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Messages - davetwo

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226
[C4D] General Discussion / Re: displacement problems
« on: 2020-03-11, 12:49:23 »
in the Performance tap of your Renders settings, there is a Displacement screen size box. Try setting the number lower (ie. 1)

227
[C4D] General Discussion / Re: color space
« on: 2020-03-05, 08:48:16 »
No. And I wouldn't recommend trying either. Its like asking a camera to take pictures in CMYK.
Better to make up the render with masks for the problem text area so you can colour correct in post

228
[C4D] Bug Reporting / Re: LUT resetting
« on: 2020-02-09, 19:36:10 »
Hmm even weirder.

I just made a simple dummy scene. started rendering and added the LUT (ground control blue undertones @ 0.3). I stopped the render, saved then closed the file.
I reopened it a few seconds later and started rendering again... sure enough the LUT was reset to Adanmq advantix 100. BUT for some reason the render retained the blue hues of the old LUT for the first 30 seconds of the render before taking on the warm hues of the Adanmq LUT

ref atached. Have opened a support ticket too

229
[C4D] Bug Reporting / LUT resetting
« on: 2020-02-06, 20:20:30 »
Latest version of Corona for C4D. Both Mac and windows 10.
LUT forgets which wou had selected and reverts to the default avantix 100 after the files is closed/saved.

230
[C4D] Feature Requests / Re: Invert Textures
« on: 2019-12-19, 11:09:06 »
For simple conversions I just swap the black point (screenshot A).

I imaging you could just mimic the 'one_minus_sqrt_x' values in the gradation curves filter?  (Screenshot B).

Dunno how accurate that would be though.



231
+100 Solo and UVW transform

232
Totally agree that this is a bit of a pain. But also I guess this issue is simply solved by using interactive viewport instead.

233
After looking at different artists workflows - particularily for adjusting HDRI's -  I've become curious.

Is there any advantage in using Corona's Colour Correct node over the native C4D Filter node for making adjustments? They seem to do basically the same thing....


Any ideas?

234
Although its not usually advised - I just use my wifi connection. Thus far its been stable enough (I only render stills). My TR setup is as per the reliable 3D Fluff method:

235
I was working from MAC with PC as renderclient this week. No issues to report. All good ;)

236
[C4D] General Discussion / Re: spot varnish
« on: 2019-09-12, 11:21:12 »
Oh - on second reading I see you're using a layered material which complicates matters.
So actually it will probably better to duplicate and slightly offset the label geometry. Add a glass material with refraction set to 1. Opacity and bump as previously described. Result attached.

237
[C4D] General Discussion / Re: spot varnish
« on: 2019-09-12, 09:59:03 »
Duplicate the label material & make it glossy.
Stack the new glossy label on top of the base material.
Add the area you want as a varninsh as a alpha channel in the label art - then load that alpha into the opacity slot to mask the area out.
Copy the alpha into the bump channel and give it a small blur to give it some depth.

238
[C4D] General Discussion / Re: c4d noob render textures
« on: 2019-08-28, 23:23:04 »
You can bake out the textures into a flat bitmap
I dont do it often so best to google it

239
In product visualisation scenes, it is sometimes useful to have two lights - one to cast a only reflection, and one to cast a only shadow. In C4D this works fine using the compositing tag - you just untick the 'cast shadows' box for the reflecting light - then untick 'seen by reflection in the shadow casting light.

It seems as though Corona's Compositing tag should do the same. But if you untick the 'Cast Shadows' box, it just turns the light off.

Used mainly on a plane with light material, but doesn't work on a 'real' light either

240
Just a thought. But if I were doing it, I think I would have used the Direct Visibility Override in Corona's Scene Settings rather than try and use a physical plane.

I found your file a bit confusing so didn't check you're setup properly.

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