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Messages - Cinemike

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781
@Cinemike, please drop a example file... I will see the other method.

Thanks.

Here you are.
I kept the poly count as low as possible to make the placement of the selection as obvious as possible.
Especially with a more complicated inside shape, it should still work accurately and applying an SDS can't lead to faulty intersections because there are none - it is just one object.

HTH
Michael

782
I had a deja vu reading this thread and I remember you having asked basically the same question back then already.
Here's a C&P from my last reply there that might help with more complex shapes because it uses the already available geometry and does not involve shifting faces:

"There is another way, though, but it is more complicated than just "normal move" the liquid's surface into the glass:
- Create the glass vessel, create the cap of the liquid, then select the polys where glass and liquid would meet (involves cutting and connecting), and create a selection tag of them (after you joint them with the "cap").
- Assign a glass material to the whole object and a liquid material to the selection."

Hope that helps, if the method is still unclear, I can post an example file.

CU
Michael

783
Another PS: I would not mind having Candela for flames either :)

784
[C4D] Bug Reporting / Odd backside rendering of area light
« on: 2018-01-13, 00:55:17 »
With a high(er) "Directionality" setting, the backside of an area light renders pretty strangely.
It can be remedied easily for a still with the light options, but if you move around the light and want it to be visible in the render, you will be in trouble.

785
... the actual luminosity of each light emitting object with this material would have to adapt to the size of the object.
But the same applies to area lights already as well, doesn't it? When they are shown in the render, depending on their size, their visible brightness changes with a constant lumen value.
Lumen could be an optional unit additional to the "default" one.

PS Vray's luminous material does have units, too (also "Lumen").

786
As topic says - Lumen would be welcomed there :)

787
Disregard, please.
Seems to be a native C4D issue.

788
This issue is still unresolved with Beta 1 RC 2.

789
[C4D] Resolved Bugs / Re: Stacking and noises in non-UV mode
« on: 2018-01-10, 00:49:27 »
Whatever it was, it is fixed now.
Thx.

790
Fixed, thx a lot!

791
I hope there will be dailies for the Beta 2 cycle again.
Anyway, a great result so far and an already very useful and stable renderer.

All the best,
Michael

792
I imagine it being a bit hard to show how the normal with the added bump channel(in the normal) would look like. But if it's not active, there could be a preview.

Even when it is active, I would expect something else to be shown than the "missing texture" icon.

793
Out of curiosity, is it just me or does the usage of Corona shaders (Normal, AO ...) generally cause to show this symbol rather than a preview in the Material Editor?

C4D R19, Win 10, Corona Beta 1 RC1.

794
Just installed latest Daily 12-21 and the HDRs placed on the Sky Object won't update in IR when rotating the Sky. I can see the texture (HDR landscape) rotate in the viewport, but the light and shadows doesn't update. I have to restart IR to see my changes. Had the same problem in an earlier Daily Build, but then it was fixed.. now it seems to be back again? Anyone else? (Running Win 10).

Seems to be related to my issue: https://forum.corona-renderer.com/index.php?topic=18703.0

795
It's not reproducible, so no bug report in the other section - but I happened to have some crashes with the IPR lately, also with the latest Beta (RC1).
It usually happens when I switch objects visible/invisible, when I add/remove objects or move texture tags from one object to another.
Anybody here with the same problems?

R19, Win 10

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