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Messages - danielsian

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1
Funny result... it is like if you were using Spherical projection

2
Full-speed non-debug version
Build timestamp: Jan 18 2019 17:58:16
Version: 3 hotfix 1 (core 3)
Cinema version: CINEMA 4D Studio R19.068 S
Plugin status: initialized successfully

Hi there

I'm trying to build a fabric using Projector shader and Layer shader.

As you can see in the images below, the result looks correct on the viewport, but it renders erratically.
Please find attached the project with the texture.

Thanks

3
Cool, thanks for you time.

4
Hi guys

Zoom in/out shortcut is not woking in Node Material Editor.

I'm using

Build timestamp: Jan 18 2019 17:58:16
Version: 3 hotfix 1 (core 3)
Cinema version: CINEMA 4D Studio R19.068 S


and the standard shortcut for zoom in/out does nothing (Alt+RMB or "2"+LMB).

I presume this is a really important navigation thing to have in a node material editor.

Is this a bug?

Thanks

5
I'm using

Build timestamp: Jan 18 2019 17:58:16
Version: 3 hotfix 1 (core 3)
Cinema version: CINEMA 4D Studio R19.068 S


and I'm unable to use the standard shortcut (Alt+RMB or "2"+LMB) to zoom in/out.

I presume this should be a very basic thing to have in a node material editor.

Why is that?

6
Also, it seems to me, you're mixing 2D effect with 3D

I've used a terrible example.
I'm not mixing 2D with 3D, but just trying to explain in a simple way the separation between 2 different things using a mask.

As you said, the mixing is based on the base material, so everything makes sense.
I hope Corona can develop a different way to mix materials independently using simple masks.

Anyway, thanks again for your time!
Cheers

7
Thanks burnin for you time in replying to me. I really appreciate it.

I understand the phisically accurate principle in Corona, and because of that I'm not questioning why I can't use refraction and SSS in the same material.
In my mind, logically, a layered material should be the solution.
Like in photoshop, we mask layers to reveal what is under.
Looks like the layered material is unfinished, sometimes it has a strange behavior.
The slots inside it should be independent, but this is not what happen.
I understand the volumetric issues from SSS and the surface issues from refraction, but it seems we are ignoring the most basic principle of CGI. Everything is fake in this world.
And Corona calculates everything with precision, what is awesome, but should give some control to the artist take advantage of this fake world. This control means to use a layered material to mask 2 different  materials without problems.

8
Anyone?

9
As I said, I know it's possible to build an eye in different ways.
This workflow is the most accurate and give to me maximum control about everything.
I've been using this eye without SSS, so I'm not considering to change it.
I have 2 geometries, like in a real eye, 1 for the external shape (cornea+sclera), another one for the internal shape (iris).
Without SSS all I need to do is to use a gradient in refraction channel, so I have a soft transition from cornea to sclera with absolute control and ease animation BTW.
But it doesn't matter, I'm not discussing how to build an eye. This is not the point in my question.

It's impossible to keep everything in a single material due the nature of the SSS in Corona.
Sss is dependent of refraction/opacity, so I need to separate the building of this material  in 2 different materials and blend them using a mask.

In Physical renderer we just stack 2 materials without problems. Here, stacking with this purpose doesn't work, so we need a layered material.
I hope I'm being clear in my explanation.

My request is simple. I need to blend 2 materials (pure refraction and pure SSS) in a layered material.
Layered material isn't being useful in this case and I can't find another way.

Thanks

10
Hello guys

I'm building an eye and I need to blend 2 different materials, as you can see attached.
So, the cornea (lens in front of iris) needs 100% refraction and the sclera (white part) needs a nice SSS.

I know, it's possible to build this eye without blend 2 materials, but the result is not nice like I need, so this workflow looks accurate and should work.

I put SSS in base material slot and a glass material in slot 1 and mask with Amount=1.

It doesn't work.

Anyone has any idea how to make this work?

Project files attached.

11
[C4D] Resolved Bugs / IR - comparison A/B not working
« on: 2018-04-20, 04:00:52 »
Hello guys

IR comparison is not working as you can see attached.

I'm using Version: B2 daily Apr 19 2018 (core 2 DailyBuild Apr 18 2018)
Cinema version: CINEMA 4D Studio R19.053 S

12
Is the _BugReport.txt handy for you to understand what is happening here?

I've attached it.

I'm now using Version: B2 daily Apr 19 2018 (core 2 DailyBuild Apr 18 2018)

13
Do you still have this issue?

Yes, I do.

Like I said, I spent a couple of hours trying to understand what is causing the crash, and the behaviour of that is like I've described earlier.

14
did you turn on the FFD deformers while rendering with IR?

To get the crash you need to do exactly that.

15
Hi beanzvision

I sent to you the scene and I just shared in my original message along with some more information about the problem, please have a look.

Thanks

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