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Messages - Cinemike

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916
[C4D] General Discussion / Re: Stack materials, alpha....
« on: 2017-05-19, 15:57:51 »
I found the Projector shader to be the most flexible (because being "parametric") way to add decals and mix projections. I also found some people that loved Corona up to the point I told them to try the projector shader because they basically had no idea that it is there and how to use it ;)
I am really, really looking forward to stacking the c4d way in Corona (and to having interactive rendering to adjust materials, because the viewport representation is currently lacking with the projector shader).

If you don't have a clue what the furry ball a "projector shader" is or how to use it, I could cook up a few screenshots.

CU
Michael

917
As the topic says, I tried it with flat or cubic, no show.

Win 10, C4D R18, Corona Beta 1, Versions from May 5th and 17th.

CU
Michael

918
there is an easy solution to your problem
...
give this a try on low res if you dont belive me right away ;)
Thank you for your thorough explanations!
I will give them a try with my next interior (being an "outdoors rendering guy" most of the time, I have not yet used light mix very often).
I just need to remind myself that, contrary to photography, overexposing is a good thing here.

CU
Michael

919
I found this one in the helpdesk for 3dsmax, maybe it can help you.

https://coronarenderer.freshdesk.com/support/solutions/articles/12000012390-my-sss-objects-are-faceted-

920
[C4D] Resolved Bugs / Re: bug report
« on: 2017-04-29, 14:54:43 »
Looks like chemtrails. Better stay inside!

921
I get the conflict here, because it would probably have to be a case to case decision.
Mostly, one would want to add one displacement on top of the other (or mix it). Masks would be useful to determine where adding displacement should take place.
But in my example file, I would want the mask to kill the underlying displacement and just add displacement to the plastering (material 1).
So yeah, not easy to find the right way. Maybe the Layered shader could also get "modes" (like add, multiply ...) as additional options to stack materials? No idea exactly ;)
I'm seeing it from the POV of a man passing the magic forest, having caught a fairy and now just using his wishes, with no idea how the fairy should fulfil them ;)

922
[C4D] General Discussion / Re: Stack materials, alpha....
« on: 2017-04-27, 16:26:08 »
The new layered shader with masks and projector helps a lot until stacking will be implemented, but for someone with an unwrapping-free, native C4D workflow, stacking will be a huge time and life saver.

923
This is the heterogeneous media feature. It will be added later to the Corona Core and is currently unsupported.
Thx, it helps to know what not to try.

924
[C4D] Resolved Bugs / Re: C4D Projector Shader
« on: 2017-04-27, 16:08:46 »
This is pretty old, but anyway... Is it still present? Did anyone else encounter total texture destruction using a projector shader lately?

I have been using projector a lot for stacking materials in layered shaders, there were no issues so far.

925
[C4D] Resolved Bugs / Re: Wire Shader in Bump/Displacement
« on: 2017-04-27, 16:06:47 »
You are right, for some reason it doesn't work there... We'll check it out :-) (I hope it's OK to move this into bug reports)
Yes, of course, thanks.
I had considered it to be a limitation so far, that is why I tried it in "Feature Requests" first.

926
Please excuse my short posting, this one and the files should make things clearer.
If you use a material in one of the slots other than for the base material that contains displacement, displacement will not be rendered.
In my example file, both materials used within layered should be displaced.

CU
Michael

927
[C4D] General Discussion / Layered Shader and Displacement
« on: 2017-04-27, 06:13:06 »
Is displacement supposed to work other than in the base material within the Layered shader?

928
[C4D] Resolved Bugs / Wire Shader in Bump/Displacement
« on: 2017-04-27, 06:05:39 »
Sometimes it would come in handy to have the Wire Shader working in Bump and displacement. Think gaps.

929
[C4D] Resolved Bugs / Re: Jagged Edges and AA trouble
« on: 2017-04-26, 19:54:24 »
I am not a fan of highlight clamping, it kinda takes the kick out of the boots, in other words: it makes an image more dreary, monotonous. Well, possibly what most archviz guys have to be looking for. In general, I prefer post solutions other than highlight clamping.

Could this blurring be made "contrast aware" or be adaptive to very bright areas, maybe?

for post solution what you mean??? please... explain better... thanks....

I usually use bloom/glare, which is basically a post effect. Or I blur the areas in an image processing app to make my own AA there. Clamping highlights is kind of a post effect, too, but it is "dulling" the image in general - IMHO.
I have not used the blur in the "Sharpening" section a lot, maybe I should try this more often, but I am afraid to blur the image in general with this too much, therefore my question if it would be possible to blur high contrast areas only, kind of a "blur bloom/glare".

930
[C4D] General Discussion / Re: Rugs and Carpets
« on: 2017-04-26, 18:52:20 »
C4D Hair is only supported if you convert it to polygons

Just as a reminder: You don't have to convert your hair object to polygons to make it work with Corona, generating polygon hairs in the hair object does do the trick, too. So you can keep your hair parametric. Does not help with the amount of polys, of course.

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