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] 2 3 ... 365
Definitely a case where a new thread would be better ;)

(there was too much of a chance of people breaking color management by thinking it was needed when it wasn't based on the brief period of time where it was needed, which is why it doesn't just hang around in its previous form until something new can be considered)

Pretty sure there was a reply in another thread about this where it was answered, but just in case not - the Gamma operator in its previous form was added purely to overcome a technical issue with color management in Max, which is no longer relevant so it has been removed. In terms of having it as an artistic parameter, we'll look into how that might fit in with tone mapping in a way that makes sense there, e.g. similar to how you find adjustments in Photoshop, which may be something different than the parameter that was there before (stuff like Offset etc. too). So we'll look into re-adding it, at the same time we look into other VFB 2 things that we may be changing (which may not be 12, as the work there will focus first on the recode and reskin and then we'll see how far we get otherwise).

[C4D] Bug Reporting / Re: LegacyVRayShader
« on: 2024-04-19, 18:55:00 »
Where do these "Corona objects" come from?

[C4D] General Discussion / Re: Team Renderer With Corona
« on: 2024-04-18, 21:27:31 »
You are welcome!

[C4D] General Discussion / Re: Team Renderer With Corona
« on: 2024-04-18, 19:38:41 »

If you head to the Buy Now page at then you will find at the bottom of the page the "Add more render power." section with a link - you'll end up at the Render Node purchase page at

Depending on the size of your in-house render farm, the pricing can actually be even less than I mentioned on a per-node amount, as the Nodes can be purchased in bundles. "The more you buy, the more you save...." hmm I have heard that somewhere before (for those who have watched the NVIDIA keynote this year lol).

Hope this helps!

[C4D] General Discussion / Re: Team Renderer With Corona
« on: 2024-04-16, 20:07:48 »
If it is purely for rendering and not for working in the DCC, the yearly render node is the best option as it is the cheapest one at $172 per year. So if you will need that rendering more than 3 months out of the year, it gives a much better pricing than paying for random months one at a time.

No new book - it takes a huge amount of time and work to put a book together, and then Corona is always changing, which is why we have never done a printed manual for Corona. We did attempt something similar for the old old version of the Corona Academy when it took place in person where we had a printed book to go along with it, but it proved impossible to keep it updated; I imagine the same issue would apply here.

[C4D] General Discussion / Re: C4D 2024.4 Particles
« on: 2024-04-16, 14:32:36 »
Not sure on sprites but at a guess you can simulate this by using geometry - like "billboard" trees and the like in older games, you would have a plane, set to always face the camera, and then have a texture on it for what the particle would look like. If using self-illumination or light material with emit light off, this should render very fast indeed, as you are basically just adding 2D sprites into the scene.

[Max] I need help! / Re: Black rectangles in saved images
« on: 2024-04-15, 22:01:17 »
We didn't make it for last week, as the QA process uncovered an issue, but the new HF is now out as of today.

We got delayed from last Wed, but the HF for 2025 is out now.

General CG Discussion / Re: 3ds max 2025
« on: 2024-04-15, 21:51:04 »
And it's "Mon of next week" - and indeed the HF is live!

Just so you don't miss the news, the HF for Max 2025 compatibility is out now :)

[C4D] General Discussion / Re: C4D 2024.4 Particles
« on: 2024-04-15, 21:37:07 »
That's what I saw too in a video about particles (though all the ones I found just focused on the generation and simulation, and stopped before talking about rendering lol!)

Pages: [1] 2 3 ... 365