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Messages - dacian

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Learner’s Corner / Re: Anodized Aluminum/Apple Mac Pro
« on: 2021-08-07, 15:36:31 »
Op, did you make this material public anywhere?
I'd love to learn from how it was made.

[C4D] I need help! / Re: Default light intensity too high?
« on: 2021-07-05, 14:44:01 »
Thanks, that makes sense now.
Related question - I can't seem to be able to control the exposure using ISO, Shutter speed and Aperture in the camera settings. If I change the F-stop I can see it affects the dof. But these settings don't affect the exposure at all. What am I missing? :)

[C4D] I need help! / Default light intensity too high?
« on: 2021-07-05, 14:29:38 »
What would be a normal workflow to set light intensity values?
If I create a Corona Sky and render it with an intensity of 1 it's way too bright. The whole image is white. If I add a sun to create some shadows, even more so. They both need a value of 0.05 or so. The same goes for a 3-light setup with the default intensity of 50. Way too bright.
How do you guys work?

Where is the new shader and what does it do?
I see a new shader called "Sky". Are they one and the same?
Some info on how these shaders work or what they're for would be very useful. Might be too soon to ask for this since they've just been implemented.
I find that in general I can't find the info I want on what various settings do. The small question marks in the panels don't link anywhere.

any other solution for getting that effect with good quality and full IR compatibility?


In this redshift tutorial, at 3:48 they're making a light with a texture on it so that it projects the texture on the background wall. How would we go about getting this effect in Corona?

I’m actually looking to make an iridescent material, something with many colorful reflections. Not necessarily physically correct. Any tips on that?
It would be helpful to add some hints in the materials to let users know why things are greyed out. I remember at one point in one of the volumetric parameters it was written there it only works when refraction is on.

I'm looking at the new Physical material and the greyed out Edge Color in the Base Layer.
How do I use that?

OK- I figured something out myself -it helps to set the mult shader mode to material name and creating multiple materials for each null that link to the same multi shader.

Still looking for a single material solution if anyone has one.

Also, I keep coming to the problem of feature documentation with Corona. There's a lot of trial and error that goes into looking into just these modes. I wish each setting was documented like it is with C4d itself.

I'm trying to find a way for multiple child objects to inherit the same random color from their parent.
Example: Three null objects with a multi-shader material applied. Each null gets a random color from the shader. I want all the children of each null to inherit the random color, but they should all have the same color. So the randomness should only happen between the parent nulls.

I tried it with the "object buffer ID" mode and "inherit id from parent" but I don't want to use this because I don't want to nest many objects and manually check and uncheck IDS.

Any ideas?

The same thing happens when I try to drag something in from the macos file browser (Finder)

I'm using:
Macos Big Sur 11.1 (20C69) - now I see that there's an update to 1.2, I'll install it later and see if it's the same.
C4d R23.110
Corona 7.0 daily Jan 22 2021

Before updating to this daily build I could drag a material normally in the direct visibility override and it worked normally.

About dragging textures (image files) into the Node material editor:
In this video, at 25:03 he drags a bitmap file into the Editor. I can't do that. I have to right click, go to new shader > load image.


[C4D] Daily Builds / Direct visibility override doesn't work
« on: 2021-02-02, 13:07:37 »
THe direct visibility override doesn't work for me on mac with the latest daily build and latest c4d version. It only renders white.

Also, on mac I'm unable to drag textures into the node material editor. Maybe this is already known, but i haven't been able to do it in previous versions either.


[C4D] Daily Builds / Re: Why Is the New PBR Better?
« on: 2021-01-15, 13:46:37 »
how do you set a Translucency color in the new material? Other than the base color.


we are aware that some of the features which are grayed out are not really clear UX/UI-wise on how to enable them. We have a fix ready in our development build, which should arrive to you soon.
In the meantime:
Translucency requires "Thin Shell" in General Tab
Refraction>Thin Absorbtion requires "Thin Shell" in General Tab
Opacity>Clip requires a texture map in the Opacity Texture
Volumetrics require refraction to be enabled
SSS requires Refraction at lower than 100 value.

Hope this makes it clear at this moment,

I'm talking about this setting in the screenshot here that seems to be missing. is it missing for the time being or i just can't find it?
what mmarcotic's mentioning seems to be another setting in the refraction, not the transparency tab.

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