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Topics - tennet

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1
[C4D] I need help! / Include/exclude mode for lights?
« on: 2023-12-09, 17:14:27 »
Hi,

What does the include/exclude mode do for the Corona Lights (Corona Light materials and Corona Light)? If I set them to ' include' and add my objects to the list, then the light is disabled.. and if I set the light to to 'Exclude' then it lights everything (even the objects that are set to be 'excluded')?

2
Hi,

Is it possible to stop an ongoing render and change the 'Target Value' ('Noise Level' or 'passes') to a new value.. and then continue the same render from where it was? I know I can 'Resume' a render from the 'Corona VFB', but not if it is possible to change the Noise Target etc.

In my case I have a highres render going for 3 hours on a 56-core PC (glass and liquids with lots of refractions etc) and my selected 'Noise Level' is 2,5% (=super clean). The 'Estimated time remaining' for this is 22 hours (!).. I have now reached a "Noise level of 7%" in about 3 hours and I figure that my render should be clean enough at about a 5% Noise Level. So can I change this now, in the middle of my render, or do I need to manually 'Stop' my render when it has reached NL 5% and save my render passes manually?

Another thing.. if start a 'Render region' in some busy areas of the image and let it render until it looks clean (at whatever Noise Level it has reached).. Can I then trust that I can set the 'Target Noise Level' for the whole render to this value?

3
[C4D] I need help! / Noise shader as Bump map not working?
« on: 2023-10-09, 11:54:30 »
Hi,

When I'm using a C4D Noise shader in the Bump-channel, then I need to set the 'noise space' to 'UV (2D)' to see any bump effect in the rendering. If I set the noise space to "'texture' instead, which is the default setting, then I see no bump effect at all. I have tried to scale the noise from very small values to very big, but nothing happens.. but as soon as I switch the space setting to 'UV (2D)' then the bump gets visible directly.

This is the same when using a C4D Noise as a 'Corona Normal map' (I'm first adding the noise to a 'C4D normalizer shader, then add this to a 'Corona Normal shader'). If the noise space is set to 'texture', then again, the normal map doesn't render. Switching to 'UV 2D' then the normal map works.

If I use the same noise shader in the 'roughness/glossiness' channel, then both settings ('texture space' and 'UV 2D space') work correctly.

Is this a bug?

See attached screenshots illustrating the two settings.

4
Hi,

When I'm using opacity masks in a material to cut-away parts of a product label, then the cut-away parts still cast shadow onto the product behind.. My label renders correct when using the opacity mask, but shouldn't only the visible parts of the label cast shadows/reflection on the surface behind (not the the parts that have been cut-away)?

Any tips or tricks to make this work?

5
Hi,

I've rendered a transparent product with some water liquid inside. The Beauty-pass is very clean at 1,65% 'Noise Level', but the 'refraction pass' (that I want to use in post) is still super noisy. I haven't used any bump or surface textures at all for attached screenshots. Any ideas what is wrong?

Thanks
Frederik

6
Hi,

I have two Windows workstations (16+56 cores) that I use for work and rendering. Until now I have just opened my scene on the 2nd workstation (PC2, the faster one) and done my highres renders there, but then my license isn't working on PC1 of course.. So now I want to make use of the Node Rendering (Distributed Render) instead, so that I can continue working on other scenes on PC1, while PC2 is rendering (as a node).

I've found out that using the Render Queue in C4D + Team Render is the best solution, since this doesn't need the 'Picture Viewer' during rendering (any better solutions are more thean welcome!). When I un-check "PC1" (the host) from rendering, then my node (PC2) renders alone and I can continue my work and render other scenes on PC1. This is what I want.

What I've noticed though, is that if I use the above technique (Render Queue+Team Render on 1 node), then a highres render took me almost 2 hours to finish.. If I open the same scene in C4D instead — directly on PC2 (the node) — and render from C4D to Picture Viewer.. then the exact same render took me almost 1 hour to finish. So my render takes almost double time when using node rendering. Shouldn't the node rendering (distributed rendering) render at the same speed as if I start the render from inside Cinema 4D directly?

Attached are some screenshots from my setup. What does the setting "Fetch Assets Always from Server" do? (this was unchecked when rendering was slow)

The screenshot from the 'Console' window says "Peer-To-Peer Asset Distribution was disabled because its overridden by the local preferences". What does this mean?

Any help or tips on how to speed up Distributed Render in Cinema 4D would be greatly appreciated.

7
[C4D] I need help! / Can't render animation with Multipass?
« on: 2022-05-05, 11:25:15 »
Hi,

I'm trying to render an animation with 'multipasses' enabled, but the extra layers aren't saved? For still images I always save 32-bit EXR "Multi-layer Files" and the layers opens fine in Photoshop, but when I'm rendering my animation then all frames only get the merged RGBA layer? I've tried to render 16-bit PSD & 32-bit EXR, but it doesn't work. When I choose 32-bit EXR then I get one extra layer called "Background.RGB", but this is the same as the RGBA pass.

After rendering then all multipasses ARE available in the dropdown menu in the Corona VFB window, but none are saved. Is this an error or am I missing some settings when rendering the animation? See attached screenshots.

Thanks!

8
[C4D] I need help! / Problem Water droplets Caustics effect
« on: 2022-04-05, 15:43:17 »
Hi,

I am trying to achieve a pretty classic water droplet effect using caustics in C4D "Corona Renderer Version: 8 (DailyBuild Feb  2 2022)". I only get very dark render results compared to the real world references. See my attached examples.

