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Messages - Mac3DX

Pages: 1 ... 8 9 [10]
136
Well, those simple examples are more than enough to show us we are missing core funcionalities. SSS materials are very complex and need some attention.

To start with, a fix for the color feedback would be a good start. Look at Vray how precise is the Fog color compared to the rendered image.

Corona principles are simplicity=realism. Considering Vray and Corona are from the same company, I see no reason to get equal results for both Render engines.

137
I think the question is: How to get this level of control Vray offers? Being able to determine how hard or soft the material is. How the light passes through the object. What color that light would have. I don't know how to achieve this kind of control in Corona.


138
Hi Guys,

Let me put my thoughts here, and I would appreciate to be notified if I'm taking the wrong approach for that.

Once I'm coming from Modo, the simple SSS in Corona are very bad IMO. It seems not to respect the light distance you determine to scatter inside the geometry.

Please take a look at this image and observe the SSS effect chocolates usually have. Modo has a very fast and effective SSS and you can achieve good results and no time. No rocket science.



Here you can see how simple the parameters are in Modo. We have on the left just a difuse color and on the right the same color for the SSS material. Look how the SSS color is pretty close to the preview render.



Then, I tried to reproduce the same result with Corona. It doesn't produce the desired effect. Worse than that, the scatter color doesn't make sense to me. I don't see the color we set from it being reproduced.



Ok, so the solution is to use a more advanced property, which is Volumetrics, right? Again, it doesn't seem to do the job either. Mixing the absorption color with the scattering color, Jeez what a mess. The set colors make no sense to me. I really would like to understand the parameter relationship. I understand that Volumetrics works very well for materials with a lot of transparency and viscosity.

Conclusion, I can't get the desired result in a simple way. The appearance looks like too waxy and it's very annoying to find the desired color.




139
Hi Guys,

A little help. Shadow Catcher is a great option to have all the shadows with transparent backgrounds, but... The shadows come baked in with the objects. In order to solve that I use a compositing tag to toggle off the objects off the camera. However, we have to do two renders.

Will it be possible to have them just in one go? Let's suppose we have a plane with 2 spheres on it, and we want to have a render output for each sphere only with shadows and reflections, then layering the Beauty on top for the final image. That way we could use blending modes in PS in order to suit better different background options.

Thanks
Ricardo

140
[C4D] I need help! / Re: Bump channel with multiple noises
« on: 2022-05-26, 15:59:57 »
Hey, thanks for your reply.
Well, The layered material when you use too many noises start to get messy IMO. I really hope to get it working very soon. My workflow is completely based on procedural textures. I'm coming from Modo so I was used to stack a lot of procedural textures having free control to blend them with easy.

141
[C4D] I need help! / Bump channel with multiple noises
« on: 2022-05-25, 22:09:37 »
Hi guys, the only way to add multiple noises one on top of the other in the bump channel is using Mixture Shader?

Seriously, the Layer Shader doesn't work for that? What about the displacement channel?

142
[C4D] Resolved Bugs / Re: C4D Layer Shader in Bump channel
« on: 2022-05-25, 15:26:39 »
Hey guys!
Had that issue been already addressed in Corona 8?
Wow, it surprises me how essential functionalities like that weren't implemented in the first version. Combining different noise types in order to achieve realism is crucial.
Is there some workaround for that? If not, please put it on the firt place on the development team to do list.

143
There is a workaround for now, of setting the max size for the IR, this way if your final render is larger than window resolution, it will still fit. Edit -> Preferences -> Corona, under Interactive Rendering, set Maximum Resolution to, say, 1200 for it to never be larger than 1200 wide.

(This is not to remove the request for auto rescaling, just to give you some way to work with large final render sizes for now).

Hi Tom, thanks for that. Really helpful.
Ricardo

144
[C4D] Feature Requests / Re: Load Textures into Area Lights
« on: 2022-04-27, 19:58:55 »
2016 request for some basic light behavior like it was already done for V-ray and Corona for 3Ds Max and nothing till now?

Really?

145
[C4D] Feature Requests / VFB Zoom funcionality
« on: 2022-04-26, 14:56:33 »
Those zoom buttons on VFB are really bad, they act more like scale sizing. We can only double up or down the image size. It would be very nice to have smaller steps or even interactive zoom as we do inside the C4D viewport.

146
Hi Guys,

Why does the Interactive render window not resize the image to match the resized frame?. It seems to work on 3DS Max. That's a pain in the neck because if you set your render size bigger than your screen resolution you can't zoom out the IR window in order to fit your screen.

147
Hi guys, is this requested feature already possible? The use of plans are not so convenient as the Area lights.

Especially for studio lighting usage, this feature is crucial.

Thanks
Ricardo

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