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Topics - ShynnSup

Pages: 1 [2]
16
Hi guys,

For learning purposes I am recreating some shaders I see online, and I found this one interesting.



I thought it looks like some kind of pine resin, with self illumination maybe?
And some sort of noise which controls refraction/sss/or maybe in diffuse color? So many options I don't really know how to approach it.



I thought the texture could be something like from a planet or moon, from this page: https://www.solarsystemscope.com/textures/
It also has some bump, but that is easy, it could also just be some planet topo texture for bump.

17
I mean, I always get this diffused white at the horizon, and I have no control over it. For starters it does not work ok out of the box.

This is the result out of the box: Horizon on new planet, perfect gray line.



Change altitude you say: (2500m)



Does this look any better to you? The white diffuse gradient at horizon is not natural,  and if you have a water material it totally messes it up by making it also too white!
Same image as before with alpha:


Does that look like a normal water color at horizon to you?

Please guys, just look at some real photographs. Or at least give us some control. Right now I can't change the color nor can I reduce the gradient, only increase it....

Look at this horizon:


Look at this horizon:


Look at this horizon, look at the color of the water. No white!



Thank you

18
Hi guys,

I feel this is more of a feature request unless I am missing something:

Corona lights light up by scene (viewport) and make it very hard to work on. If I toggle their visibility on viewport off, the problem is solved, but I can no longer manipulate them, at least not visible (because they are invisible in viewport) Is there a way to deactivate the lighting only in viewport while keeping the wireframe of the light visible? So I can keep rotating and moving it?

Thanks

19
I thought the advantage of using OpenEXR was to save all my passes in one single file and be able to use that in PS or other image editing software, but when I click 'save All', an OpenEXR file is created for each pass (z depth, reflec, refra, id, etc.) So... what is so special about OpenEXR besides being 32 bit?

Also, can someone clarify for me which passes do I need to re create the beauty pass? Thanks!


20
[C4D] I need help! / Material below water make edges wet?
« on: 2021-12-03, 03:58:30 »
Hi everyone,

I am looking to make some water puddles and I noticed the result I was getting was too unrealistic, mainly because I needed to add more detail.

I noticed Mixer does a really nice job of automatically adding details to water layers: Notice how the edges that are immediately above the water plane receive a different glossiness value? As if they were wet.
This is controlled by the 'Radius' parameter inside Mixer.

Low Radius:


Higher Radius:


How could I replicate this effect inside Corona?

My current result:




Thanks for any insight!


21
Hi all,

I am not sure how to achieve this with Corona, actually not even in C4D.

I would like to combine 3 bump shaders for example: some scratching together with some dirt and some brushstrokes as if it was real paint.

I am guessing something along the Layer shader? I tested a bit and did not get the result I was looking for. Maybe multiply mode is not the way to go?
Another idea I had was to create 2 separate materials and then combine them both with a mask? Is that possible in Corona? For example, have a metal material, a paint material, and a mas of scratches, the result will look as if the paint has been scratched and you can see the metal underneath. I could use this logic to stack bump shaders too.

22
I am not sure how to approach this.Maybe there is no 'best' way just different ways but I still wanted to ask for the standard way of doing it...

I understand I can use 2 different HDRIs (can be the same color corrected) one for lighting and one for background. This is easy to do with the checkboxes in Corona Sky object.

But most backplates are planar JPGs:
Should I just use a plane and apply a material with the JPG in diffuse channel and use frontal or flat projection?
Should I use a Background object?
Should I use another Corona Sky object with projection set to frontal? I think this might be the one no?

Thanks

23
Basically the title. I been working a lot with Multi-Instances (200k +) and it is a pain to not be able to see the results interactively.

24
So I have been watching some tutorials where they use Octane, and many make use of the handy RandomColor shader. Basically: The Random Color Texture generates a random float value based which can be used to create color variations on instances of geometry.

http://www.aoktar.com/octane/OCTANE%20HELP%20MANUAL.html?RandomColor.html



It is often used together with a Gradient or a Mix Texture. Meaning that the Random values are used to randomly mix two textures on randomly pick and assign colors from a gradient onto objects.

I think it would be equal to the Corona Multi Shader, but instead of having to assign colors to each separate 'layer' you could just plug in a gradient.



For now to replicate this I could just copy my colors onto the Multi Shader.
Or I can use effectors in native C4D, which feels very cumbersome... maybe I am doing something wrong?

My current workflow is as follows:
Create Corona Material> Assign Colorizer Shader > Add Mograph Color Shader inside Colorizer > Create Effector > Change Effector Color Mode to 'Effector Color'

All this to just have random colors?

I have also noticed that Corona is super slow when using Mograph Shaders... anybody else?

25
Hi everyone!

I have been reading up on some Corona documentation but I can't understand why in some cases I see material set ups like this:



What is the purpose of the Opacity channel in this case? What would go wrong if none is used? Most of the times I don't use it for my leaf textures...

Also seen here:



26
[C4D] I need help! / Corona Multi Shader - Noise Pattern?
« on: 2021-11-14, 02:08:12 »
Hi all,

First of all I am relatively new to C4D so excuse me if I am missing something obvious. I think I am close to solving my problem.

I am have been rendering some grass fields lately and using Corna Multi Shader to create some color variation in the grass.
Problem is the color variation is too random, making the patches of grass (each one is a separate mesh object) too noticeable.

I figured that what I need is for the Multi Shader to work with a Noise Mask somehow. I managed to paint my grass with a Shader Effector to better show what I am after:

You can see that when using the multi shader the distribution of green and red is totally random, which is not good for grass.

Is there some way to make the Corona Multi Shader distribute the color following a mask? Or is the Shader Effector the way to go? I simply used colors for this, no material, not sure how to keep going with this method. I also noticed the rendering time increases drastically with Mograph Color Shader.

Corona Multi Shader:


Shader Effector using Noise with Red and Green color (Mograph Color Shader)






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