My water droplet mesh is 4,5mm in height and the small water puddles are only like 0,3mm thick (extruded above the floor). I have applied a basic water material with 'Caustics Slow' enabled (under refractions). I have tried with and without 'Volumetrics' enabled (played around with many different settings), but no luck.. I have tried many different light setups, like the 'Corona Sun', Corona Area lights and HDR lighting (HDR gradients on a plane).

Any tips or ideas on how I can achieve these real-world water droplet results? Hope someone can help, many thanks!

(Attached is also my test scene so you can test for yourself)

9
Hi,

I've noticed some serious errors when rendering Displacement maps on a high-poly mesh (often when using Subdivision Surface). If I turn the SubDivs OFF then my displacement renders OK, but as soon as I turn the SubDivs up then it's starts to get really messy. I've tried this in both "Corona 7 Hotfix 2" (Cinema 4D R21 / Win10) and the in the latest "DailyBuild / Version: 8 (DailyBuild Feb  2 2022)". Same results in both versions.

I've tried to adjust the Corona Render Settings 'Displacement screen size (px)' from "2" to "1,5", but no difference. Is there any other setting that I'm missing?

See attached screenshots showing the results from "SubDivs disabled" to "SubDivs 4". Attached is also a ZIP with my test scene.

(EDIT - I've also uploaded the scene file to https://corona-renderer.com/upload)

Best,
Frederik

10
Hi,

Why is the texture map used in the 'color channel' affecting the reflection glossiness/roughness of a material? If I set the roughness of a 'Physical material' to be very matte, just using the slider and no textures for the roughness channel, then I'd expect the material to have the same overall roughness.. but it hasn't. See attached screenshot.

Not sure if I use the PBR material in the wrong way, but for example, if I'm rendering a product and I want it to have a printed artwork. I want the artwork to have the same surface finish everywhere (same roughness/glossiness), even if it has many different colors.. How should I achieve this using the 'Physical materials'? (I know how to do it using the Legacy Materials, but I want to try and use the PBR materials instead).

I use Cinema R21 and Corona "Version: 7.0 rc 5".

Any help is appreciated. Thanks!

11
Hi,

I'm rendering some products using Corona 5 and I experience very different results in "amount of noise" when rendering directly using 'Corona VFB' and when rendering my 'C4D Takes' (using "Render Marked Takes to PV" in the 'Takes manager')..

I have set up some different 'Takes' in C4D, just switching some different artworks on a product.. and if I enable one 'Take' and render it separetely in the 'VFB window', then everything looks good.. very clean results.. but if I render the exact same Take using the command "Render Marked Takes to PV" (in the 'Takes manager' window) then the result becomes very noisy. So, the same 'Take' gets different amount of noise depending on which button I click. See attached.

This becomes a problem when I want to render all my takes using the Takes Manager, since all my final renders becomes noisy.

Is this a bug? Any other ideas what is wrong?

I'm in Cinema R20 and Windows 10. And both examples are of course set to render to the same Noise sample level.


12
[C4D] Bug Reporting / Corona shaders hidden in sub-folder?
« on: 2019-12-05, 16:00:52 »
Hi,
I'm using Cinema 4D R19 / R20 and R21 (old and new projects). In R19, then my Corona shaders are accessed directly in a "Corona-folder" from the first drop-down shader menu (see attached screenshot). But in R20 and R21, then the Corona shaders are moved to a sub-folder called "plugins" (in the Shader menu) and then a "Corona-folder". This makes it an "extra step" to access the Corona shaders... not the biggest deal in the world, I know, but I prefer to have the Corona shaders accessible directly in the Shaders menu (as in R19).

I have tried to re-install Corona, but it installs the same. Is it like this for everyone using R20 and R21? I'm on Windows 10.

See atttached screenshots. Thanks!

Cheers,
Frederik

13
Hi,

I'm creating a simple material for a product (candy bag) using the Corona Layered Material. I've created a "Base material" using the color map and some other channels and I've then added a "silver foil" material for the 1st slot in the Layered material.. I'm then using a black/white alpha (PNG texture) in the "mask slot".. it renders OK, but the silver foil material i off-set.. it's not rendering perfectly aligned on top of the color map? Why is this?

When I tried to re-create the whole material, just using a single Corona material, then the same "silver foil" alpha texture renders prefectly aligned... Is there something I'm missing in the settings for the Layered material or why is it not aligned correctly?

Thanks,
Frederik

14
Hi! Just a question regarding the Noise levels in a render.. I'm rendering some images in 10K for a project and before I send them to Rebusfarm I do some testing using "C4D Region Render"..

If I Region Render a very small part of my scene (small square of some details) and let it render until I'm happy with the noise level (for example 3% and 600 passes)... Can I then use these settings ("Max passes: 600") when sending my scene to Rebusfarm? Will this result in a full render with noise level of 3%?

Or is the Noise level affected by the size of the area that I'm rendering, so the noise level differs on a region render compared to the full render (of the same scene of course)?

Thanks!

15
[C4D] General Discussion / Render Material Color pass?
« on: 2019-02-13, 09:26:44 »
Hi,

Is it possible to render a clean "Material Color Pass" using Corona C4D (comparable with C4D's built in 'Material Color' pass = pure colors pass and zero shading)?

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