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Messages - davetwo

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151
EXR's should contain all the passes in a single file. (you wont see them if you just open it in photoshop). Just type '.exr in AfterEffects' or something into youtube. there's probably loads of videos explaining it in more detail.

.cxr is corona's own custom exr format - I wouldnt expect it to import it into another compositing software.

If you want everything separare just render PNGs. (Exr is certainly the more 'pro' route though)

Or have I missed something too, and the passes arent saved at all?

152
[C4D] Bug Reporting / Re: Oversize icons
« on: 2022-02-18, 11:24:45 »
Aha! Good to know!

153
[C4D] Bug Reporting / Oversize icons
« on: 2022-02-17, 23:33:03 »
Not the most crucial issue. But the latest build on mac has changed the Corona icon size in my menus. They're now giant compared to all the others (r21 & r20).
Pic attached

154
[C4D] I need help! / Re: Pin Material
« on: 2022-02-15, 21:14:16 »
It fixes a material in place to stop it moving

155
[Max] Daily Builds / Re: Cryptomatte playground!
« on: 2022-02-11, 14:49:29 »
You can see how Photpshop handles the Cryptomatte masks iwith the aid of the Exr-IO in this V-ray tutorial: https://vrayschool.com/vray-cryptomatte-exr-in-photoshop/

156
[C4D] Daily Builds / Re: Slicer/clipper and displacement
« on: 2022-02-01, 21:19:51 »
Todays usercase was a bar of chocolate with a piece snapped off. The snapped edge shought have significant roughness which is hard to achieve wth bump alone.

In the case of many cut or snapped objects the cut end would require a displacement texture. A piece of sawn wood for example.



157
[C4D] Daily Builds / Slicer/clipper and displacement
« on: 2022-02-01, 09:08:56 »
Loving the new slicer material. But so far I can't see a way of having a displaced materials on the cut section. Am I missing a settting? Or is this just not possible yet?

158
There are many, many variables so I'm not sure you can make direct comparisons to be honest. All I can say is that I've been very happy using Corona with my my macbookpro for all my concept work (stills, 2.5K).

I use a workstation for bigger/final files. But hear that Ranch and Rebus are both reliable and reasonable  if you want to use a farm instead.

PS. In my not-very-extensive testing, much of the supposed speed gains from Octane just weren't there compared to Corona, as I always needed to crank-up the various settings to get a decent result.

159
[C4D] Feature Requests / Re: Materials and node editor
« on: 2022-01-20, 10:13:54 »
Hi. I am very fond of corona. But I must say I strongly agree on the following points:

"By the way, I think making "base layer" such a long/tall tab, putting together diffuse, glossiness, ior, edge, bump, anisotropy and rotation of the anisotropic highlight was a terrible mistake. It was so much cleaner when they were in separate tabs, there was no need to scroll to look for it (and i also find scrolling in this menus kinda risky, because you can end up scrolling a floating slider or a drop-down menu)." 

Quite right - from a user experience point of view it hides the common settings, but keeps the occasional settings visible. The old way was cleaner and involved less clicks.

"I don't really see the point of having the normal map under the bump channel. To apply a normal map you have to go to base layer, scroll down to bump, enable it, click texture -> plugins -> corona -> normal. Wouldn't it be easier to have it as a category"

Definitely agree.

I'd like to add another point which has been mentioned before I think. Many other renderers have the ability to visualise a channel (ie. noise) directly on the model by pressing a hotkey. This would be really useful. Currently you would connect the node to the luminosity channel to preview it on the model.

I vastly prefer working in Corona to Octane. But that doesn't mean things can't be improved a little.


160
Photoshop is pretty old fasioned TBH and doesn't read EXR layered data properly. (Ridiculous really, as Affinity does, and that is mega cheap.)
People often use EXR for more more motion based compositing softwares such as Nuke.
There may be no advantage if your workflow is stills in PS

161
Although... In fairness i would also like to know a technique for building this in the new Physical material too.

Any Corona people got a good workflow now that the reflection colour is not in the material? The Legacy method doesnt work anymore.

162
As I said. very simple.
Just put the (native C4D) Thin Film shader in the reflection colour slot. Colours can be controlled by the 'thickness' setting within the thin film dialogue.

163
Show an example of what you want to achieve exactly please. I don't see that there is a problem here. It should be perfectly acheivable
Either an coloured gradient fresnel in the reflection slot or a thin film shader shoulds both work fine.

164
Dont think that's possible. (ALthough why not use a cube instead of a simple plane which would cover the bottom part).

I don't think the geommetry clipper is implemented in the c4d version yet? (Looking forward to it a lot!). But when it is, you could use that to seperate the above and below sections.

165
So I've just discovered one reason not to use it. If I drop in a photoshop file I can't choose which layer set to use like I can with a normal C4D bitmap. I like to create my maps with all the diffuse/gloss/bump/alpha etc in the one layered file (it's just quicker). Seems like I can't do this with the Corona bitmap.

This is my workflow too. PSD support is super useful!

I dont think there is any advantage to using the Corona bitmap unless youre using some fancy pipeline or UDIMS etc

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