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Messages - BigAl3D

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[C4D] I need help! / Re: MultiPass Question
« on: 2023-04-28, 19:35:11 »
I'm assuming this is not possible, or at least not easy to do.

[C4D] General Discussion / Re: Motion Blur on backplate
« on: 2023-04-28, 03:11:34 »
Wow. That looks great! I'll keep that app in mind.

[C4D] General Discussion / Re: Motion Blur on backplate
« on: 2023-04-27, 20:21:21 »
When blurring the backplate, remember to match the angle of the blur to the direction of the camera/car. Also, break your backplate into visual planes and apply a lesser amount of the same blur to each section with the far distance getting just a little blur. This is a very quick example using a still I found and very basic blur of the wheels.

If you want to go crazy, you can use a gradient to change the blur as the distance increases. Subtle, but adds to the realism.

Ben has a private uploader link in his signature.

[C4D] I need help! / MultiPass Question
« on: 2023-04-24, 21:05:05 »
OK so I've used this showroom shot many times. It's for TV. The goal was to get the vehicle layout perfect so the cars don't need to be moved at all. Each vehicle is rendered out with an alpha channel. The room rendered out separately EXCEPT, the shadows and reflections are burned into the floor. Green screen actors are then dropped in between the layers on the video side of things. Works very well, except sometimes they want to move the car a little, but since the shadows are burned into the floor, it is very limited. Keep in mind I have a Take set up for each car so I can easily render what each car needs.

I can easily get a vehicle with the shadow either in its own file or embedded with the RGB image of each car using the Shadow Catcher material. My question is, how can I also separate just the car's reflections from the floor? I know this might be a problem if I have any bump, displacement or other effect on the tile floor. Thought I'd tackle that later if I can get the reflection thing to work.

This image is a rough first render. Layers in video might look like this:

RGB of Car with Alpha
Shadow with Multiply
Reflection with Screen

Thanks in advance for any ideas.

[C4D] Bug Reporting / Re: Invalid Bitmap File
« on: 2023-04-21, 22:22:58 »
The issue seems to be with the Corona Bitmap shader. My Pixel Lab shader pack has the same issue if I save with assets or try Team Render. Replacing the Corona Bitmap with C4D Bitmap worked for me. If it still doesn't, then look for Shared Shader nodes and just connect each one directly. Just posted in another thread about this. This issue has been around for way too long.

[C4D] Bug Reporting / Re: White Stripes - DR
« on: 2023-04-21, 22:18:55 »
Oh man, THAT problem again? I had a similar thread about this issue. Turns out the main culprit is the Corona Bitmap shader. I have the Corona shader pack from Pixel Lab and had this problem. After replacing the Corona Bitmap node with C4D's Bitmap node, most of the problems went away, even with shared nodes. You might have to test it after the bitmap node in case you don't need to remove the shared node.

I was trying out the Corona Proxy object to see if it would be useful for me. I have a couple issues with it. First of all, having to go and export as an .cgeo file any object you want to use in another scene as a Proxy would seem to be a big issue for anyone with large libraries of objects.

Second, none of the materials come into the new scene. That article says "To resolve this, simply copy and drag only the material tags onto the proxy object." which sounds simple, but in my test, the .cgeo file I imported did not bring ANY of its materials. I see it says to copy them. Ok, so I opened the other model, selected all objects in that group (middle mouse button), selected all the materials, pasted them into the scene with the proxy. As you can see, the results are slightly off. Good chance I don't understand everything about Proxies, but didn't expect this.

The top image is the Acura in it's own setup scene. Now I have to add that the UVs for this vehicle are a mess, but since I'm not good at UVW mapping, I can get buy with Cubic in most cases.

EDIT:  Looking at my scene again, I thought by dragging the materials from the original onto the Proxy object, Corona would recognize each material and all would be good. Well, let's take the silver car paint. Corona assigned it to slot 8, but I saw that it really should be slot 24. The carpaint is a layered material, which normally wouldn't be on the actual model. The Proxy has all three materials in addition to the layered one. If I delete the extra three, it shifts all the other materials up three slots and it's a big mess.

There has to be a lot that I am missing about this workflow.

Sounds like he may be referring to gobos perhaps? Corona light can be any of six shapes, plus you can add a Corona Light material to ANY object.

That is one feature I don't think Corona has yet, delete DUPLICATE materials. Or at least C4D can't see that Corona materials are duplicates. Unused works though.

Since your username is 3DInteriors, I'll assume you have many other scenes that may be similar. How to those scenes perform on the Ripper?

A while back, I had a small interior scene that kept crashing. Turns out it was a couple of mesh points that some how got moved thousands of units off to the side. One simple way I've found to rule this possibility out, is to go to top view, select ALL OBJECTS, don't include Sky, Sun, etc. Now hit the O (oh) key to fit selection to the current view. If your scene fits nicely into view, this is not a problem. If your scene is very small and maybe off to the side and you see a little axis being show far away, you have something to investigate. I don't think Corona is designed to handle real-world scale on a massive basis like Unreal can do, so it just gets angry.

This is just a remote possibly, but thought I'd throw that out there.

[C4D] I need help! / Re: Odd Motion Blur
« on: 2023-04-07, 17:09:31 »
Mac OS 12.5.1 Monterey
Version • 10 (Daily Build Mar  9 2023)
Build timestamp • Mar  9 2023 15:48:10
Cinema version • R25.010 Cinema 4D

Yeah, it would be nice if more asset sources would be made available in C4D + Corona. Converting or rebuilding materials is tedious.

You could always use the Corona Clouds feature. Did you use the Sky Replacement tool in Photoshop?

Good to know. Sadly, C4D is notorious for slow viewport with large scenes. I don't have the latest version, but haven't seen anywhere that issue has been addressed. I know r25 is snappier than r20.

If your lighting didn't change after initial setup, you can render a low-pass iteration with the GI solution saved to file. Then switch it to Load from File for the remaining iterations. This will save some time, just not sure how much with your scene. If it saves one minute of time to first pixel, that can add up or over many test renders. If you change the lighting, then you need to recalc that file.

Overall a nice image. I do have a few thoughts if you don't mind a fresh set of eyeballs on it. For some reason, the foliage feels over-sharpened. Not sure if you added sharpening in post or in tone mapping, but that how it appears to me.

You may want to fix the corner of the hedges in Photoshop. The bit going parallel to the path is obviously repeating the leaf pattern there. Some carefule rubber stamping easily fixes that.

An odd halo effect on the tips of the branches, especially over the sky.

[C4D] I need help! / Re: Metal reflections
« on: 2023-04-03, 18:18:53 »
My first question is, why do you need that plane in the first place? Also, wouldn't it be easier to add a Corona Compositing tag and turn OFF the Seen by Camera and Seen by Reflections? Does the same thing right? I have never used the Rayswitch feature and not sure what the advantage of it would be.

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