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Messages - jojorender

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166
Hi NOOKTA,
the combination of globalizing file path and option/alt dragging to content browser does the trick. Thanks for letting me know.
What is strange is that “globalizing file path’ creates a absolute path to the textures on your server, but the absolute path to your content browser “tex” folder does not work in the c-bitmap shader. … oh well.

For other users looking for help:
Make sure the “tex” folder is moved to it’s “final resting place” before linking and globalizing.
Moving that folder later, of course breaks the link.

167
This happens to me too, and seems to be related to the inability to handle absolute paths.
If you drag content to the content browser, it adds the absolute path for the texture in the lib4d file, eg “preset://setups.lib4d/tex/filename.jpg"
Is there a good reason why corona bitmap can’t handle a absolute file path? Or is this a bug???

I was about to purchase a asset library from maxtree, and tried their corona/c4d files first.
All channels use the corona bitmap, for no reason, but this makes it unusable for the content browser.
Is there a fast way to get rid of all bitmap shaders without re-linking each texture by hand?

I never use the bitmap shader, and try to avoid corona shaders as much as possible out of fear that they don’t work as expected.

168
[C4D] I need help! / Re: Bloom/Glare and animations on C4D
« on: 2020-11-23, 19:15:14 »
It's not quite every pass, but "every so often"
Seems it depends on how complex a scene is. When I forget to turn off B&G for final render, I constantly get the spinning beachball between passes for quite some time. Does not happen when B&G is turned off.  Will do a short animation test with and without B&G to see how much difference it actually makes. 

“you can save a CXR from the PV’
Yes, sorry should have said “CXR in the render settings/ save dialog’, but you understood what I meant…
You are referring to the “Dump to CXR” in the PV.
For animations: Whatever triggers the hidden “save dialog” after each frame, maybe can also trigger a “Dump to CXR” - same file name, same folder from c4d save dialog…
You guys are coding gods - everything is possible for you!

169
[C4D] I need help! / Re: Bloom/Glare and animations on C4D
« on: 2020-11-22, 15:37:11 »
Hi,
I came here looking for a “best practice” of adding B&G to an animation.
It seems to me that Corona calculates B&G for every pass rather than at the end, after the last pass before saving the frame.
This is so highly inefficient and unlike Corona, that I feel I must be missing something…
Is there a hidden button “calculate after last pass” or any other workaround?

While we are here, is there any indication that saving CXR in PV will work anytime soon?
Can somebody please call Maxon to finally share their secrete sauce.
We (me) have been asking since the beta days… and we are almost 5 versions in now…

170
Thank you guys  for the quick response.
@aaouviz
funny, we almost used the same headline, but I only searched for masks in the c4d section…That’ll teach me…
I couldn’t get this approach to work. Texmap multi pass element in c4d has no incl/exclude list.

@mmarcotic
You are a mask expert! Both approaches worked. I think I’ll use the “REF1IOR”

While there are “dirty” workarounds, would be great if comp tag "not seen by cam" and “visible in mask” would actually work.

171
[C4D] I need help! / Re: Corona Interior Lighting
« on: 2020-10-28, 19:05:18 »
The reason for “38 views - no reply” is you can fill several books trying to answer this age old question…
BeanZ and Tom are absolutely correct.
I used to work in a photo studio doing product shots back when 8x10" film & polaroid was still a thing. The amount of little bounce cards and mirrors used to photograph a “simple” bowl of rice is mind blowing. The same applies for larger objects. Use the sun/ flash as main light and fill in the rest. Easier said than done…but the rule of thumb, only use lights right next to cam for mug shots… never for bathtubs. The purpose of the “fill” light is to bring out what you want to “highlight”, the curvature of the tub etc, not just throwing more light into a scene.

But I think your problem starts earlier. How is your geometry? Is everything beveled?
I see it on the vanity, but the rest of the room, not sure. If you use these kind of setups a lot, I would spend the time to model the tiles/ grout  (wall and floor). The textures you use look very flat. No amount of fill light can change that. Maybe a small amount of bump/displacement can help.
How does your room look like behind the camera? Your reflections definitely need something to reflect or they look dead.
Another important but difficult part are “imperfections” Finding the right balance between giving your client a clean product render and adding imperfections that makes things “real” is absolutely necessary. Your light needs something to play with.

Clearly, there are other places than this forum to find advise on interior lighting setups but I would search the gallery here for great interiors and analyze the light, materials… well everything and maybe ask a specific question there.
Hope this helps a little.

172
Hi all,
I’m trying to masked out areas with a material on a plane that renders transparent but shows up in mask passes. This is for these situations where you need to mask everything behind an open window/ door etc.
Sure, I could render a second time, only for the masks, but I need this for the times when your deadline is at 6pm and you stop your render at 5:59… sounds familiar?
The only “weird” workaround I could find is to use Refraction / Thin (no refraction) and Reflection black value set to 0.1%.
Using no Reflection and the mask wouldn’t render at all.
While this workaround appears “invisible” in the rendered image, it technically still needs to calculate reflections that add to render time.
I tried many other things before that didn’t work. For example Comp tag “Seen by cam” unchecked / “visible in mask” visible.
Or, put the plane (not seen by cam / mask visible) in the multi pass “include selection”

Do you know of a better way to do this? Please let me know.
Thanks.

