Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - davetwo

Pages: 1 ... 9 10 [11] 12 13 ... 20
151
[C4D] General Discussion / Uninstall and roll back to V7
« on: 2022-03-16, 08:56:45 »
Hi. While I normally work with the dailies. I will need to send sets of images to a renderfarm in the coming weeks. This means they will need to be saved in Corona 7.

For this I will roll back to V7 on one of my machines

So 2 questions:
Is there an uninstall option (macosx) to cleanly remove the V8 daily and associated files (Chaos etc). So I can make a clean install of V7?

Will my projects made in v8 convert back to v7 without problems? (No new features like slicer, decal etc are used).

Thanks in advance for any tips


152
[C4D] Daily Builds / Tone mapping
« on: 2022-03-13, 14:18:28 »
But I briefly installed the RC8 yesterday (windows 10, C4DR21). Unfortunately the tomemapping still seemed a pretty buggy. interactive viewport looked different to render. Values werent always kept in tonemapping or took a long time to preview. some nodes seemed to only be sporadically available or to reset. Sorry I can't be more specific (have gone back a couple of versions). More aof a general thing

PS. LOVE, decals, slicer, cosmos browser etc... PLease try and keep the licencing nice and simple - I worry about the chaos server method causing problems

153
EXR's should contain all the passes in a single file. (you wont see them if you just open it in photoshop). Just type '.exr in AfterEffects' or something into youtube. there's probably loads of videos explaining it in more detail.

.cxr is corona's own custom exr format - I wouldnt expect it to import it into another compositing software.

If you want everything separare just render PNGs. (Exr is certainly the more 'pro' route though)

Or have I missed something too, and the passes arent saved at all?

154
[C4D] Bug Reporting / Re: Oversize icons
« on: 2022-02-18, 11:24:45 »
Aha! Good to know!

155
[C4D] Bug Reporting / Oversize icons
« on: 2022-02-17, 23:33:03 »
Not the most crucial issue. But the latest build on mac has changed the Corona icon size in my menus. They're now giant compared to all the others (r21 & r20).
Pic attached

156
[C4D] I need help! / Re: Pin Material
« on: 2022-02-15, 21:14:16 »
It fixes a material in place to stop it moving

157
[Max] Daily Builds / Re: Cryptomatte playground!
« on: 2022-02-11, 14:49:29 »
You can see how Photpshop handles the Cryptomatte masks iwith the aid of the Exr-IO in this V-ray tutorial: https://vrayschool.com/vray-cryptomatte-exr-in-photoshop/

158
[C4D] Daily Builds / Re: Slicer/clipper and displacement
« on: 2022-02-01, 21:19:51 »
Todays usercase was a bar of chocolate with a piece snapped off. The snapped edge shought have significant roughness which is hard to achieve wth bump alone.

In the case of many cut or snapped objects the cut end would require a displacement texture. A piece of sawn wood for example.



159
[C4D] Daily Builds / Slicer/clipper and displacement
« on: 2022-02-01, 09:08:56 »
Loving the new slicer material. But so far I can't see a way of having a displaced materials on the cut section. Am I missing a settting? Or is this just not possible yet?

160
There are many, many variables so I'm not sure you can make direct comparisons to be honest. All I can say is that I've been very happy using Corona with my my macbookpro for all my concept work (stills, 2.5K).

I use a workstation for bigger/final files. But hear that Ranch and Rebus are both reliable and reasonable  if you want to use a farm instead.

PS. In my not-very-extensive testing, much of the supposed speed gains from Octane just weren't there compared to Corona, as I always needed to crank-up the various settings to get a decent result.

161
[C4D] Feature Requests / Re: Materials and node editor
« on: 2022-01-20, 10:13:54 »
Hi. I am very fond of corona. But I must say I strongly agree on the following points:

"By the way, I think making "base layer" such a long/tall tab, putting together diffuse, glossiness, ior, edge, bump, anisotropy and rotation of the anisotropic highlight was a terrible mistake. It was so much cleaner when they were in separate tabs, there was no need to scroll to look for it (and i also find scrolling in this menus kinda risky, because you can end up scrolling a floating slider or a drop-down menu)." 

Quite right - from a user experience point of view it hides the common settings, but keeps the occasional settings visible. The old way was cleaner and involved less clicks.

"I don't really see the point of having the normal map under the bump channel. To apply a normal map you have to go to base layer, scroll down to bump, enable it, click texture -> plugins -> corona -> normal. Wouldn't it be easier to have it as a category"

Definitely agree.

I'd like to add another point which has been mentioned before I think. Many other renderers have the ability to visualise a channel (ie. noise) directly on the model by pressing a hotkey. This would be really useful. Currently you would connect the node to the luminosity channel to preview it on the model.

I vastly prefer working in Corona to Octane. But that doesn't mean things can't be improved a little.


162
Photoshop is pretty old fasioned TBH and doesn't read EXR layered data properly. (Ridiculous really, as Affinity does, and that is mega cheap.)
People often use EXR for more more motion based compositing softwares such as Nuke.
There may be no advantage if your workflow is stills in PS

163
Although... In fairness i would also like to know a technique for building this in the new Physical material too.

Any Corona people got a good workflow now that the reflection colour is not in the material? The Legacy method doesnt work anymore.

164
As I said. very simple.
Just put the (native C4D) Thin Film shader in the reflection colour slot. Colours can be controlled by the 'thickness' setting within the thin film dialogue.

165
Show an example of what you want to achieve exactly please. I don't see that there is a problem here. It should be perfectly acheivable
Either an coloured gradient fresnel in the reflection slot or a thin film shader shoulds both work fine.

Pages: 1 ... 9 10 [11] 12 13 ... 20