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Messages - 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
I just found out that I can stop the render, make any changes to the 'Noise level Target' value and then 'Resume last'. Then it updates the Noise Level target for my ongoing render, just as I want.

3
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?

4
[C4D] Feature Requests / Re: Materials and node editor
« on: 2023-11-14, 19:55:28 »
Agree with the above.

5
Aha, OK! And this thing with the texture space is connected to this known problem? Same with the 'Filter shader' then?

Thanks,
Frederik

6
Hi Bengamin,

Thanks for getting back. I'm using R21 and 2023 with Corona 9 (hotfix 1 / Build timestamp • Nov 28 2022 23:30:37). I'm only using Corona Physical materials.

I've now found something that seems to trigger this "error" for me. If I add the C4D noise shader directly to the bump channel, then the bump appears when rendering - using both 'Texture space' and 'UV 2D' (with different scaling of course)... But if I want to use the noise shader inside a C4D 'layer shader' (so I can stack multiple noise shaders on top of another) then I can ONLY use the the '2D UV' texture space.. as soon as I switch to 'Space: Texture' then the bump effect disappears.

Same thing happens when I add the Noise shader to a C4D 'Filter Shader' (and probably when adding noise inside other shaders as well).. Then I can only use the 'UV 2D' option in the noise settings for it to work, using 'texture space' doesn't work (for me anyways).

Can you see if this is the same for you?

7
[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.

8
Hi,

Thanks for your quick replies! 🙏 I managed to find and solve the problem myself, it was an user-error again.. I had applied the label material (with the opacity mask) only to the "front side" of the label object (only to the "polygon normal side"). Then I used a second WHITE material on the backside of the label, but the white material didn't have the opacity mask loaded... so then I guess the 'white backside material' was still casting shadows/reflections on the object behind the label, even if it was not visible.

When I deleted the white material OR loaded the same opacity mask to the backside material, then the shadows disappeared. Same if I changed so that the label material was applied to "both sides" (see screenshot).

Thanks again, but my mistake!

9
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?

10
Hi! Sorry for late reply, but I found the error. It was checkbox for antialiasing (in the multipass) that was disabled. Checking this then everything looks good.

Thanks

11
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

12
What is the difference between 'Configuration: Manual" and Configuration: Arbitrated (experimental)"? I have the same options for 'Client update interval' and 'Maximum size of Packet'..

13
Neither, they are in Corona - see my screen grab :) In render settings, there's a Team Render tab.

Sorry, I missed your screen grab. 😊

14
Hi Tom, Thanks for the tips on the 'Experimental mode'. I'm about to test that now.

I was just monitoring the Windows Task Manager and my CPU (i9-9900K) was working at 25-40% during Node Rendering on the Team Render Server. I'm sure my host machine was disabled from rendering, otherwise the CPU load had been around 98-99%. Anyways, it felt very slow to work in Cinema while rendering and starting a new render "locally" slowed things down too much, so it wasn't a good solution. Maybe the host need to share some CPU-power when managing all the "chunks" and textures etc over the network?

15
[Scatter] Feature Requests / Re: Chaos Scatter feedback
« on: 2022-11-08, 12:59:02 »
Any solution to this issue with the slow viewport performance? I'm using a "circular" Spline Mask (as 'include') to grow some trees (just 30 trees on a small area) and C4D freezes for 5-10 seconds every time I try to adjust anything while this spline mask is used in the Chaos Scatter Object. If I delete the mask, then everything runs smoothly again (and trees are growing all over).

1) Is it possible to use 'vertex maps' to distribute Scatter objects?

2) Is it possible to use 'Selection Tags' to distribute scatter objects?

3) Would be nice if it was possible to use other objects as masks (not just splines).

*** I'm using Corona 9 in C4D R21 (PC i9-9900K @3,6GHz and 64GB RAM). For the specs.

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