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Topics - Nelaton

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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 / 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 / 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.


[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)



Would that be possible to exclude certain multipasses from a render setting preset? ie, 
implement the possibility to have one corona multipass per render settings or to untick/tick
some specific passes by render settings.

At the moment, when working with take system, with two light scenarii, there are chances that some light selects
won't be needed for the first or the second light scenario.
In both cases, all the lights selects are rendered in the cxr.

It would be very handy to have the possibility to exclude or include light selects per render settings or per takes/light scenarii.


[C4D] Feature Requests / vfb size mismatched
« on: 2019-01-23, 22:14:27 »
i'm using takes system to create 2 scenarii of lighting, and i have also different dimensions for my renders.
This last point raise my question: Would it be possible to make the vfb  taking into account the differences of dimensions between renders?
My first gess is no, as it should have been done if it was possible, but i'm also perhaps wrong.


[C4D] Feature Requests / corona lights seen as lights by c4d
« on: 2019-01-02, 16:45:23 »
Hello and happy new year,

Would it be possible in next corona builds, to make corona lights considered as Lights by c4d?:

Right now, corona lights are handled as generators and for exemple the selection filter of c4d won't
recognise them as proper 'Light'. Just a question, thanks in advance,

NB: sorry, wrong section, belongs to ' Feature request section', but i don't know how to change this.


With Corona beta 2,  trying to assign a  choosen Lut in the corona frame buffer, the lut always go the first one of the list (Adanmq_Advantix_100), at rendering time.
Is it something you came across with this version?

Lut option is set active in my rendersettings tab and also override are not active the cam tag.


[C4D] General Discussion / lights problem (solved)
« on: 2018-11-16, 16:29:51 »
Hello ,
I have one question regarding the numbers of corona lights c4d can handle in a scene. Are we limited to a precise amount because,
I've read a thread on the 3ds max section, where it was pointed that for the moment around 240 corona lights could be used in a corona max scene.
If more are in the latter, it may cause  problems such as splotches.

 It has probably change since the thread,  but here on c4d, I've got a scene lighted with more than 240 corona lights, and blotches are appearing on the walls at render end (cf screenshot attached).
Number of pass is 20 and i'd like to keep this number as low as possible.
Do you have any clue of what can cause those lights splotches?
Thanks in advance,


[C4D] General Discussion / black texture problem
« on: 2018-10-26, 15:42:45 »
We are working with my friend on two versions of c4d r20. One in english and one in French
We are using Oct 15 2018  corona build (did not test yet the last build).

For the matter of an actual project, we encountered a problem with the loading of textures at the time of scene opening.  ( we are not 100% sure it is a problem of language).
They render black on certain materials : each texture are loaded in the material but not active. To activate them we need to manually click on 'Layerset >Select and choose 'Background' or 'arrière-plan'.

 R19 creates the same problem, with our versions, while r18 seems to load the textures correctly.

Do you have any clue on how to fix this? as we would like to stay on R20 for this project.

Thanks in advance,



Is there a way to save .cxr via the render queue?
Using takes and dump exr option is working (*).
But if .cxr options could be implemented in the general tabs of c4d, for further post prod tweaks using the image editor, it shall be more convenient.

* Correction: As takes only works with c4d picture viewer, i don't think one can save a .cxr from the latter.
And dump exr option, will create a .exr not manageable in the corona image editor:  the passes are exported but as black passes.


I have 3 questions :

1- How would you make the Sun active when placing a polygon backplate just outside a windows  room, for instance: I don't find the way to exclude this backplate so that the sun rays will hit the floor of the room.
The backplate occlude the effect of the sun.
Placing an alpha on it or moving it back can make the trick. But would i possible to make the sun effects goes through it, not having to change the initial position or puting an opacity mask?

2- This one have been probably discussed, but i cannot find a mention of it in your features thread or on the road map:
Do you plan to implement a fast material converter (standard c4d mats /vray/octane etc..). The external plug proposed is very good, in the extent that it does converts well materials but very slow at creating mats preview.
And this time issue can be problematic for large scenes conversions.

2-this is more a wish: Using the take system, which works very good, i noticed that when creating a new group take, the group tag function ('plus' icon) works for the 'texture' option/'display' option etc. which are not properly only c4d specific. On the other hand, the compositing option is c4d specific and it add a special 'take tag', but with the composting option of c4d.
Do you plan to implements those features (corona specific takes tag, and hence, corona compositing specific takes tag)?

Thanks in advance + congrats for everything you've done so far.

[C4D] Resolved Feature Requests / Render Active object
« on: 2017-04-15, 20:34:28 »
Hello everyone, corona team,

I wanted to know if it was possible to implement a 'Render Active Objects' function working in the c4D picture viewer or
corona vfb?

Right know the "Render Active object" from  c4d, works with corona but only in the viewport, if i'm not mistaken.

It also works in the c4d picture viewer, but only for the c4d standard and physical renderer (Render settings>options>active object only ticked).
Vray max has this implemented as 'Render mask'. And this would be very usefull.

Thanks a lot,


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