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Messages - jojorender

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1
Thanks Beanz,
I should have made a simplified setup for testing like you did. I guess on the cat, clones and actual hairs bunch up so much that I couldn’t see the clones.
Any ideas how to distribute hair more evenly between guides? Polys are tris, UV mapped, tried with/ without density map.
The cat looks like a toy. When I make the hair thinner for more realism, I see the skin, adding more hair/ clones doesn’t help, just clumps more.

Will send you the cat model when I get to it. Maybe you can have a look?
Thanks!

2
If you look at the image you can see that it creates clusters of hairs for some reason near the guides, rather than spreading the hairs out "evenly".
Hi JPeters,
I'm running into the exact same issue. Spend a lot of time playing around with settings to no avail.
Did you find a solution for this?
I want to add a cat with short fur to a scene, but poor kitty looks like a cancer patient.

@ corona team
Does corona hair render clones? Hair object> Hairs> Cloning. I see no difference, only render time goes up.

3
[C4D] I need help! / Re: Rotating texture
« on: 2022-01-13, 14:57:30 »
Preview yes, but try to render.

4
[C4D] I need help! / Re: Rotating texture
« on: 2022-01-13, 00:02:08 »
Thanks Mike,
this works in a c4d bitmap but not in a corona bitmap.

@ dev team
I assume someone already requested this. No need to request again?

5
[C4D] I need help! / Rotating texture
« on: 2022-01-12, 20:33:25 »
Corona V.7
What is the best/ fastest way to rotate a texture inside a material?
The projection shader and corona seem to hate each other…
The C-bitmap shader has a ton of UV controls but no rotation? Why not?

6
Hi John,
what’s your reason for 60fps? 24fps is the more “cinematic” frame rate and you only need to render 240 frames instead of 600 per clip.
If your animation is relatively slow, meaning things don’t change too much from one frame to the next you can render even less frames and “slow down” the animation in AE.
Let’s say you have a simple 2 keyframe animation. and use 24fps, you have one cam keyframe at 0 and the last at 239. Move that last keyframe to 120 and your animation runs twice as fast.
I use a AE plugin called Twixtor to slow down the animation back to the original 240 frames.
Twixtor is really good in creating these in-between frames. This alone will cut your render time in half.
You might be able to use AE built-in slow-mo tools (not sure, I’m still on CS6).
Because of re-timing, I would do motion blur (RSMB) in AE instead of baking into frame.
I don’t think reducing polys will help much, if at all. Not sure if squeezing sampling balance will introduce flicker.
I think 10-16min. including bloom/glare is already pretty good. Is that on single machine or farm? Maybe render a half or quarter res test before sending to farm.
Good luck!

7
[C4D] I need help! / Re: Team render with differing RAM
« on: 2021-12-17, 14:51:03 »
My previous comment was for rojharris.
Just sayin’ his disconnects might be a connection issue rather than a RAM issue.
Did you run connection tests from the TR machines panel?
Any clues in the TR node console why it disconnects?

8
[C4D] I need help! / Re: Team render with differing RAM
« on: 2021-12-16, 00:59:24 »
How is your M1 MBP connect to your LAN?
I don’t think Apple makes a TB4 to Ethernet adapter and TR over WIFI is probably less reliable than TR already is on a wired LAN.

9
[C4D] General Discussion / Re: Physical material tutorial
« on: 2021-12-04, 01:35:47 »
Hi Nejc,
thanks for answering my questions and great timing on the tutorial!
I'll watch this weekend.
Still not really “clear” on the clearcoat, but I’m sure you’ll cover this.

10
[C4D] Feature Requests / Re: Mapping Visible in Viewport
« on: 2021-11-29, 19:37:39 »
Absolutely necessary!
I was even dreaming about a “preview” dropdown (maybe in the general section) that lets you quickly select any map present in the material to be used for mapping preview in the viewport.

Using IPR is not the solution for everybody!

EDIT: LOL, after posting, I checked out C4D mat and it turns out my "dream" is not unique. The way Maxon does the preview is perfect.

11
[C4D] General Discussion / Physical material tutorial
« on: 2021-11-29, 16:55:54 »
Does anybody know a good YT tutorial explaining all the bells and whistles of the new physical material?
So far I avoided using the pbr mat but wanted to try the clear coat feature.
After looking at the help desk article. I have more questions than before.
Why does IOR get greyed out when in “metal” mode? Have I been setting up metal wrong for years?
What does the “Level” setting do in edge color?
Cleracoat: what’s the difference between “Amount” and “Roughness” (when to use what)?
…and so on.

Is it just me or would a dedicated “Normal” channel make sense for a new pbr material?
Most, if not all, tex generators output a normal map and adding the normal shader to the bump in every material by hand is a real time killer…

12
To be clear, for the expansion pack to work, you must also have the “main” forester plugin installed.

Main Forester plugin:
I think this is a great plugin, but comes with a bit of a learning curve.
Once you load a tree from the tree library you get 2 very basic c4d materials for trunk and leaves (only texture in color channel). While this might work, I would spend the time to setup better corona mats and save the entire tree in the content / asset browser for future use.
Randomize button gives you quick, endless tree variations. 
The trees in the expansion pack give you more complex (better) corona mats.

I use the forester multi cloner for everything “scatter”. Works really well, even with non-forester assets and of course Corona mats.

If you do animations, the hyper wind is a great feature.
Definitely watch the tutorials on the site.

If you need to “shape” your trees, flowers, etc (height, density, variations, etc) or need to go low poly to fill a large scene, Forester gives you the most flexibility.

If you just want to put great looking assets in a scene and render, I agree with beanzvision, try Maxtree. Materials are setup for corona and good to go.

13
Hi BigAl3D,
thanks for sharing!
Turns out only the Max files come with Corona materials,
Are you sure you downloaded the right files? There is "MT_PM_V60_C4D_Corona.7z" in the c4d download section.
I think tex resolution is more than enough. Great sample pack!

14
What C4D version?
Did you restart all client machines after TR client installation?

I run 3 Mac clients connected on the same network to a server that runs the license server
with the “LicensingServerLogin.txt” inside the application folder on the machine that runs the lic server.
My main machine gets the license from the server too.
Out of habit, I install all plugins on the client machines, use the server mainly for texture storage.   
Where are your plugins installed? If on server, did you specify plugin search path on the client machines?

15
[C4D] General Discussion / Re: Corona for Apple Silicon M1?
« on: 2021-11-14, 18:40:13 »
Hi frv,
thanks for sharing.
Did you render the same scene on an intel Mac too?
The ray total# seems very low for this kind of scene. Doesn’t look like the mats are overly complex, and the rays/sample look normal.
Would be interested to see a Intel Mac comparison of this scene, if possible.

Maybe it's time to update the corona benchmark tool.
The M1 max in the result list shows similar rays/s that a i7-8700K got in 2018.
Not sure if this is a real comparison if the benchmark runs in rosetta.

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