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Messages - BigAl3D

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61
The other huge issue with Corona Bitmaps is when you try and collect your scene with assets, those texture links will break. You will need to manually reconnect them. Some have had Team Render issues that point to the Corona Bitmap shader.

62
Motion blur has been an issue with Corona since day one, at least certain types of motion blur. Surprised to still see these reports after all these years.

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Also ran that grass scene in the iMac Pro:  20:17 min

C4D r25, Corona 10 Hotfix 1

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Mac Studio Ultra 128GB / c4d 2024 / corona 11 daily

Original Scene: 11.30

* copied eyerything  over in new scene : 9.32

** > put all textures in Corona Bitmap:  1.38 ( sic !!)

hope that helps


Whoa! The Corona Bitmaps made a massive difference. Care to share that scene so other can verify?

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Always interested in these speed tests. Surprised to see my 2017 iMac Pro faster than all of them.

66
I can't imagine how they could pull this off since Cosmos models come in as Proxys and are viewed as a single object. Unless the parts within are labeled properly and somehow the Decal object can see within, that would be a tough job.

TrueSplit looks like it would eliminate the extra steps I listed with the Split command. Thanks for that tip!

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One other point. The car paint materials that come with the car models in Cosmos are not good. Very flat colors and overly reflective. So much for drag, drop and render.

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I think my way is much better than using Photoshop, plus it fully 3D. Yes, it's a couple of steps, but well worth it as far as I'm concerned.

So what I do is make sure the Cosmos proxy model is set to Full Mesh (Visualization Method) and then convert the model to a mesh (hit C on the keyboard). Sadly, the model comes in as one single mesh, but they do provide Selection Tags. In this car model, it happens to be the first one. Just double-click them to see what is what since they are not labeled at all.

Now with the car body selected, right-click and hit Split. This will make a new object with just the body. It will be confusing at first since the the new body object will also show all of the materials and tags as the original. The biggest place to make a mistake is not realizing the original model retains those polygons. Just delete them and now, in this case, you have the original car without body panels and the body panels are a separate object. This second object can now be used in the Include section of the Decals object. I would also recommend cleaning up the new object by deleting all those extra tags and materials. It can get messy.

In searching for this technique online just to make sure I didn't forget a step, I found a tool in C4D that I had no idea existed. Funny how not reading most of the manual kept that from me. Ha. Anyway, the guys over at PixelLab posted a quick tip about the Polygon Islands to Object tool. Wow. In the right situation, that could be a life saver. However, with the Cosmos models, it can create more work. I used this tool on this same car model. I perfectly created separate objects of every part of the model, which is great. BUT, ever part is called polygon something and EVERY part has ALL of the tags and materials from the entire model. Usually, you can right-click on the body paint material and select Select Material Tags/Objects and all the parts with that material will be selected so you can at least group them together. Works better with other models I'm sure, but nice to know it's there.



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[C4D] I need help! / Re: Thin pixel line when rendering
« on: 2023-10-06, 16:03:41 »
Looks like you're saving your file with an Alpha Channel. Yes? If yes and you are planning on compositing onto another image, try it and you will see that edge is gone. If you are NOT using an Alpha, then I'm not sure what's going on. If those areas are super bright, the look into Highlight Clamping.

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Just remember to think real-world. If you had the items in-hand and where to take a photo, how would you set it up? What is the space it will be in? Just recreate that in 3D, lights, windows, everything. You can have a Null for the spot that looks the best so you can just drop new items in. You can even add a camera target pointing at that spot. This way, you can just move the camera and it will always keep your subject in the frame. Great for animations too.

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[C4D] I need help! / Re: Sun & Sky
« on: 2023-09-25, 18:08:51 »
If you are familiar with photography exposures, I'd recommend disabling Simple Exposure and adding the Photographic Exposure setting in Tone Mapping. This is IF you know photography, but I find it much easier to set the camera exposure this way. Also, the new ACES tone mapping setting is on by default. Apparently it's similar to a LUT, so turn it off and on to see if you like the look or not.

72
[C4D] I need help! / Re: Saves rgba image ?
« on: 2023-09-21, 16:56:28 »
I believe you still need to tick the Alpha channel box. At least I always do.

73
Not sure what your solution is, did you break the mesh up and each finger is a separate object? Well anyway, assuming you made each "part" into a separate object, you can add a Corona Compositing Tag to each part. The one part that will render, leave all the options ON. All the other parts, turn OFF Seen By Camera. This way, and shadows should still appear on each part as if it was whole. You just need to have those settings change so you can render each part. Hope that makes sense.

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[C4D] General Discussion / Re: hdri with roof
« on: 2023-09-19, 20:04:58 »
Maybe post an example of the final result you're trying to achieve. I was going to give you a couple ideas, but not knowing what the end goal is makes it difficult.

The example light setup is an old-school trick, BUT we also had Ambient Occlusion to fake the shadows.

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[C4D] I need help! / Re: Convert VRay Scenes to Corona
« on: 2023-09-02, 21:09:41 »
Oofah. Yeah, that sounds rough. Good luck.

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