173
What’s your OS?
Did you save your scene before loading the ies file?
(macOS/ Corona 6) when you load an ies file, click "yes" on the copy dialog, a "ies" folder gets created in you project directory, and automatically sets the relative path "./ies/somelight.ies"
All TR machines can see the file in the ies folder.

174
Hi Daniel
just curious, what’s the advantage of using the Corona proxy over simply using a display tag?
I find the workflow of saving out a c-proxy and linking it back in the scene a bit clunky. 
Doesn’t the “shading mode / style” in the display tag achieve the same thing?
No need for a “relative path"…
What am I missing?

175
[C4D] Bug Reporting / Re: Team Render - cannot read UHD
« on: 2020-09-14, 18:49:53 »
Hi mmarcotic,
just copying to /Library would not work in TR - path on mac: /Users/me/Library/uhd_cache.hdc
It’s exactly the same on mac as you described it in your first reply for PC.
“C:\Users\me\Desktop\UHD” would fail in TR because of the user name being different on every machine.
Copying to a partition/drive (D:\UHD - your example) with the exact same drive name (/Volume/ UHD/ - on mac) does work.
Copying the file to two machines might be doable but if you have 10+ render nodes this becomes a nightmare quickly.
Also this approach does not work at all in a mixed OS setup.

Can you check with the devs if finding the cache file in the project directory, like all other assets,
can be implemented? Thank you!

176
[C4D] Bug Reporting / Re: Team Render - cannot read UHD
« on: 2020-09-12, 16:21:53 »
I placed the UHD on the desktop on both Macs - now the client finds it without problems.
I‘m sure placing it on an external network HD works equally well.
Yo Designerman77
glad you got the “desktop method” to work but I think you should point out one more time this only works because both of your Macs have the same “User” name.
That’s probably not the case for most users that have multiple machines and would just confuse and frustrate them, when they come here for help, because it wouldn’t work for them.
Or did you somehow get a relative path to work?

Correct me if I’m wrong but I think the networked drive is the only real solution till we get a “cache folder” in the project directory that can be seen by all nodes.

177
Hi Designerman77,
yeah this issue really sucks, and is unnecessarily complicated to setup….
As I described  in my post, a networked drive (WebDAV) that 4 Macs have access to, does work for me. The mount point is identical on all 4 machines. You just need to make sure the WebDAV is mounted on all TR machines when rendering.


Hi mmarcotic
I’m still not sure about a mixed OS environment since I don’t have any Win machines, yet.
The WebDAV mount on MacOS starts with “/Volumes/“ that concept is different on Windows, I believe.

Can you confirm how exactly the uhd cache can be accessed in a windows / mac TR setup?

I still think it would be best if the cache can be accessed from a relative path in the project directory, like all other assets. 
Even for still images, render farms ask to save out the uhd cache, since different cpu’s can calculate the cache differently and can potentially cause banding in the image.

I already posted a feature request last year…
https://forum.corona-renderer.com/index.php?topic=27144.msg160711#msg160711

Can you check with the dev team if this could be possible?

178
This is still happening in the new V6.
UVW randomizer is promoted in the "major feature" section, but a known problem is not fixed... yet??
Maybe in the meantime you can put a note about the workaround, "ECBworks" posted, inside the shader.
This would have saved me a lot of tears and pulled out hair....

179
MacOs 10.13.6 / C4D Studio R18.057 / Corona Version: 6.0 daily May  6 2020

When “Enhanced OpenGL preview of Corona materials” is activated in Corona preferences.
- Object with Corona mat becomes invisible when moved.
- When adjusting material settings in texture tag, object/ material goes invisible while adjusting.
- Object dragged to the content browser is invisible in preview window.

When “Enhanced OpenGL preview of Corona materials” is de-activated
- Object dragged to the content browser does not show any materials.

All of the above same as in Version: 5 hotfix 2

uploaded "1590536270_Corona-mat-viewport-issue.mp4" showing the material issue in viewport and content browser.

Corona 6 RC1 - MacOs 10.13.6 - C4D Studio R18.057

This is still happening in RC1. Corona 4 was the last version it worked.
Not sure what the "Enhanced OpenGL preview of Corona materials" setting is supposed to do, but it is unusable.
I'm using the content browser a lot, and every model showing without any material is not helpful.
Sure, I can "set preview..." in content browser, but it's just not practical to always render out a preview and not necessary for all content. 
Since it worked before, I'm hopeful you can fix this issue before V6 release.   


180
MacOs 10.13.6 / C4D Studio R18.057 / Corona Version: 6.0 daily May  6 2020

When “Enhanced OpenGL preview of Corona materials” is activated in Corona preferences.
- Object with Corona mat becomes invisible when moved.
- When adjusting material settings in texture tag, object/ material goes invisible while adjusting.
- Object dragged to the content browser is invisible in preview window.

When “Enhanced OpenGL preview of Corona materials” is de-activated
- Object dragged to the content browser does not show any materials.

All of the above same as in Version: 5 hotfix 2

Hi, can you please share an example of this or better, a short video?

Hi beanz,
just uploaded "1590536270_Corona-mat-viewport-issue.mp4" showing the material issue in viewport and content browser.

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