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Messages - eschac

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The geometry was generated as a mesh based on contour lines - I then used the C4D remesh feature to simplify and clean up the topology a bit.

The strange thing is that I can get the effect to work as desired by using a C4D cloner with a shader map. However this method really tanks my computer's performance compared using a Chaos Scatter.

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So should I just assume that the distribution function in C4D doesn't actually work in practice? It only functions within a basic test setup using a generic square as terrain?

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Thanks for your response but I don't understand what you mean. I need the scatter distribution to work on the designed piece of terrain, that's the whole point.

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For some reason, I can't seem to get the scatter distribution (using a c4d noise shader) to work on a piece of sloped terrain.

When I try to make a simple test with a chaos scatter on a landscape primitive, then plugging in a noise shader to the distribution, it works fine (see first screenshot - you can see the shader pattern well). However, when I try to do the same thing using a custom piece of terrain, it doesn't work. You can see in the second screenshot that the distribution is totally uniform and random, which does not match the shader pattern. For reference, I'm using Corona 9 hotfix 1 along with C4d R26.

Any help would be much appreciated! I'll attach the test scene below.

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If I have a number of different scatters in a scene, can I make each display as a different color bounding box in c4d? I see a few options in basic>display options when selecting a scatter, but I can't seem to get any results.

I'm using the scatters for a number of different types of plants, and it would be great to understand which instances are which plants just by looking at the viewport. Does anyone have any tips for this?

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[C4D] Feature Requests / Re: Add solo node option
« on: 2022-11-26, 00:08:43 »
Thanks - I'm mainly asking because I'm starting to learn max. Architecture & interior renderings just feel like an uphill battle in Cinema 4D.

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[C4D] Feature Requests / Re: Add solo node option
« on: 2022-11-24, 20:36:31 »
Thats built into 3dsmax by default, regardless of render engine.

Oh nice - what's this feature called in max?

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[C4D] Feature Requests / Re: Add solo node option
« on: 2022-11-24, 02:44:33 »
Out of curiosity, does Corona for 3DS max have this feature?

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Regarding the nodes overlapping-- it would be great if I dropped a new material in, it would actually go where I placed it on the canvas. Instead, the nodes will often import at the center of the canvas or other various locations (I still don't really know what the logic is with this), then I have to scroll around and move different nodes to work with the material I just dropped in. If I drop in a material and it goes somewhere that I can't immediately see, is there a way to zoom to selected? I found myself losing materials in a bigger scene.

Creating view tabs does seem to be the way to go when working with a larger number of materials, but also just creates more steps of navigation and organization.

So far it seems more efficient to use the basic C4D material editor for simpler materials, and only use the nodes for things that you know will have a fair amount of customization. Maybe other people are just used to that workflow, but coming from the other main C4D render engines, I'm used to utilizing nodes for every material. Maybe I have to unlearn that a bit when working with Corona.

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I like setting up materials with nodes-- in other renderers for C4D like Redshift or Octane, I can simply double click on a material and it will open up the node editor for that material. It's super fast and intuitive. I find the workflow in Corona a bit confusing, and I'm wondering how other people use it properly.

Based on watching the video on the Corona Youtube channel and my experience with Corona so far, it seems like the only way to use the node editor is to open it up manually, then manually drag and drop the desired material in, then start working; when finished, you delete those nodes from the editor. If you want to edit that material again later, you have to repeat all this. Alternatively, if you simply leave your materials in the node editor, it becomes a cluttered mess and is difficult to find anything you are looking to work on. You have to remember where you put any one material and manually navigate to it. Also when you have a number of materials on the canvas and drop a new material in, it will drop it on top of existing nodes and cause an overlapping mess.

I'm curious if people have a scene with a bunch of materials (ie any archviz scene), how do they work this way in an efficient manner?

Is there some way to set it up so that the node editor will only show one material at a time, more similar to the redshift/octane functionality?

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Hi, FYI missing density map slot in C4D will be addressed.

That's great to hear, thanks for the update.

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Thanks for the suggestion, but the normals are correct. None of the scattered objects are on the other side of the geometry.

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Is there any kind of update on compatibility between corona & quixel bridge? Corona is a really strong renderer (especially with the latest updates in version 8) but the lack of bridge support seems like a glaring problem given how prominent and useful megascans have become.

I tried posting a request on the quixel forums, but they just removed my post and would not address my question - pretty awful customer service on their end.

I think there needs to be some pressure from the corona team to get this implemented, as quixel don't seem interested in hearing out lone potential customers.

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[Scatter] Feature Requests / Mapping density of scatters
« on: 2022-07-07, 18:49:21 »
As per my post in the "I Need Help" section (https://forum.corona-renderer.com/index.php?topic=37369.0), it looks like Chaos Scatter has no way to map density. I suggest a density or distribution section within the transformations tab, where we can simply add a map to control, similar to how the translation/rotation/scale features work.

Plants/trees do not grow in perfectly uniform distributions, they grow in clusters and patches-- it only makes sense that we should be able to replicate this in a scatter system.

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Yes that is the method that I'm showing above. It simply doesn't work well; its seems fussy and difficult to control, as I can't seem to get the areas with the plants to be particularly dense. Even though I have the count set to something like 500000, only a fraction of those are showing up in the render. Also the bounding boxes seem like the correct scale in the viewport preview, but it seems like all of the objects are considerably smaller in the render.

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