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Messages - pBarrelas

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16
One thing that the conversion isn't taking care of, is that the Normal Channel from a C4D material should go to the Bump Channel from a Corona material. Probably this is already planned for the C++ version.

17
[C4D] General Discussion / Re: Alpha v4 wishlist
« on: 2015-06-13, 11:10:13 »
Although very welcomed, a node-based material system isn't the priority here. There are a lot of more important features to implement before it!

18
[C4D] General Discussion / Re: Absorption and Scattering
« on: 2015-06-12, 03:47:00 »
You can find it under the Refract Channel, Medium group!

19
I downloaded the latest version from your website but in the "about" section it still says Version 1.2. Is this correct?
Yes, it's good that Corona advances this fast but I guess that when you're porting plugins from Python to C++, this my be a pain in the neck :)

Current is 1.3 - 1.2 is just a typo. :)
My company "allowed" me  to work on the converter fullt-time now, so I'm making progress more quickly. A first testbuild went out to some testers yesterday - yet there's still a lot to do.
With the next public release, I can actually make sure that all features are supported. IES, SSS, Multipass ,etc.
And yes, porting to unmanged code is definitely a pain in the neck. :)

Thanks a lot for the good news!

20
[C4D] General Discussion / Re: Grass scattering
« on: 2015-05-26, 16:43:01 »
I use SurfaceSPREAD and personally I think it works a lot better than the built in a Cloner object.

21
Shader Ball V1.1 released.
Added to the top null, the ability to drag and drop the material to the link and deal with UV repetitions in only one place rather than having to deal with 2 texture tags. I'm lazy ;)

22
I really do like this Shader Ball, it shows larger surface areas then most do.
But the uv seams on the edges, break displacements in max.

Maru is correct!
Regarding the Shader Ball UVs, there's no way of unwrapping it in such way that we'd get only 2 UV islands. If I did so, the Uvs would get really distorted.

23
Could you possibly upload an .obj?
I added an FBX file and the logo.
The texture on the floor is a C4D shader. If you want I can render it as texture for you to match my look.

24
Porting and API / Re: Corona for Modo
« on: 2015-05-24, 02:04:15 »
Well, after seeing the 901 preview, I can see that Modo is moving towards a very interesting direction! Definitely Corona for Modo would have a bright future!

25
I downloaded the latest version from your website but in the "about" section it still says Version 1.2. Is this correct?
Yes, it's good that Corona advances this fast but I guess that when you're porting plugins from Python to C++, this my be a pain in the neck :)

26
I noticed that when converting Vray materials that are using the Vray Bitmap Loader, the script translates it to the Corona material. Any chance of the script being able to get rid of it?

Yes, this is fixed.
Thanks a lot Robert. I didn't knew version 1.3 was out!
Good job!

27
I noticed that when converting Vray materials that are using the Vray Bitmap Loader, the script translates it to the Corona material. Any chance of the script being able to get rid of it?

28
[Max] Corona Goodies - User Contributions / Re: Car Paint
« on: 2015-05-17, 22:45:48 »
Can you describe your setup, as I'm a C4D user and want to check if your setup is similar to mine?
Had a look at the materials myself, thought I could post the setup for you.
Thanks for the materials.


Thanks for sharing, that is similar to my setup!

29
General CG Discussion / Re: Arnold Renderer for C4D !???!
« on: 2015-05-16, 23:49:08 »
Hey Ondra, before you take any conclusions about the above statement, and offend its author (me in this case), I advise you to ask the reasons that led me to state it instead of rushing with offensive declarations. I never thought of you being capable of making posts before thinking about it!

30
General CG Discussion / Re: Arnold Renderer for C4D !???!
« on: 2015-05-16, 21:34:01 »
I also played with Arnold and Corona isn't more advanced than Arnold. Although Arnold doesn't support C4D shaders, it's fully production ready. It has a lot of shaders that compensate the lack of C4D shaders support.
As regarding speed, I also think that Corona is faster, at least about 50%, but in order to properly compare both, it would have to be on a lot of different type of scenes with different material setups, This way we could cover a lot different situations. I also think that a
fair comparison would have to be done in stage where Corona would be more mature.

Personally I think that once Corona is commercially ready, yes, it will be a faster renderer possibly in all situations and with a lot more fair pricing policy. By then I can't see why would anyone chose Arnold over Corona but only those studios that are already using Arnold with other packages. Corona will be a real winner.

I also don't like the elitist attitude Solid Angle adopted since the beginning, which is the absolute inverse of Render Legion, that has been listening to the community and not only big Hollywood studios.



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