maru's random stuff
« on: 2018-01-31, 17:49:20 »
Where's the like button :)

4507
[C4D] General Discussion / Re: Corona Multi-Pass
« on: 2018-01-31, 17:48:13 »
Corona has its own Multipass dialog, open it from the Corona main menu, Multi-Pass. You can then enable (or disable) all passes at once with the top checkbox, or each pass individually as needed. You may find the "Render only masks (disable shading)" in the General settings tab under the Render Settings dialog to be of use too!


4508
[C4D] General Discussion / Re: Picture Viewer and Corona VFB
« on: 2018-01-31, 17:45:06 »
Well, it isn't rendering to each, just rendering once and copying the results to each :) I believe you can disable this copying of the image in the Preferences (the overall Preferences, not the Render Settings dialogs, you can use Corona menu -> Preferences to open this, or just C4D preferences, same thing). Since it's just a copying of an image, it is unlikely to have any noticeable impact on things (and the advantages of having the two in sync probably outweighs any small difference there may be).


4509
[Max] I need help! / Re: Corona settings for animation
« on: 2018-01-31, 17:38:59 »
And in your screen capture, "Full (multiple bounces)" in the GI mode is PT.

4510
[C4D] General Discussion / Re: image+shadows
« on: 2018-01-31, 15:54:46 »
See https://help.c4d.corona-renderer.com/support/solutions/articles/12000023596-what-multi-pass-channels-are-available-


"
Shadows

Shows the shadows (energy subtracted from the image due to shadow ray occlusion). This is the complement to the beauty pass, showing white where there are black shadows. If this pass is linearly added to the beauty pass, it negates the visible shadows. Note that currently the shadows from environment lighting are always shown, resulting in a washed-out pass in typical interior renders.
"

So the more of that pass you add in to the beauty image (Linear Add in Photoshop), the less strong the shadows will be (this may be the opposite of what you expect the shadow pass to be). Also see the note about environment lighting though, as that could be relevant.

4511
Here's a helpdesk page which could be relevant:
https://help.c4d.corona-renderer.com/support/solutions/articles/12000023580-corona-is-installed-successfully-but-i-cannot-find-it-in-c4d-beta-version-

Let us know which (if any) of those steps helped, or if you continue to have a problem. Have you successfully installed an earlier build by the way?

4512
We have updated the Material Library, primarily based on feedback regarding tiling. Here is the changelog:

CHANGES:
- Resized and fixed tiling of Wall, Concrete, Leather, Metal, Rubber, Stone, and Wood materials.
- CoronaTriplanar map is now used wherever it is possible.
- Fixed the scaling of CoronaTriplanar maps used in Fabrics and Leathers.
- All CoronaOutput maps in Basic SSS materials are now set to be "Affected by Corona VFB tone mapping" so that they render as expected when any tone mapping is used.

NOTES:
- Any scenes created with materials from the older library will continue to render as before; these changes will only be seen when dropping a material from the new library into the scene, so full compatibility is maintained with your existing scenes.
- To install the new Material Library, simply run the Corona Installer again (any version of 1.7, or any of the daily builds for version 2) - the new library will then download and install.
- Since the first release of our material library, the scaling of materials is set for scenes that use System Units of Millimeters. If you are using Millimeters as your system units, then all materials will appear correct. If you see some unexpected results (such as displacement being too strong or too weak, or absorption color being too dark), you will need to adjust those material properties manually. This is still an issue of our material library, and we will resolve this in the upcoming major update.
 

4513
News / Material Library update now available
« on: 2018-01-29, 15:51:40 »
Hi all!

We have updated the Material Library, primarily based on feedback regarding tiling. Here is the changelog:

CHANGES:
- Resized and fixed tiling of Wall, Concrete, Leather, Metal, Rubber, Stone, and Wood materials.
- CoronaTriplanar map is now used wherever it is possible.
- Fixed the scaling of CoronaTriplanar maps used in Fabrics and Leathers.
- All CoronaOutput maps in Basic SSS materials are now set to be "Affected by Corona VFB tone mapping" so that they render as expected when any tone mapping is used.

NOTES:
- Any scenes created with materials from the older library will continue to render as before; these changes will only be seen when dropping a material from the new library into the scene, so full compatibility is maintained with your existing scenes.
- To install the new Material Library, simply run the Corona Installer again (any version of 1.7, or any of the daily builds for version 2) - the new library will then download and install.
- Since the first release of our material library, the scaling of materials is set for scenes that use System Units of Millimeters. If you are using Millimeters as your system units, then all materials will appear correct. If you see some unexpected results (such as displacement being too strong or too weak, or absorption color being too dark), you will need to adjust those material properties manually. This is still an issue of our material library, and we will resolve this in the upcoming major update.
 

4514
That would be the cause as far as I know - the pass limit is based on the passes that the local machine has, so I believe two things can happen
1) Local machine has 29 passes, does the 30th itself, and asks the nodes for their last updates, which will add more passes and take it over 30
2) Local machine has 29 passes, and a node says "Here! Have another 6 passes!" which takes it over the 30 (plus, it will then collect any additional passes from any other nodes)

From my thinking, this will be affected by how long a pass takes to render in combination with how often the nodes send updates (fast rendering passes with longer update times, then increased chance of nodes adding a greater number of passes over the limit; longer passes and faster updates from the nodes, more likely they will just add one or two extra passes)

4515
Could you share
- The scene where this is happening for you (there's a private uploader at https://corona-renderer.com/upload )
- A video grab of what you are experiencing
- A screen grab of the Common parameters in the render setup (just to be sure :) )

Also, have you tried with the newer daily builds to see if this is still happening? Is it in every scene or just one particular one? Which version of Max are you using?

Thanks!
   Tom

Pages: 1 ... 299 300 [301] 302 303 ... 365