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Messages - Eddoron

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541
Thanks Nikola for latest beta (29/8). working well.

1st crash:
Corona Bitmap Shader:
1- If image already have in texture slot and selected Corona Bitmap, C4D halt.
2- first select Corona Bitmap.... then place texture, works well.

please confirm if anyone tested this.


Ran exactly into the same issue with the Bitmap Shader, luckily the crashdump saves well but it's kinda annoying.

I also had several crashes trying to render files done with the previous builds.(especially with increased resolution..it seems)
But it's more of a roulette thing. Usually at 2-3. render after changing camera position or as mentioned image size. Sometimes it doesn't.
The recovery files in the bugreports directory(appdata/roaming/maxon/c4d ...) seem to work better after the first crash.

OpenGL Editor preview sometimes won't show the textures after opening file from previous build. recalculating materials, switching on/off, changing preview res. and reapplying didn't work, then crash on render. (using an nvidia gtx 1080, latest drivers for viewport, can post dxdiag if it helps)

542
-Hair & Skin material shaders
-flakes shader(not just material but both would be good)
-coating layer/second refl. channel with extra bump/normal slot and maybe thin film thickness
-curves rendering
-particle rendering as points, quads, spheres, etc. and maybe interpolating between them

543
[C4D] General Discussion / Re: Background
« on: 2017-08-29, 05:46:47 »
You can also use the direct visibility override to be used as a background and have your scene and reflections the way you want.


544
[C4D] General Discussion / Re: Light Materil with HDRI
« on: 2017-08-29, 05:40:54 »
I use the settings->scene environment overrides to light using hdrs. It's more flexible and you can choose if you want different sized maps or reflections/illuminations.

545
Pricing of Corona will go way up. Updates will slow way down. Eventually they'll merge the two renderers. I mean in the end, why would they need to develop two? Let's be honest here.

This has probably been in the works for a while now. Probably why updates to the C4D version have slowed way down. Such a shame. I had high hopes for this renderer :(

Exactly what I was thinking. They said both teams would work on their own projects but for how long until they're swallowed? What will happen with the FairSaaS?
And don't forget the terrible company that makes the vray conversion for c4d that takes at least months for updates and then puts out a broken version with features not working properly.

546
[C4D] General Discussion / Re: Bump...
« on: 2017-08-26, 09:53:09 »
Glad I could help.

There is no fixed HQ setting. This all depends on what you are going to create and tweak the values accordingly.

If you have a forest with lots of leaves for example, then a higher raydepth could be useful.

A scene that has a strong or many caustics could benefit from a higher value in the light sample multiplier and AA settings.

This is all very individual. Imagine it like tweaking the values in Vray (global subdivision multiplier, GI depth, dmc sampler etc. etc.)

Just learn what each value does, there aren't that many. That's the good thing of unbiased engines.
Then you can easily set up the rendering values for what you need. The documentation and the official YT tutorials are quite helpful.

547
I don't understand your problem. It looks like you messed up importing the file with the wrong settings or your file requires a specific preset. However it doesn't look like a corona problem but a mistake importing into C4D.
Add a screenshot so we can see what the problem is.

548
[Max] General Discussion / Re: Vray acquire Corona
« on: 2017-08-26, 09:24:20 »
God no!
Why couldn't it be otoy or some other company.

549
[C4D] General Discussion / Re: Bump...
« on: 2017-08-25, 08:13:47 »
I've tried it again. Sure there are small artifacts but the area in the original view is very tiny, pixel wide and wouldn't be noticeable in a final render.
I used 16 passes. I had s.size 0.4 as max and a finer version with 0.2. In the close ups, I exaggerated the displacement to 0.15cm

1.original size 2
2. size 0.4

3. close up 0.4 300% zoom
3. close up 0.2 300% zoom

It should be cleaner but with final HQ settings, it wouldn't be noticeable. Maybe a little tweak on the AA settings could do the rest.
I don't know how the c4d shaders are handled. Some other renderers like Octane bake the shaders and you can choose a size.

edit: small mistake writing the numbers onto the pics 0.4, not 0.04.

550
[C4D] General Discussion / Re: Bump...
« on: 2017-08-25, 06:26:04 »
I tried your scene.
The problem is with the displacement screen size. The default value of 2 is too high for the fine contours you need.
It's also an adaptive approach and if the camera were closer, it would look fine.
The artifacts can be resolved by setting the displ. screen value to 0.4 or lower or if you want it to be static 0.001 cm will also do the job.
I'd also recommend to let it run for more than ten passes(I used 30 but less would already do it) and you'll see a crisp line.

The denoiser only makes sense when the image has gathered enough samples and finer details are already visible. The default value for such a scene would also be too high and you'll have to play around with the values until you're satisfied.

One more thing for the normal map that was in your folder.
If you want to use those, you first need a corona normal and inside of that the corona bitmap shader and set the color space to linear.
It also looks like the y value should be inverted for that map.

Hope I could help.

551
[C4D] General Discussion / Re: Bump...
« on: 2017-08-25, 01:09:19 »
I tried it myself but I don't know where your problem is.
The only thing that comes to my mind that would result in that noisy bump is that you have only let it run for one pass or so.
I used the c4d tiles shader(lines v-dir.) for my experiment but also tried a similar bitmap that also looked fine.
The only thing where artifacts occurred was with the displacement but that could easily be resolved by lowering the screen size setting and/or maybe unwrapping the uvs at the top&bottom.(though it was a pretty small object and not too close to the camera)
here's my take on it:

Ring on a cylinder on a plane with corona sun.
Left: Bump / Right: Displ.



552
I've used the AO multiple times in different channels, mostly to mask out things or multiplied in a c4d layer shader and works pretty good especially with the include/exclude options.
It's basically the same as in other renderers.
Though, it can become quite demanding, depending on the set-up. Nowadays, I prefer layering the materials with the CRN layer shader and use AO as the mask.
Here's just a simple old metal I used in my scenes.

553
[C4D] General Discussion / Re: jagged edges
« on: 2017-03-06, 02:06:44 »
Same principles would apply as from this tutorial:

Plus the new option since that video of a slight bit of bloom and glare. Hope this helps!

The reduction method from a higher rendered image to a smaller one is good but that's basically manual up/downsampling. It would be nice to have a checkbox telling corona to render it in a higher resolution and putting out a downsampled image in the vfb, similar to what indigo render does.

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