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Messages - TomG

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4621
[Max] General Discussion / Re: IR used to be interactive
« on: 2017-11-06, 15:33:53 »
As a note, I wasn't suggesting that disabling or changing subsampling will speed things up :) In fact, it will mean a longer wait to see the preview (this is why subsampling is introduced, so you get a faster, rough overview of the scene) - I just mentioned it as someone said they didn't like the "big pixels", to make sure they were aware they could adjust this. But it has no bearing on the other speed / performance questions from folks.

4622
[Max] General Discussion / Re: version of windows for DBR
« on: 2017-11-05, 20:10:13 »
DR should work fine, it should only need the same version of Max (including service packs), the same version of Corona Renderer, and the same versions of all plugins used installed on all machines. The Windows version should not affect DR (or Backburner for that matter).

4623
[Max] General Discussion / Re: Render Dialogue Query
« on: 2017-11-05, 20:08:54 »
BTW in 1.7, there are tooltips for all the stats like Geometry Groups, Lights (groups) etc. just in case you want a description of what the numbers are showing.

4624
[Max] General Discussion / Re: IR used to be interactive
« on: 2017-11-05, 20:04:34 »
If you want to change the "big pixels first" (which is subsampling to give you a faster overview of the scene while waiting to show more detail), then that can be adjusted in the Devel / Debug section, smaller numbers give less subsampling (smaller "big pixels") and vice versa:



4625
(Not sure if the Volumetric settings are in the Sketchup implementation mind you, have never had to go look for them!)

4626
For the effect of depth, you will need to use the Volumetric settings, which do color the ray more the farther it passes through the material. The whole guide from here will apply to C4D and Max, and water and colored glass are other things that should use the Volumetric SSS settings - anything where color changes with volume. Hope this helps!

4627
[C4D] General Discussion / Re: Corona with Vray code
« on: 2017-11-03, 15:22:17 »
Only V-Ray code is the DMC sampler, which showed up in 1.6.3 too. Doesn't affect materials, tone mapping etc, just noise and how fast it clears. Comparative images would definitely help!

4628
[C4D] Daily Builds / Re: IES
« on: 2017-11-02, 16:25:58 »
Just a quick one, are IES lights working in this now, did a render overnight yesterday and they don't appear to be.

Thanks,

Phil

Good catch, they aren't working for me, though they did in a previous build (e.g. the examples on https://help.c4d.corona-renderer.com/support/solutions/articles/12000023597-what-kind-of-lights-are-there- )

EDIT - tested using a CoronaLight, sharp patterns on and off, using the IES profiles that come with Corona only. No effect was seen from IES in any test. Oct 31st build, C4D R19.

4629
Or more specifically, showing up in IR but not in offline. They show up in IR, but don't show up in offline in the VFB, using Render View, Interactive Render Region in the view (and in both view cases, the smoothing on the geometry doesn't render either but that may be a C4D thing?).

The Picture Viewer actually shows whatever the Corona VFB shows - that is, if you use IR in the VFB, then the PV shows the textures. If you use offline in the VFB, the PV does not show them.

4630
[C4D] Feature Requests / Re: Light Passes
« on: 2017-11-01, 16:29:45 »
I am not sure what you mean - the LightSelect pass is there for using LightMix, which lets you have each light (or group of lights, up to you how it is set up) in their separate passes for combining using LightMix. Is it something else you were asking for? :)

4631
[C4D] Resolved Bugs / Re: multipass - shadows
« on: 2017-11-01, 16:22:41 »
For the Shadowcatcher, things should work the same as in Max, so the tutorials at
list=PLt4UrWcQaAX93-ZhmzZSenIqwX4aqEBOs[/youtube] should apply.

There are some current known issues - for example, a CoronaBitmap shows upside down when used as a backplate in the Shadowcatcher. Also, while looking into your request, I noticed this possible bug (in Max, as well as C4D) for surfaces that are at right angles to the Corona Sun and possibly other light sources - https://forum.corona-renderer.com/index.php?topic=18087.0

If the info here doesn't help, could you share more specifics on what you want to achieve - e.g. compositing done directly in C4D with the end render being the result, or rendering for compositing later in another program, and is that compositing simply a matter of overlaying objects on stills, and so on. Also, some screen grabs of your scene set up and materials would be useful too!

Thanks!
   Tom


4632
[C4D] Resolved Bugs / Re: multipass - shadows
« on: 2017-11-01, 16:19:33 »
For using a shadowpass instead, see https://corona-renderer.com/wiki/render_elements

I'm not so familiar with using this in compositing, so someone might be able to give further information :)

The shadowpass is the complement of the beauty pass (when added linearly to the beauty pass, it negates the shadows). This means you could subtract it from an unmodified version of your background in order to add shadows. Depending on use, you could use any material on the plane, just so long as it has shadows on it, doesn't have to be the shadowcatcher.

Do note that the shadowpass is affected by tone mapping.

4633
[C4D] Resolved Bugs / Re: multipass - shadows
« on: 2017-11-01, 15:57:23 »
The set up may differ depending on what you want to do

- Composite within C4D
CoronaLight material with Emit light off and your backplate loaded
Load this into Direct visibility override in the Environment overrides Scene environment tab in the Render Settings, and set to Frontal mapping
Load the same backplate into the Shadowcatcher in Backplate mode, set to Alpha of Always solid
Then when you render, the shadows (and reflectings, and GI light bounces from the objects) will be composited directly onto your backplate

(sorry for the sample image, didn't have time to align the cube to look good on the backplate!)

More to follow....


4634
If a surface is at 90 degrees to a Corona Sun, then it does not show as completely black in the CShading_Shadows pass.

Image attached showing a cube, with the Corona Sun at 90 degrees to the sides. The Shadow pass shows some coloration for those sides when I think they should be totally black, so I think this is a bug?

- Happens in 1.7 and 1.6.1 (and in C4D which is where I noticed it)
- Happens on both sides of the cube that are at 90 degrees to the light source
- Happens whether the plane is there or not
- Happens whether I apply a CoronaMtl or not (example image didn't have any materials applied)
- Happens if the Sun and Target are both offset to the side like in the example
- If I offset the sun to by 0.002m compared to its target, the sides become completely black which is what I would expect (but not at 0.001m offset)
- Tested changing terminator fix to 1, still happens
- Have not tested with light sources other than the Corona Sun

Thanks!
   Tom

4635
[Max] I need help! / Re: uvw randomizer
« on: 2017-11-01, 13:21:04 »
No guide yet - should be straightforward though. Add a texture into the input, set the mode (to vary by Instance, Primitive etc. - this is the same as the MultiMap), then set your adjustments as a min and max for U, V offset, rotation, and scale. Then for example each instance will have the position, rotation and scale adjusted to lie between the min and max values set for each, giving each instance a different look (if set to instance mode of course :) )

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