Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stefan-L

Pages: 1 ... 8 9 [10] 11 12 ... 35
136
try to subdivide or cut the surface in even parts in u and v, so it is more even tessellated.

in my expereince this happens if the surface is badly  triangulated with long small triangles (like with n-gons and their hidden tessellation, or imported cad geo)

137
i had version 1 which didnt work so well (old vray only, half rs mats, no displacement etc)

how one can update from v1 to v2?
does v2 work better than v1? do you have tested this?

if it works well this might be a good helper for making RS and octane material versions for my libs:)

138
[C4D] Feature Requests / Re: Corona lister (as in max)
« on: 2023-03-08, 10:38:17 »
great news, thanks!

139
[C4D] Feature Requests / Corona lister (as in max)
« on: 2023-03-07, 13:41:24 »
as title says, the new corona lister 2.0 in max corona v10 betas seems very useful! for cameras, lights and as i see soon for proxies also-

hope this comes also to Corona betas:)

max lister 2.0 thread:
https://forum.corona-renderer.com/index.php?topic=39386.msg210427#new

140
i am not from corona/chaos, but just a c4d/corona user, only wanted to point out solutions for such and much more complex things, a tool i designed and use everyday myself:)

anyway, the shuffle node is for sure nice for simple things and might be a nice addition to corona.

141
i am not 100% sure i understand what exact you want to try,
but any kind of pattern, filled with one or more textures inside, layered and randomization can be done with this plugin which works for corona:  https://3dtools.info/tilepro/

other than that simple things are probaly doable with the corona  multishader and uvw randmizer

142
[C4D] Daily Builds / Re: Mac M1 LOW POWER MODE bug lives on.
« on: 2023-03-02, 12:18:24 »
not sure where the data shows the speed, number threads etc not show any about speed.
but overall:

the intel i7 has hyper-threading, so shows 16 threads but they are actually only 8 real ones.

the m1 has different cores, where as far i know not all are made for the same tasks, there are very specialized ones included. some are for have tasks like rendering, some for other tasks, or for light things, video encoding, or to save electricity/battery etc., so maybe i woudl not be even sure if it would be actually correct that all m1 cores are all time at 100% while rendering, i woudl expect only the one suited for render like tasks?

for me in some tests the m1/2 macs feel nice fast at GUI, and 2d graphics, video editing  etc, but not so in any 3d cpu app. Not sure if this is by missing optimization yet or by design of the chips.

143
yes you can, offset, rotation, scale etc, by various settings

144
[C4D] General Discussion / Re: Corona pattern
« on: 2023-02-21, 11:53:27 »
you need to use the pattern tiling setting inside the UV space tab. if you want 10x copies in u and v set tiling (IN pattern setting) to 10 for u and v (NOT in nat mapping setting of the base object)

145
[C4D] General Discussion / Re: Corona pattern
« on: 2023-02-20, 16:51:05 »
edit: did misread before,

here for the size related Q:  i think this isnt really possible unless you know the exact size of the base surface and set the tiling exactly according to a fitting value (must probably calculate a bit) you can also use the manual crop box size values to help define size and or space between the items.

so as an example, if your object is 10cm and the U length 150cm you can set tiling to 15, etc the scatter object will be 10cm in size then.

146
[C4D] General Discussion / Re: Material format no no's...
« on: 2023-02-18, 18:41:15 »
after all the years, i finally settled with jpg in high(est) quality for any 8bit input or also saved 8bit output.
and exr if it needs to be 32bit(or 16), or if you need a layered file for multipass (similar to psd).

for corona probably all format work, maybe not the new webp, which might be a format of the future replacing jpg

147
[C4D] General Discussion / Re: Realistic VDB cloud
« on: 2023-02-17, 17:45:13 »
@pokoy: ok good to know, i will try constant later

@thacmac: if you adapt the scale this goes away, but i found it quite realistic as also in reality clouds are darker where they are thicker if light comes from behind, or not?
maybe share a setting, so we can play and try with it ? :)

148
[C4D] General Discussion / Re: Realistic VDB cloud
« on: 2023-02-17, 17:22:39 »
well, here a fast try i just did.

nothing special of course, but i think scattering is not so bad i feel, and even renderspeed also is ok (i raised step value a bit to make it faster).
the scale value fro absorption and scattering is most important in my experience, so it fits the size of scene and cloud.


149
ok i meant the one below for objects, sorry!

Pages: 1 ... 8 9 [10] 11 12 ... 35