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 - John_Do

Pages: [1] 2 3 ... 9
1
Moar progress, even if I'm a bit slow lately because of ongoing projects :

Implemented the thing as a plugin



New commands to add often used shaders




More shaders available for insertion in existing node tree, some with unique behaviors




Added something for the tidy maniacs


Finally solved something that was bothering me from a long time

Create mask directly from the active selection and (almost) never bother again with ID numbers


It works on objects and materials, and can create one mask for each selected element or a shared one



For sure it's not really useful if you can leverage Cryptomatte but otherwise, it makes the process a bit simpler and faster.

2
[C4D] I need help! / Re: Interactive rendering
« on: Yesterday at 12:07:04 »
No prob !

I leave it enabled since it is the only way to dynamically change resolution when IR is running, including Film Aspect which is nice. I occasionally disable it when I need to check a detail in final res. However it would be convenient to be able to toggle it on/off during IR without having to restart it.

3
[C4D] I need help! / Re: Interactive rendering
« on: Yesterday at 11:07:08 »
Hi,

Disable this setting, which is new and enabled by default starting from v10.


4
For each placed Magnolia tree from the asset browser which has the same Magnolia CR material for all different Magnolia trees, C4D will still generate a new material slowing down everything.

Yeah, that's dumb but unfortunately, that's normal according to Maxon since materials are static, unlike objects which can be instantiated and linked. This kept me from building a large model library for a specific long-term project upon the AB and it's too bad since the deep level of integration is nice.

Aturtur wrote a script to merge materials sharing the same name, which is a bit unsafe since a name can be shared by as many materials as you want, even between materials from different render engines. I've modified it to run over the current material selection, which is a bit safer (also fixed a few bugs in the process). It's attached if you need it.


5
Since there was a Hotfix to Corona 11 and also the new 2024.4 had some promising new feature, I've installed both and tried out our beloved little bugs. Seems like the bug somehow changed . Now, the color stays after re-loading it from the Asset Browser (most of the time), but the Bump value still is replaced with the full 100%, instead of the previously set value before loading it into the database. Just for a quick update on the topic from my side.

Ufff, I guess I will keep 2024.1 installed just to save assets 💀 Really a shitty era for software reliability

6
Still here in 11H1, it's annoying as hell as the C4D PV is the only way to save layered EXR.

Could you guys fix it in the next release, or add layered exr support to the Corona VFB, whatever which one is faster to fix?


7
[C4D] Bug Reporting / XRefs Generator and IR
« on: 2024-04-16, 12:24:37 »
Hi,


I'm using some XRefs in my scene and the following message pops up even when the XRefs aren't loaded (I only enable them for the final render).



Would it be possible to take the load state in account ? Or better, could the generator mode be supported in IR ?


Thanks !

