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[C4D] Bug Reporting / Re: Corona Bitmap + Filter + Bump
« Last post by maru on Yesterday at 16:40:10 »
We did have some similar reports already, but I did some housekeeping and it is now reported as (Report ID=CC4D-1059).
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[C4D] General Discussion / Re: Texture with UDIM
« Last post by John_Do on Yesterday at 16:39:31 »
I guess it's a bit too soon, the update was released after v13's release.

Even without talking about the new features, the Corona Bitmap shader has already some bugs waiting to be fixed for a long time ;)
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Is there any way to make SourceColor pass through refractions, just like wirecolor?


In this example it is easy to adjust the color of the material, but there are cases where the scene is a bathroom and has a large part of the glass shower getting in the way of the color adjustment, it would be interesting to have this option to pass through refraction or an include/exclude to be able to ignore the glass.
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[Max] General Discussion / Re: Path Tracing always as Secondary GI Solver
« Last post by maru on Yesterday at 15:26:52 »
I agree with PT+PT for exteriors.
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@394452216@qq.com - is it possible that the scene was originally made in some super old version of Corona?
Try this:
1. Open the development/experimental stuff rollout - here is how - https://support.chaos.com/hc/en-us/articles/4528523195537
2. Make sure that you have "texmap filtering" set to "all but opacity"
Once you do that, the blur parameter and render resolution should have no effect on the appearance of the opacity map (or minimal).
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[Max] General Discussion / Re: Path Tracing always as Secondary GI Solver
« Last post by pokoy on Yesterday at 15:07:23 »
If time is not a concern I'd stick to PT/PT. Even on exteriors, caching might result in a less detailed GI. If you don't know the difference you might not notice but from all side-by-side tests I've done PT/PT just looked better.

On interiors, I had a few cases where both secondary cache solvers would result in splotchy areas no mater what I did. While the 4K cache always produced better results, last time I looked there was still no documentation for it available so if you need to to tweak something you really don't know what the parameters do.
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[Max] General Discussion / Re: Path Tracing always as Secondary GI Solver
« Last post by maru on Yesterday at 14:58:23 »
My advice would be to stick to defaults. You can get a really tiny bit of extra realism, but you risk adding lots of extra time to your rendering.
In Corona, using the cached GI doesn't come with some visible drawbacks like back in the old renderer times, you don't end up with things like missing contact shadows.
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[C4D] I need help! / Re: TEAM RENDERING ISSUE - PLEASE HELP!
« Last post by maru on Yesterday at 14:54:21 »
Which version of Corona are you using?

Can you open one of the problematic scenes on both machines and render it locally, without TR? Does it render ok?

What is your RAM usage when running TR? Perhaps it's some kind of memory leak?
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[C4D] General Discussion / Re: Texture with UDIM
« Last post by iacdxb on Yesterday at 14:27:19 »
ahhhh... no one tried it....?

...
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You're welcome! I did accidentally do the same thing myself a couple of times (using the auto install, and so erasing my other installs), so I learned fast haha! Glad you have it all up and running now :)
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