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Messages - Karol Nord

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Okay i see. Thank you for shedding some light onto this. I already noticed that the shadow catcher only provides frontal, cubic and spherical projections but i hoped there might be a different way to get this to work.  I guess i can propose this in the featue request section.

I suppose there is no other kind of workaround available? Something involving the rayswitcher and/or compositing tags? I haven't been able to find one myself yet.

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Okay. My question isn't specifically related to the c4d version. If it works in 3dsmax then there would be good hope that it either already works in corona for c4d or that it will be implemented along the way.

if you have a look at the wrong.gif attachment you can see what happens when you put the shadow catcher material on the geometry reconstructed from the photo. When moving the camera around, the backplate is always a frontal projection into the scene, and the sphere, which initially sits on the floor and next to a wall just drifts away. No parallax is visible.

On correct.gif you can see what happens when i use a standard diffuse material camera mapped onto the reconstructed geometry. When moving the camera around, you see the depth parallax. This is almost the result that i am looking for!

The problem with this solution is, that the reconstructed scene geometry is being globally lit and shaded which is not what you want when you are working with backplates.

i hope this is a bit easier to understand?

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No one with any insight on this? Or is my description not clear enough?

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Hey everyone,

I am wondering if it is possible to project the backplate of a shadow catcher material onto geometry through a main camera, while using a different camera to move through the scene, creating a parallax effect. I tried setting it up in the latest Corona for C4D beta but the backplate always seems to be projected through the active camera.

On this image you can see a backplate correctly projected onto geometry, with the respective corona rendering result. The backplate seems to be accurately projected onto the surrounding geometry since it is showing up correctly on the reflecting sphere.


Here you can see a separate camera being offset to create a parralax view


As you can see, it doesn't output the result i was hoping for. The Shadow catcher material in C4D only offers frontal, spherical and cubic projections, not a camera based projection, which is likely the the issue.

On the look out for alternatives, i tried inserting the shadow catcher material into RaySwitcher material with a camera based projection, but that doesn't seem to work.
Using an unlit (illumination only) material projected onto the geometry works nicely for the parralax, but obviously isn't able to recieve any shadow information.

Can anyone offer a solution or workaround to my issue?

If this isn't possible right now, i'd love to see this feature in upcoming versions!

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Hey,

i'm pondering about a project that would require two simultaneous IR outputs. Is that something that Corona supports? I'm talking about two different perspectives rendering at the same time. In theory that'd be a simple stereo setup but i need to move the two stereo cameras further apart, ideally free roaming them.

Do any of the Corona versions support something like this? Is that something that's feasible to request for A7?

Best,
Karol

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Sorry for the late reply. Works great! Thanks for the heads-up.

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Hey,

i did a quick search on the forums but didn't find an answer to my question. I did a quick test yesterday which didn't work as i had hoped. I added an emissive material to a 3d mesh and added that  mesh into a light select object. changing the corresponding parameter in light mixer during (or after) rendering didn't have any effect. it does work with normal light objects though.

the corona documentation says it handles material lights exactly the same as light objects which makes me assume that it should be compatible with the light mixer. but maybe i overlooked something? or maybe it just hasn't been implemented yet? can anyone give some insight on this?

edit: it didn't work with the hdri light setup that i used either. its a normal material with the hdri applied in the diffuse slot added to a sky object.

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so how's this r14 support coming along? :)

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still hoping for that r14 compatibility with vray support! ;)

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Any chance to see this work in R14? It would be incredibly helpful to make the switch to corona.

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[C4D] General Discussion / Re: Alpha v3 wishlist
« on: 2015-05-12, 10:23:49 »
i would love to see a working corona compositing tag! that would make so many things easier. i guess most of its use would be covered with a sort of shadowcatcher but the way vrayforc4d incorporated it also makes it possible to hide geometry from reflection, gi etc.

other than that i have some problems with instanced geometry. i haven't fully worked out whats happening but it seems related to normal tags, instances of grouped hierarchies. in these caes sometimes geometry disappears when activating "render instances". I'm not sure if proper render instances are supported yet so if they aren't then that would also get a big fat +1 as i often work with very complex and geometry-heavy scenes.

next thing that would be nice to see is a corona VFB. Actually i was wondering about the "interactive colormapping" noted as a feature for the latest corona c4d release. i wasn't able to find out how that works. can anyone point me in the right direction?


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Any tests on how the rendertimes compare?

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