8
I'm still planning to release more scripts, here is a little work in progress :

Smart creation


Creating multiple shaders at once


Works also with only one node


Even if there is no node selected


And all the commands can be assigned to a keyboard shortcut! 🥰

9
Code: [Select]
Quixel Bridge Plugin::Received data from Bridge.
{'minLOD': 'lod0', 'scriptFilePath': None, 'message': 'export', 'version': 1, 'resolution': '4K', 'resolutionValue': 4096, 'category': 'Floor', 'type': 'surface', 'id': 'vl0gfdalw', 'name': 'Concrete Floor Tiles', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw', 'exportAs': 'default', 'textureFormat': 'image/jpeg', 'meshFormat': '', 'previewImage': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_Preview.png', 'averageColor': '#000000', 'tags': ['gray', 'yellow', 'white', 'rdt', 'construction', 'pool', 'flooring', 'urban', 'city', 'concrete plates', 'squares', 'grout', 'ground', 'tiles', 'clean', 'flat', 'pale', 'smooth', 'new'], 'activeLOD': 'high', 'categories': ['surface', 'concrete', 'smooth'], 'isExternal': False, 'exportPath': '', 'namingConvention': {'texture': '$mapName_$resolution_$lod_$id', 'model': '$name_$lod_$variation_$id', 'folder': '$name_$id'}, 'folderNamingConvention': 'Concrete Floor Tiles_vl0gfdalw', 'mapNameOverride': {'albedo': 'Albedo', 'ao': 'AO', 'bump': 'Bump', 'cavity': 'Cavity', 'curvature': 'Curvature', 'diffuse': 'Diffuse', 'displacement': 'Displacement', 'fuzz': 'Fuzz', 'gloss': 'Gloss', 'mask': 'Mask', 'metalness': 'Metalness', 'normal': 'Normal', 'opacity': 'Opacity', 'roughness': 'Roughness', 'specular': 'Specular', 'thickness': 'Thickness', 'translucency': 'Translucency', 'transmission': 'Transmission'}, 'meta': [{'key': 'scanArea', 'name': 'Scan Area', 'value': '3x3 m'}, {'key': 'height', 'name': 'Height', 'value': '0.028 m'}, {'key': 'tileable', 'name': 'Tileable', 'value': True}, {'key': 'tiling_directions', 'name': 'Tiling Directions', 'value': ['x', 'y']}, {'key': 'texelDensity', 'name': 'Texel Density', 'value': '5461 px/m'}, {'key': 'calibration', 'name': 'Calibration', 'value': 'GretagMacbeth ColorChecker Color Rendition Chart'}, {'key': 'scanner', 'name': 'Scanner', 'value': 'MKX'}], 'materials': [], 'textureSets': [], 'workflow': 'specular', 'origin': 'megascans', 'isModularAsset': False, 'guid': 'fed65e21-5ada-8628-6811-f0f0c94ecc56', 'components': [{'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Albedo.jpg', 'type': 'albedo', 'resolution': '4K', 'format': 'jpg', 'name': 'vl0gfdalw_4K_Albedo.jpg', 'nameOverride': 'Albedo_4K__vl0gfdalw.jpg', 'colorSpace': 'sRGB', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'ao', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_AO.jpg', 'format': 'jpg', 'name': 'vl0gfdalw_4K_AO.jpg', 'nameOverride': 'AO_4K__vl0gfdalw.jpg', 'colorSpace': 'sRGB', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'bump', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Bump.jpg', 'format': 'jpg', 'name': 'vl0gfdalw_4K_Bump.jpg', 'nameOverride': 'Bump_4K__vl0gfdalw.jpg', 'colorSpace': 'Linear', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'displacement', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Displacement.exr', 'format': 'exr', 'name': 'vl0gfdalw_4K_Displacement.exr', 'nameOverride': 'Displacement_4K__vl0gfdalw.exr', 'colorSpace': 'Linear', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'gloss', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Gloss.jpg', 'format': 'jpg', 'name': 'vl0gfdalw_4K_Gloss.jpg', 'nameOverride': 'Gloss_4K__vl0gfdalw.jpg', 'colorSpace': 'Linear', 'physicalSize': '3x3'}], 'meshList': [], 'packedTextures': [], 'lodList': [], 'meshVersion': 1, 'components-billboard': [], 'isCustom': False}
Quixel Bridge Plugin::Importing Concrete Floor Tiles
Quixel Bridge Plugin::Successfully imported Concrete Floor Tiles


The console when i import a material.

I tried with the b&w bump map, it worked. Not with the normal map. Something strange.

Please check your DM !

10
yes the texture is download.

Thanks, have you checked the textures' folder ? Sometimes some channels in the texture set are not downloaded.

I've tried the same asset on my side, every bump configuration is supported and works as intended, as you can see in the attached record.

If it still doesn't work, check the console and let me know if it outputs something unusual (Extension > Console > Python (0/0))

11
hmmm, doesn't work

Nah it works, I've tested it before answering ;)

But in your case I guess there is no normal map in this texture set. The plugin can load only what is in the folder and what is enabled in the export settings.

So please check the textures available in the folder with "go to files" in the context menu. If the normal map is missing, re-download the asset ensuring the normal map channel is checked in the download settings.


12
Hey, nice plugin !!
Just one question, how can I force the use of the normal map instead of the bump map during export?

Hey thanks !

You can disable the Bump channel in the export settings, as well as any other texture type you don't want to import :




13
Hi,

The bug happens on my side with 2024.3.2, but not with 2023.2.2. Corona 11h1 in both cases. All the material values are reset to default.

So does the issue come from Corona or Cinema ?

Also the generated Asset Browser preview is empty (black square) if the saved asset has Corona dependencies and Corona the active render engine (both conditions have to be met).







14
[C4D] I need help! / Re: How to make Spotlights with Corona
« on: 2024-03-26, 11:32:10 »
Hi !

There are at least two ways :

1. Using a C4D Native spot light object. Not the most realistic result but the beam will be customisable.



2. Using an IES file in a Corona Light :



You can find .ies files on internet but before that, check the ones in C4D's Asset Browser.

15
[C4D] I need help! / Re: Problem with Displacment Map
« on: 2024-03-25, 15:21:39 »
Displacement doesn't like this kind of big elongated triangles that usually come with CAD geometry. Try to put your imported mesh inside a Remesh generator, it should fix the issue. It can also break some features and details of the original geo, so check twice.




Pages: [1] 2 3 ... 9