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[C4D] General Discussion / Re: ACES 2 ?
« Last post by maru on Yesterday at 13:56:15 »
Not yet sure if it will be added or not (my guess is yes), but my personal gripe with it is that in the online examples it seems to make all bright things appear dull gray. Llike the sky, but not only that. Not sure if this kind of look would be appreciated in archviz out of the box.
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Ok, hopefully this is the final solution to the brightness differences:

Please revert all the changes in normals filtering, or any other advise I shared before. It shouldn't affect the issue.

Reload the texture you are using for your normals, but in the 3ds Max "Select Bitmap" dialog click on the "data image" button and only then open it. This will load the texture in "raw" mode and it should appear correctly, with no brightness variations. You may need to change the settings in your Corona Normal so that the shading is correct. For example, you may need to disable the "add gamma to input" option. I always test this by applying the normal to some simple object and placing a strong light next to it, to see if the shading is ok.

My understanding is that the colors of the normal map were not interpreted correctly and instead of "generally facing upwards" it would render as "generally facing a specific direction", which resulted in shading differences when it was rotated. So this is yet another fun exercise thanks to the 3ds Max color management.

PS. in the attached images Mapping Randomizer blending is set to 0, that's why tiles are visible.
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[C4D] General Discussion / ACES 2 ?
« Last post by Stefan-L on Yesterday at 13:06:15 »
ACES 2 is out and i personally think it loosk muchg better than the old ACES.

any plans to implement ACES as full workflow as in V-Ray and to add also Aces v2 as option?
we still only have the tonemap operator, and if i use the c4dinetrnal ac3es setup thing tend to get messy.

ACES 2.0 solves many issues v1,3 had yet, like tjhe wierd hue shifts, inconcistent brightness, too much contrast (makes plants too dark p.e.) etc.
 

thanks!
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Great news on new features, but I'd like to see also fixes to long standing bugs.
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But the VRMeshes from Cosmos are exactly the same for C4D and Max, and they handle shaders and texture paths really well. Why can’t we do the same via an export?
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Well in reality, products of different sizes probably wouldn't be shot under the same generalized studio conditions.  They might all start under similar conditions with similar principals but then the photographers would move lights, adjust the intensities etc etc until the product looked as they wanted it. So there is no one size fits all in terms of light positions/settings, and it's more a case of one set of principles (key, fill, backlight) works for all
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Helllo. I’m trying to optimize my workflow for the product rendering project I’m working on in 3DS Max.I feel like I’m wasting a lot of time making small tweaks to each light in my studio setup each time I render a product. Does anyone have any advice on setting up a more generalized lighting scene that actually looks good? The products I’m working with vary in shape and size so it has been hard to establish a generalized lighting setup that works well across the board. If anyone has advice on how to go about a project like this it would be greatly appreciated. Looking forward to talking more!
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The trello with V14 looks insane! I look forward to playing with all these new toys :)
Good luck!!

Yeah came here to say the same thing!  Was very excited to see the beginnings of the QT rewrite, not to mention all the other features.  Super cool focus for this release.
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The trello with V14 looks insane! I look forward to playing with all these new toys :)
Good luck!!
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[C4D] I need help! / Re: TEAM RENDERING ISSUE - PLEASE HELP!
« Last post by tuami on 2025-07-17, 20:27:45 »
@maru

We also encountered an issue where the Team Render clients in Cinema 4D showed an error message claiming there wasn’t enough RAM available.

It turned out, however, that the real problem was simply that the Team Render clients weren’t logged into Corona. (I find this behavior quite odd—there was no indication on the clients themselves that they were not logged in.) Only after briefly launching the Corona Image Editor did the licensing prompt appear. Once we logged in, Corona worked normally and the RAM issue disappeared.

Maybe this information helps. It would definitely be better if Corona showed a proper error message—something like a licensing issue instead of a misleading RAM error. Also, I think the Team Render integration could use much more attention; there are quite a few problems that still need addressing.

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