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Messages - ficdogg

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You'll need to fake it with a gradient.
Go to ikeas website and see their mirrors.

That's normal, it doesn't have anything to do with corona, 3970x is rated at 3.7GHz.
The boost speed of 4.5GHz only happens when you're using a smaller number of cores, they get a boost, but when all cores are engaged it goes back to its base speed.

[C4D] I need help! / Re: Interior animation render
« on: 2021-07-13, 09:38:03 »
First, do you even need glass panes there since they're getting blown out anyway you might as well hide them it's not like they're contributing much to the scene?
If not, you'll need to set up a separate mask for them and then composite the alpha and the windowpane maks to get what you need to replace the background.

As for the highlight burn, you'll probably need to go to corona render settings>frame buffer settings and play with highlight clamping. Search through the corona helpdocs there's an article on how that clamping works vs the camera clamping

[C4D] General Discussion / Re: Opacity texture in viewport
« on: 2021-07-01, 11:37:27 »
What I do to get around this limitation, is to set up the decal with a regular c4d material, adjust the projection and position, and then swap it out with a Corona material once I'm satisfied with the placement.

[C4D] General Discussion / Re: Why Use Color Shader?
« on: 2021-05-26, 22:05:45 »
Maybe the same color is plugged in multiple places, so you don't have to change the color value in several places, just one.

How sure are you that it's corona slowing down?
This kind of thing has been plaguing Cinema 4D for at least 10 years, usually, it boils down to some generator or sim. Do you have metaball or some kind of sim or dynamics going on?
Some years back I had something similar happen to me, renders started at around 5 min per frame and left it to render overnight, came back to it in the morning to find it still rendering with over 40min per frame now. In my case, it was a metaball causing the issue, and to solve it I simply exported it as an alembic first, so that it doesn't have to calculate every frame.

I've also had a couple of other cases with cloners that were solved in the same way.

When you start a render, where does the extra render time show up, in preparing the scene or in the rendering?

[C4D] I need help! / Re: Border around object
« on: 2021-03-19, 23:47:15 »
I remember having something similar once, I believe it had something to do with the Alpha, I think if straight alfa was turned on it would come out like that in the picture viewer, but don't hold me to it. Multipass was ok though.
You can investigate that as a start if nothing else.

You can't really get a pure white background straight out of the render, you need to do it the same way as photographers in real life. You get the product well lit and looking right, then in post you adjust the background to pure white.
The good part is that you can set up masks for just about anything in your scene, which makes post that much easier.

I've had to do something similar and I ended up just setting up render passes for reflection and refraction in addition to alpha, and then comped everything in After Effects. You can see the end result here.

This was rendered on gray, the blue color and DOF were added in post.

It will apply lightmix changes only to the last frame rendered. If you want edit all animation, you need to save it as a sequence of CEXR files and batch process them in Corona image editor.
Correct me if Im wrong, but saving CXR for animations is impossible in Cinema 4D, since the only way to save a CXR in c4d right now is through the VFB.

[C4D] General Discussion / Bloom and Glare per light
« on: 2020-11-06, 12:19:56 »
Is there a way to get multiple bloom and glare passes for select lights?
Say B&G of lights 1 and 2 on one layer, and B&G of lights 3 and 4 on a separate layer?

This is for an animation, so Im not sure that lightmix would work for this.

[C4D] General Discussion / Re: Water Puddle - help
« on: 2020-10-16, 11:24:02 »
I'd try lowering the reflectivity a bit, but for me, a bigger issue is that the footprints are particularly wet yet have a sharp clean outline, and there are no spills or droplets anywhere near the footprints.

[C4D] General Discussion / Re: pass presets
« on: 2020-08-30, 16:51:40 »
Hey maherkhedder, thanks for the suggestion, I'm using the trick with modifying the NEW.c4d file for something else, but it's not quite what I needed.
I wish they could somehow shove the passes in render settings like with physical and standard, then the built in presets option would work.

But I did find a workaround.
Yesterday I tried making an empty scene with all my passed and then merging that one with my main work scene file. Didnt work.
However, I later realized I had the order reveresed, I needed to have the empty "passes" scene open and then merge the work file in to that one, not the other way around.
Not an elegant solution but it works.

[C4D] General Discussion / pass presets
« on: 2020-08-29, 18:05:41 »
Is there a way to create presets with selected passes, so I don't have to set up the same passes for each scene separately?

Unfortunately no, I still have to render it separately if I need it.

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