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Messages - Br0nto

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16
Great to hear, thank you!

17
A lot of good things in that changelog.

As for remaining fixes and bugs:

Non-animating corona light objects with motion blur. Did this ever get a fix?
https://forum.corona-renderer.com/index.php?topic=26296.msg156449#msg156480

Instances and motion blur (specifically old issues with objects moving weirdly when object motion blur is on, as well as random instances not showing the motion blur at all frame to frame):
https://forum.corona-renderer.com/index.php?topic=26160.msg156567

Thanks!

18
Seconded. I've struggled to get a consistent effect like that as well. I too would appreciate a look at the scene file, if you wouldn't mind.

19
[C4D] Bug Reporting / Re: Multi Instance
« on: 2019-10-01, 18:23:27 »
Hi, we will start working on this missing feature soon. It's something that has been requested a multitude of times, along with render instance and motion blur issues. Because implementing this is a complex feat that needs a lot of designing and research, I can't promise any usable results in a few days. However, we'll keep you posted!

Great to hear, thank you! Definitely something that affects my workflow every day. The updates are greatly appreciated.

20
Sky-IBL-HDRI causes the fireflies.

I did notice that using radically different skies, both in the environment override settings and with multiple skies set to different corona compositing tags, results in some white lighting glitch pixels. Once I did my sky adjustments entirely in the environment override settings and made sure that I had the main override setting (the top one) enabled, things seemed smoother. In fact, that's why the lighting motion blur glitch became apparent, because I'd successfully removed the other noise.

Here are my environment settings for reference (I have a "normally" mapped HDRI for lighting and reflections, and a "shrunk" tiled directly-visible version to give the clouds some extra detail as long as I don't turn the camera too much to reveal the tiling.


Yes, it's as I suspected. Look at this - a polygon object with Corona Light material vs. Corona Light object. Both are animated and both should be blurred. But the Corona Light object does not blur for some reason.

Thus, before we fix the issue, I think that you could create a sphere and apply a light material to it and your issue should be solved!

Aha, that makes a lot of sense! I gave it a shot and sure enough the sparkles are gone! Thanks, very much appreciated.


21
Ah, a very good point! In this simplified scene, the only render instances are the trees. I deleted the entire tree cloner and the trees contained therein to see what would happen. Unfortunately, the light speckles are still there:



With luck the uploaded scene will be helpful.

22
Thanks Houska! FYI I'm using Corona 4 in R20, not any of the new daily builds.

I've run some experiments, and here's what I've learned:

First of all, you are correct, in that I can just use the black material on both sides and uncheck "Seen by camera", "Seen by reflections", and "Seen by refractions". Apparently I had never tried all 3 together for some reason, or I could have saved myself a few steps.

Here's a render using your setup, which looks basically identical to the one I first posted:


I was worried it would look like this (same thing but without "Seen by reflections" and "Seen by refractions" disabled):



I decided to try a few things to test the light speckles:

No motion blur (the speckles go away!):


Larger light blocker geometry (in case the current one was so close to the headlight glass that it was leaking light when blurred - did not fix the issue sadly, and added an ugly shadow around the headlights):



So far my best guess is that it seems to be an issue with light leaking through a motion-blurred object. I tried rendering the shot with only camera or object motion blur enabled, but both were so blurred as to be useless for seeing the light speckles (the camera is turning and the car is moving).

I've uploaded my scene to the private uploader as AutumnField_HeadlightLeak_Simplified.zip- maybe you'll see something I'm missing. I stripped out the bushes and grass, but left the trees in for consistent lighting purposes. Feel free to remove them and the cloner they're in if it makes debugging easier.

23
Hm, it currently has all checkboxes aside from "Seen by camera" checked in the corona compositing tag, including "Seen by GI". The side facing the inside light is a black 100% opaque material, and the side facing the environment is fully transparent to allow environment reflections on the chrome headlights. Each is set to their respective side only via the "Front/Back" settings. Aside from the atmospheric fog, it seems to work as expected to block all outgoing light while not making the chrome appear black.

24
I'm working on a scene with a car and some low-level volume atmosphere fog. The tricky part is that I have some "faked" headlights (encased in a set of materials to prevent any light from leaking out) that are somehow lighting up the volume fog where I don't want them to.



If I put a plane up against the headlights, they aren't giving off any light. However, as you can see, the volume fog is causing some odd little light specks, almost like dust in the headlight beams. Any suggestions on removing them altogether? I would have thought that the same methods I was using to block the light would prevent any volume fog interaction: I have a non-visible-to-camera black material inside the headlights that stops the light.

25
On second image you have problem with your texture, it looks like it is missing. Please reload  image in to this channel and see what will happen?
I think that is reason why on the third image is black your material preview window .

C4D displays that icon for any corona-specific materials, like roundedges, normal, etc. I don't think the program knows what it is, so it shows the missing texture image. I don't think that indicates anything in particular in this context.

26
[C4D] Bug Reporting / Re: Cloner object + Corona lights bug
« on: 2019-08-27, 16:09:33 »
Glad you found a solution! Thankfully I haven't had this problem, but for the sake of those who come via google search in the future, how did you fix it?


27
Confirmed on my end too. I noticed this glitch just yesterday, when I realized that my shared corona noise nodes weren't appearing on any team render setups. My snowy road was not so snowy as a result. My scene is very complex, so I'll leave it to Barendby to upload his file as an example.

28
[C4D] General Discussion / Re: volume fog
« on: 2019-02-12, 15:22:13 »
This is quite cool, but I'm intrigued by the idea of a "distance from ground" function. Is that doable in C4D or only a 3ds Max feature? I would love to have fog that hugs the ground, whereas this seems like a general workaround to blend fog across the flat top of the volume box.

29
[C4D] General Discussion / Re: Lines in Displacement...?
« on: 2019-01-08, 15:34:51 »
When you increased the file to 16 bit, did you redraw the gradients? I believe if the gradient already has 8-bit banding, the banding would still be there unless you recreate the gradients from scratch in the new workspace.

Also, might blurring the displacement map slightly help reduce gradient artifacts?

30
Try C4Ds native projection shader

That did the trick, thanks!






Have you tried the volumetric material?

I tried that first, but this particular scene has some quirks that prevented it from working as expected. Ideally, the headlights would be a light that matches the shape, and then that would illuminate the volumetric shader and fade as it leaves the light. However, these headlights are made up of a bunch of individual lights to get the reflector look correct, plus separate beams for the road illumination and an IES for the light bleed. The resulting illumination was quite unnatural looking.

When it became evident I couldn't use "realistic" in-scene lighting for the fog, I tried a slight bit of emissive light on the volumetric shader. That had the problem of not fading as it left the light, and I couldn't find a way to fade it out with distance. The emissive light also started shining back on the car, which I probably could have fixed with a corona compositing tag had I continued down that road.

In the end, the subtle faked effect is very adjustable and I can use gradients to fade it at whatever angles I need. The fresnel properties also fade it out automatically as the camera moves in front of the car, to prevent visible edges.

Thanks!

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