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Messages - mp5gosu

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[C4D] General Discussion / Re: Material Library - tex path
« on: 2023-01-03, 10:03:33 »
Hello there.

This issue annoys us frequently. We're working exclusively on network shares, so caching the assets to the local computer is not that optimal.
As a workaround we use a script that checks if any assets are located on local disks and consolidates assets. This isn't optimal either.

I'd like to have an option to define a cache path.

Any thoughts on this?

Bump. :)

[C4D] Feature Requests / Re: Vector Displacement
« on: 2022-10-14, 15:19:35 »
Ah, noticed that hours after posting. Nice!
Thanks for adding!

[C4D] Feature Requests / Re: Vector Displacement
« on: 2022-10-12, 13:43:21 »
2022. How's development going? :)

[C4D] Bug Reporting / Re: Proxy renders differently
« on: 2021-02-04, 13:22:20 »
For completeness, I attached a stripped down example file for easy repro.

[C4D] Bug Reporting / Physical material wrong UI behavior
« on: 2021-01-08, 00:18:51 »
When setting the Metalness mode to metal and after that assigning a bitmap to that slot, SSS and Refraction are still greyed out. That is not correct.

[C4D] Bug Reporting / Re: team render resolution
« on: 2020-11-24, 10:22:07 »
By the way, the simplest workaround:
Set your desired physical size (e.g. 40x30cm)
Choose the desired DPI
Switch back to pixels.
Cinema automatically does the conversion for you.

[C4D] Bug Reporting / Re: Team Render Object ID
« on: 2020-11-23, 15:18:14 »
Do you have a fixed amount of scene entities?
That excludes things like particle systems, Cloners with varying amounts, animated "Enabled" parameters and so on.
So basically all that would alter the scene's object-count.

It might help to disable "Abort rendering on Client error" and "Exclude client on loading error" in TR prefs to prevent this behavior. This also helps if plugins are missing that are referenced in the scene ffle.

[C4D] Feature Requests / Re: Vector Displacement
« on: 2020-11-22, 17:03:12 »
Here's your yearly reminder again. ;)

[C4D] Bug Reporting / Re: team render resolution
« on: 2020-11-22, 16:58:00 »
It depends. When you assign a physical rendersize + DPI within Cinema 4D, the resulting render resolution is indeed DPI-dependent.
If TR assumes default 72dpi when a physical measurement is set, the render resolution becomes wrong.
However, this needs further information.
Is he using physical measurement in output?
Does this also apply to Standard-Renderer?
Does this only occur with TR?

But honestly, this smells more like a C4D-bug.

In the file attached,  the HairMtl's Clump-Parameter is driven by a Vertex-map.
In AR/PR, hairs render fine.
Corona ignores the vertex map.

This plugin sounds amazing, but I can't get it to work in R23.

Is  this correct, drag the content to ../plugins/ folder and start C4D?
Where should I se it?

There's no plugin for R20+ available yet.

Good to hear. The devs don't seem to think this is a useful tool. Will your tool hand materials with Reflectance correctly?

It's a bit complicated to calculate reflectance correctly because there's always differences in the rendering equations. So at least, there's an approximation.
There's definitely going some research into that, I assume a sample-based lookup table might give nice results. :)

Will see how it works out.

Good news everyone. Recovered the source files and will start updating the tool again soon. :)

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