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Messages - TeoRossi93

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31
Ok, here is a workaround that should do as you want. Finger's crossed ;)
1. Sky and studio is visible in the metallic sphere & the background (noted in green & orange)
2. If you don't want the studio/sky visible in the background you can uncheck it - (noted in red)
3. Sky is only visible in the green sphere's. Use the ''override'' option in the material and put a sky shader in there - (noted in blue)

I'm attaching my test scene without the HDRI map, that can be replaced with yours. I hope this helps! :)



Hi Bengamin, this is actually working pretty good but I guess the "override" option in the material is available only from Corona 10.
Since I need to render my project using Rebus Farm I think I will not be able to use version 10...
Is there any way to make this work in Corona 9?

32
And this can't be controlled via visibility options or compositing tags?

I don't understand how to make it work...

Here in this simple scene I have 2 skies ("Studio" and "Sky").
I want "Studio" and "Sky" to be both visible in the chrome sphere. I want only "Sky" to be visible on green spheres.
How can I setup the scene to do so?

33
Hi there, may I ask exactly what you are trying to do?
Can't share the exact file because I have an NDA on the project right now. I will share a reference image that is pretty similar to the thing I'm working on.
Basically I have a watch in a natural environment, so the watch is lit by a natural hdri. At the same time I want the watch to be lit by a studio hdri aswell, to get nice reflections and stuff.
But this studio hdri must be visibile only on the watch reflections, not on the other stuff.
I know I can composite this by doing 2 different renders, but this project is a 45 seconds animation so it would be stupid to render 90 seconds of stuff.
I know aswell I can use some panels with light textures, but using a studio hdri is faster

34
Apparently there's no way to do this at the moment, pretty sad honestly because is useful to lit an object both with a natural hdr and a studio hdr while the whole scene is just lit with a natural hdri.

I tried with skies and light materials assigned to them, huge geometry spheres and materials assigned to them... But nothing of these stuff works...

I hope that the team will consider to add this feature in the future.

35
[C4D] I need help! / Excluding objects from sky lighting?
« on: 2023-06-23, 15:53:10 »
Hello guys,

is there any way to exclude or include any object from a sky that is lighting the scene? Like in corona lights or light material?

36
Hi guys, I have some updates.

I've just tested the latest daily 10 build (05-30-2023) and it is still slower than version 9.
This time I'm testing using Intel i9 13900k, 64gb ram ddr5 6000mhz, windows 11.
No process running in background.
I've used the same scene I rendered in previous posts but I can guarantee that the problem is there in any scene.

Scene parsing and denoising times are always the same, render times are different tho.

37
Based on your example given, I'm only seeing a difference 12 seconds between the two. You mentioned the V9 was twice as fast, can you please share the scene where this is happening? I also ran a few tests, 1 identical to yours and another that was more complex (interior scene) and I also only got a few seconds difference between the 2. Thanks in advance!

Hi Bengamin,

here I'm attaching my latest test, done with the same c4d version (2023), same scene settings, no other process running in background. Lighting done using hdri, some corona decals here and there, mix of cad data and poly models, dispalcement and so on.
As you can see v10 is 27 seconds slower, in this scene the v9 is about 10% faster, that is a lot for me.
If you apply this to a 20 seconds animation (let's say 500 frames, 2 minutes render per frame) it would take almost 1 hour and 30 minutes more to render on v10.

38
Hi there,
Did you try testing the performance using the same C4D version?
I can see you were using C4D R23 and 2023.
What happens using the same version? Does the issue persists?
Looking forward to hearing from you.
Kind regards.
Hi Benjamin,

Yes I tried on the same version and got the same problem. I did the test on 2 different versions because it was less time consuming for me.
But yeah, the problem is still there.

39
Hi Bengamin.
The problem is not related to this specific scene, the problem happens in any single scene I work on.
Is it a hardware problem? Maybe is windows 10?

40
Hi guys,

I've just tried the latest build (2023-05-17) and still is way slower than the official build.
Are the developers aware of this?

Thank you!

41
HI guys,

I noticed that the latest release 10 daily build (Daily Build 2023-04-03) is slower than the official 9 release.
Of course is not stable so I'm expecting this but in some scenes it's like 2x slower (9 takes 2 minutes to render, 10 takes 3:30 minutes).
I'm attaching here a test comparison in a simple scene with only 1 hdri.

Is there any workaround or is the latest 10 version still buggy?
I'm in love with the shaders in the corona lights so I really want to use the latest daily build lol

42
[C4D] General Discussion / Multipass mask from decal?
« on: 2023-02-08, 18:30:49 »
Hi guys,

is it possible to create a black/white mask from a decal logo? In the attached image I applied the logo to a decal, I would like a mask with white text.
The only way to do something similar is to make the decal white, the rest of the scene black and do a viewport render with constant shading preview mode.
Thanks!

43
Is it the same if you change the order of the normal map and triplanar?
i.e.

bitmap > triplanar > normal > material
vs
bitmap > normal > triplanar > material

Even changing the order does not fix the issue. But, apparently, the problem is related to the scene I'm working on, if I copy everything in a new one it works fine.

44
I'm using triplanar, no mapping nor projections like cubic etc.

45
HI guys,

today I noticed that if I apply a material with a normal map it doesn't work properly if I apply the material to the group, but it works if I apply the material to every single object.

The material applied in the attachments it's the same one, but as you can se the behaviour is different.

Any idea why this happens?

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