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Messages - JPeters

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76
Hi Guys,

MAC OS
C4D Version 20
Corona 3 Hotfix 1

Working on a shader for a project and I encountered the following issue:

- When I plug a Corona Bitmap of a fabric texture in the bump slot, the bump properly works and I get a nice fabric texture.
- When I then click the arrow next to "Bitmap" and select "Layer" (Layer node), the bump instantly stops working.

This does however *NOT* happen when I do the above with a standard C4D bitmap. With a standard C4D bitmap everything works as expected.

When I create a layer node as a base in the bump and then plug in a Corona Bitmap it also does not work. If I instead plug in a standard C4D bitmap it does work again.

-------------------

EDIT 1:

It seems there are also problems with Corona Bitmap and the Layer node when trying to build a displacement shader.
Again, Corona Bitmap makes a mess while the standard C4D Bitmap works perfectly fine.

Cheers,

77
Thanks for that article :)

That being said, it's still weird that I have to apply an inverse gamma to an already linear image for it to work as a value.

78
Well, since they are driven by an RGB map they are clearly colors and should therefore be treated as such right?

79
Thank you for taking the time to present your issue in simple & readable manner.
Well, it looks like MARI works this way:
So what you observe, is correct behavior & with that in mind, results are consistent all over, in other apps and engines (although a few adapt shaders automatically ie. Unity:
Quote
What the shader does for the albedo and specular is "linearize" the maps. It removes the gamma-encoded values from the map in the shader code by applying an inverse gamma to it of 0.4545. In the Unity workflow, this is done automatically and you don't need to flag the images as sRGB.
My conclusion is - It's nothing wrong with Corona (except the need to do this automatically) - feature request! ;)
eg. CentiLeo settings for comparison:

Thanks for looking into this.

It sort of makes sense but at the same time it doesn't. Why does Corona linearize the COL/SPEC COL maps but not any of the others when the embedded profile/setting is set to linear? That is just weird if you ask me, certainly since any other render engine I've worked with (Vray / Mental Ray / Clarisse) does do this properly.

80
Here is the scene, as promised and a render.

Cube 1 - 0.55 Glos
Cube 2 - CRN 55% grey
Cube 3 - MARI 55% grey
Cube 4 - MARI 55% grey - Inverse Gamma


81
how do you know what i have done

Because if you did, you'd come to the same conclusion as Eddoron and me, the it's not working as intended.

That being said, I'll prepare a scene when I have time later Today or Tomorrow. Scene posted in the first post and on the next page.

82
The issue is not when you plug that greyscale map into the COL (diffuse) slot of the texture and put it to linear, it's normal then.

The problem arises when you try to use that greyscale map to control a value of the shader, say the "glossiness". If you plug it in such slot and put it to linear, the result is different from what it should be.

To put it in the most *basic* description possible:
A linear texture from MARI which is 55% grey plugged in for instance the glossiness value of the shader does not behave the same as a flat C4D color of 55% grey or a value of 0.55 (the last two do), and it should behave exactly the same.
It does so in Vray, Mental Ray and Clarisse.

In Corona you for some reason have to apply an inverse gamma (manual gamma on 0.45) to get it to work as it should out of the box in any other render engine.
This happens only in texture slots which control values, not in texture slots which control color.
In other words when you set the file format to linear diffuse is fine, specular color is fine but glossiness etc. is not.

83
Any devs that can look into this or comment?

84
No, the problem is that I need to apply a 0.45 "Input Gamma" to a linear map to function the same way as a flat color inside C4D would, or a flat value without a texture.

I tried to explain it as best as I could in the first post but basically it seems that Corona doesn't function the same way any other render engine I've used (Mental Ray / Vray / Clarisse).

For instance, let's say my glossiness in the shader has a value of 0.55 without any map in the slot. This gives me a certain result.
If I then plug a flat C4D color in the map slot with a greyscale value of 55%, I get the same exact result as above. Which is as expected and as it should be.
If I then load in my MARI texture (instead of the flat C4D color) which has a greyscale value of 55% I get a completely different result. I have to change the Input Gamma for this texture to 0.45 for it to look the same as the 0.55 value or the 55% flat C4D color.

This last bit is my problem because that is not how it should normally work. There seems to be some kind of bug in Corona (it also happens with the standard C4D bitmap) which makes greyscale maps function in a weird way.


As I said in the first post, the COL map I made in MARI I can plug into a Corona Bitmap in the diffuse channel just fine and it functions perfectly if I set it to Linear. Once I plug 16 bit linear maps into any other slot that isn't color related though, thing seem to go awry.


85
Just a small update:

I have tried the same thing with .exr files instead of .tiff and it gives exactly the same result, I have to apply an input gamma of 0.45 for it to work.

86
Hey Eddoron,

If you are using just one UDIM for a large asset when texturing (why you would hypothetically need 32K) you are doing things very very wrong :D The whole point is that you unwrap your object over multiple UDIM's and thus can use smaller maps (for instance 4K) to get the same effective resolution out of it.
C4D does somewhat support UDIM's but it's not properly implemented, it is in Corona however which is great!

To answer your question, I'm already using the Corona Bitmap to begin with as this is a UDIM based texture and Corona Bitmap is the only way to get those to work.

I've attached a texture which is exactly the same file format and color space as the textures I'm working with, due to NDA I can't share the actual maps.

87
Hi guys,

Got a question on something that confuses me.
- Using Corona with Cinema4D and the textures are loaded in as Corona Bitmaps as they are UDIM format.
- Textures are made in MARI and saved out as linear tiff sequences.

1) When I plug my linear colour texture from MARI into the diffuse channel of the shader and put the colour profile to Linear (or embedded), everything is fine.
This is normal behavior and works as expected.

2) However lets say I've got a value of 0.55 in the Glossiness with which I get a good result.
If I replace this value with a flat color in Cinema of 55% grey I get the same result as with a 0.55 value in the Glossiness without a color.
Now comes the weird part: If I load in my MARI texture which is 55% grey (linear file format) the texture looks good in the preview but the result in the shader is completely off.

3) I have to then apply an inverse gamma on my texture (Manual Gamma=>0.45 Input Gamma) for it to work properly in the shader. However the texture preview is all blown out obviously.

4) It seems to behave like this on any shader part where you'd normally input a greyscale map (so not diffuse / SSS / reflection color etc.). I personally tried it on Glossiness and Anisotropy


My question therefore is:
Is it a bug that I have to apply an inverse gamma on my linear greyscale textures or is it working as intended.
And if it's working as intended, why is this the case as it's very confusing.


EDIT 1: I've also tried the same with .exr files instead of .tiff (as .exr is the standard file format for texturing in VFX) which gives exactly the same result and also needs an input gamma of 0.45 to work.

EDIT 2:
Here is the scene, and a render.

Cube 1 - 0.55 Glos
Cube 2 - CRN 55% grey
Cube 3 - MARI 55% grey
Cube 4 - MARI 55% grey - Inverse Gamma

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