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Messages - Nelaton

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Hey Sirio,

Just bought your library, very good shaders! and exhaustive combinations, i can only say this is very good stuff you've put in this release.



[C4D] Feature Requests / Re: Invert Textures
« on: 2019-12-15, 13:36:14 »
Also, one can use the black point/white point of the texture loaded and simply invert it. (not talking of the conversion of roughness map here), only the image inversion


As stated in the subject. This would be good to have this.
Right now, one solution is to gather for later the denoise, but this can be long process for each cxr treated.
And denoise seems to act on every lightselects presents in the multipass, even if lights are not rendered. Estimated render time for the denoise process
seems to be rather same in both cases (lights active or lights unactive in the scene).


[C4D] Feature Requests / Re: Copy button in the CIE
« on: 2019-11-27, 09:52:50 »
ah! Thanks!  i did not installed the corona 5 version yet..

[C4D] Feature Requests / Copy button in the CIE
« on: 2019-11-21, 11:36:19 »
As i stated in the subject, this would be very cool..


[C4D] Bug Reporting / Re: erratum/mymistake
« on: 2019-09-26, 20:39:07 »
ahah, thanks man, ... always  a pleasure ! :)

[C4D] Bug Reporting / erratum/mymistake
« on: 2019-09-26, 17:14:01 »

This post is not relevant, i made the error, cause i locked the attribute manager on my first light and forgot to unlock it..

I face a problem and i wanted to know if it's  same with you: When you place some objects  in an include/exclude list of a corona light. And  you duplicate this light, the value of the 2 lights created  keep being the same (in intensity), if your aim is to change let say, the value of one of  them.

Idem, if you create now a light but without the object in the list, it will mimic the intensity of the first 2 created lights.


Not sure autosave options are working, whereas, i confirm that save at render end, will create a cxr file in your appdata.

Untick it, and you're good, because, this can lead to heavy files storage.. Or trash the one you don't want.


[C4D] Feature Requests / scene gamma adjustable
« on: 2019-09-12, 11:39:27 »
As the subject describe it, it would be very valuable to have the possibility to adjust the gamma of a scene (like a slider with value
of the gamma, as max propose it)


[C4D] General Discussion / Re: remove gamma 2.2 from vfb?
« on: 2019-09-12, 11:30:53 »
I rebump this question. Is this something achievable soon?
We need the possibility to  adjust the gamma of a scene as max do it (slider with  scene gamma, to set it up to whatever value needed).


[C4D] Bug Reporting / Re: Corona Multi-Pass with Take System
« on: 2019-06-24, 10:51:42 »

You  need to tick the autotake button(see the icon attached), to make changes only on this take.
Meanwhile you could enable the Id you need, globally, unticking autotake, and clicking the Main level of your take system set up, as you suggest it.

[C4D] Bug Reporting / Re: Team render issues
« on: 2019-02-08, 16:22:50 »
Thanks for your kind explanation. It doesn't appear to be a solution as pointed Kizo earlier, as other render engines do not suffer from traffic congestions
at 1Gigabit. I'm sure you got this essential point.
So then one question: Why not contact the Vray team to see how they handle this, and implement a Corona DR interface.
Because, now, i see TR as very unstable with corona.


[C4D] Bug Reporting / Re: Team render issues
« on: 2019-02-08, 14:40:51 »
Ok, so we tested in the past a scenario where we have 12 cameras. 1 per frame. And then, as you say, the machines works on one image a time. And render times are no comparison with
rendering in TR, stills (no animation).

But a still image calculated not in animation, take approximately de same time to render with TR, than on our local machine(s). So this is disppointing. On the other end, when rendering still image with TR (no animation mode) we get lines that are appearing, but this is very long, to make the render finish (and we have 8 clients runnings in this extent)

 we know that having 1giga network cards per machines is properly a non-sense with a 10 gig switch, and  we are aiming to change them in a near future.

[C4D] Bug Reporting / Re: Team render issues
« on: 2019-02-08, 09:26:54 »

@TomG: So we have a 10 gb switch  and network cards per computer of 1Gb. So, but i'm not sure, it's the switch who do the repartition and it power that preveal, is it?

NB:I was mistaken when i said the size packet was at  100 Mb in manual mode, for our  animations.
This is set to automatic.


[C4D] Bug Reporting / Re: Team render issues
« on: 2019-02-07, 20:19:52 »
hi Tom,
We are using 8 clients, and the value we tested is 100 Mb for the size packet  and we render A3, 144 dpi.
We also tested smaller packet size, but render time increased drastically to a point it was preferable to us to render localy.

One remark,  when rendering animations (with TR), we have no client disconnecting and descent render times/frames (around 10 mn/frames).
Not sure this is a solution, but i'm wondering why it's working  (client are not disconnecting) with animation and not with frame rendering.


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