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Messages - Rhodesy

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481
[Max] General Discussion / Re: Ior vs reflection colour
« on: 2015-11-29, 21:49:54 »
Thanks a lot to you both for your knowledge. Alas I am a C4D user and as such dont have access to the Siger shaders which is frustrating as I would buy them all without hesitation. Some real beauties in there. Thanks also for the link to the PBR pdf, I will sign up for that.

I have looked into IOR lists in the past and just done it again now and to me they dont line up as Id expect. Perhaps because they might take the metal in its raw rough state? For example you will struggle to see a material over IOR 3 and most in the 1.5 - 2 range. So its a bit of a finger in the air job I find. But the beauty of corona is its simplicity and its fun and quick to tweak so I dont mind a bit of tinkering to get the desired look.

Good to know that metals will always have a diffuse colour of 0 and everything is done in the reflection channel, makes it easier to focus on just one set of settings.

482
[Max] General Discussion / Ior vs reflection colour
« on: 2015-11-29, 12:50:31 »
I'm trying to work out the correct way to create darker metals. From how I understand it I can create a metal by just using the reflective channel (c4d version so diffuse is left unchecked = black). I can then adjust the Ior upwards to around 20 to create a reflective metal. The brightness of the material increases as the Ior increases and I as I understand it metals are generally about 20. So if I want a dark metal like a gun metal should I control the brightness of the material by darkening the reflection colour value, or, by reducing the Ior back down, or both? Then adjust the glossiness to suit.

Also for other Ior values, coming from vRay I would use a value of about 3 for the majority of materials like concrete/brick/wood and maybe 5 for plastics. Is this the same in corona? I see the default range in the slider on c4d just goes up to 3 which makes me think 3 might be a bit high.
Thanks for any help on this.

483
Cool test.

Re crashes, I wrote this on the 4.1 thread....

I had big issues with using the C4D noise shaders resulting in instant crashes but it only occurred on one machine, and did it in both R16 and R17. it was fine on another couple of machines that I tested. After some head scratching I reinstalled C4D to a new folder then copied it into my original MAXON installation folder and deleted the original installation. Now everything works. Might be worth a try. You can give it a dry run by just installing c4d to a new folder and the copy across the corona plugin folder and .dll files from your original installation.

484
[C4D] General Discussion / Re: Alpha v4.1 hotfix
« on: 2015-11-19, 23:06:49 »
I had big issues with using the C4D noise shaders resulting in instant crashes but it only occurred on one machine, and did it in both R16 and R17. it was fine on another couple of machines that I tested. After some head scratching I reinstalled C4D to a new folder then copied it into my original MAXON installation folder and deleted the original installation. Now everything works. Might be worth a try. You can give it a dry run by just installing c4d to a new folder and the copy across the corona plugin folder and .dll files from your original installation.

485
[C4D] General Discussion / Re: Alpha v4
« on: 2015-11-05, 11:34:18 »
Awesome. Looking forward to the new displacement. Just done a job with A4 and the displacement took a huge chunk of the RAM.

486
Has anyone else noticed a big hit in passes when using third party shaders? More specifically I'm thinking of a couple of Paul Everetts, the grunge shader and also karate tiles for random map flipping. If I use either of these in a scene I get a 50% slowdown compared to not using them. Corona is still rendering fast its just noticable that the passes are going at half the rate. Is this something that would have to be changed in the plugins by Paul or is it something the corona devs can optimise at their end? As far as I know there isn't the same speed hits when using the MAX equivalents.

487
[C4D] General Discussion / Re: Alpha v4
« on: 2015-10-23, 18:45:10 »
Agreed, the pics are a bit weird and I don't think they help the cause. Im sure we've not slipped their mind.

488
Thanks, yeah I wont be spending more buying wide gamut again. My clients are going to be sRGB for the foreseeable anyway and if I can get close to a photograph that I see on my screen I'll be happy with that! I'm going to try switching that problem screen to sRGB and re-cal when i get a minute. My current main monitor is the 32inch BenQ 100%sRGB one, definitely recommend it for the price and size.

489
I wish we had that plugin for C4D. I like the idea of getting everything as close as possible in frame buffer and reducing PS time as that makes making inevitable revisions much less painful. However it can sometimes be quicker making a few tweaks in PS rather than battling and testing in the render engine. Both have pro's and cons. I've never had access to IPR before though so I imagine that really helps.

Juraj, I have a high gamut Dell monitor and its caused me no end of problems with vray for c4d and generally system wide things are over saturated, but PS is fine. I have calibrated many time with my i1 profiler and eventually admitted defeat and bought an sRGB monitor as my primary one. However I have just thought, have you just selected the sRGB mode on your monitor rather than custom (initiated when using a profiler)? I hadn't thought about this but perhaps that will manually clamp the monitors profile to sRGB so when I use my profiler it will ignore the problematic high gamut. Sorry for the OT. Your images have really helped to sell Corona, im definitely keen to switch from Vray full time once the C4D version is more mature.

490
Thanks for this tool mp5gosu, a great way to quickly switch over maps and lights. Good work.

491
[C4D] General Discussion / Re: Alpha v4
« on: 2015-10-12, 08:33:56 »
Hi Ales, is it possible to get a hot fix for the material preview ball mapping? That seems to be the only major issue I'm experiencing. You said something about the daily builds, do we need to apply directly for this? Really loving corona, thanks for all your hard work on it.

492
Work in Progress/Tests / Re: Concrete C4D Procedural
« on: 2015-09-28, 22:53:04 »
Cool. It's a good result. The grunge edges do help on those cubes.

493
Work in Progress/Tests / Re: Concrete C4D Procedural
« on: 2015-09-28, 13:38:21 »
Thats pretty awesome. Did you just use native C4D noise shaders or did you also use some enhance4d ones? How did you get the edge behaviour, tools4D grunge tool or something else?

494
Gallery / Re: Apartment
« on: 2015-09-17, 14:26:59 »
Really fantastic tone and lighting. I would also be interested in your white settings.

495
[C4D] General Discussion / Re: Material ID Problem
« on: 2015-09-07, 08:51:13 »
Oh wow, thanks will give that a go. That was the one thing stopping me giving it a proper go for a small commercial project.

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