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Messages - Redeemer

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31
[C4D] Feature Requests / Mapping Visible in Viewport
« on: 2018-08-30, 11:07:28 »
Not sure if this already came across, but it would make life a lot better if it would be possible to preview a certain mapping on an object in the viewport (like in max). EG: If I have a glossy material with a grunge map on the reflection glossiness, I want to preview that grunge map on the object where the material is applied to so I can map it properly. Now it is often guessing or cheating by creating a second material with that specific grunge map in the diffuse slot.

This is something I've been missing in C4D in general, but it would be nice if it could be implemented in Corona.

Thanks!

32
Scattering droplets will have a different feel as the sweaty condensation type Caspian is after. I've only did this on glass where I simply put a condensation normals map in the bump slot of the material that I've used on outside of the bottle. I've tried to make a copy of the outside mesh of the bottle and have a separate water material with a normal map for the condensation and alpha for transparancy but that gave a lot of artefacts. Deadlines were quite close, so I had to fake it till I made it :)

It would be a lot better to have the condensation and glass separate though, so I'm curious in this solution too..



Redeemer, am I understanding right that in your render I'm looking at bumpy glass/label, and not water on the glass? The reflections don't seem right if it was if it was water.

Yes. I didn't had the time to figure out why it didn't work with a double mesh for the outside (one for the glass, one for the condensation). I will make a simple setup for testing that, if we don't succeed maybe some of the Corona guru's here can help us with that.

Personally I'm not too keen on that Spritz thing, it looks too fake imho.

33
Scattering droplets will have a different feel as the sweaty condensation type Caspian is after. I've only did this on glass where I simply put a condensation normals map in the bump slot of the material that I've used on outside of the bottle. I've tried to make a copy of the outside mesh of the bottle and have a separate water material with a normal map for the condensation and alpha for transparancy but that gave a lot of artefacts. Deadlines were quite close, so I had to fake it till I made it :)

It would be a lot better to have the condensation and glass separate though, so I'm curious in this solution too..


34
This problem isn't really related on how Corona handles materials. The cylinder simply uses the material that is on top of the stack, so in this case the water material you've made. If you use an alpha mask which cuts out all individual drops and enable  'mix textures' it should work. You could also use a layered material for doing this, to keep things more simple. This workflow is more or less the same in Vray for C4d

35
[C4D] General Discussion / Re: Purchase interior scenes
« on: 2018-08-07, 11:39:58 »
Angelo Ferretti has some nice offerings on his Gumroad:

https://gumroad.com/angeloferretti

Oh and he has a 50% discount atm on all items, check out the corona for c4d group on facebook for that.


36
Hi There,

Thanks in advance to make C4D great, SO gratefull I can leave a cripple version of Vray for a proper render engine.

A question:

For most of us, the work we do derives from a passion (hobby, maybe). It is a conscious decision to spend all weekend watching buckets :) For you, coding for a renderer was it a conscious decision, are did it just come across?

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