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Messages - BigAl3D

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@j.nosh — That's one of the great things about the Corona Renderer. It is fully compatible with most if not all of Cinema's built-in tools. Never forget to mix C4D's great tools and filters with Corona. That's the magic.

Plus don't forget to update the Cosmos browser itself when that message pops up. This is separate from the daily builds.

The previously glossy materials were still usable, but you need to adjust the Glossiness/Roughness setting. At least that was the obvious issue.

In C4D, I set this way fairly easily using a Mograph Cloner set to Object and dropped the Spline in the slot. Now this technique is using a spline that matches the curves of the tube thing. This might be clunky if you only have an existing mesh and not a sweep setup with a separate spline already. The other trick is to group two red objects and two green objects together. I feel this made it much simpler.

I believe this could also work if I selecting a loop of polygons along the middle of the tube, and used that to restrict where the clones go.

I'm not an expert with Scatter yet and for all I know, you're a Max user, but thought his may give you some ideas.

Well that looks better. Didn't see a lot of fixed or added items in the last build, so I didn't update. Plus is was only a couple of weeks between the two. Thanks.

[C4D] Bug Reporting / Many Cosmos Materials Still Too Glossy
« on: 2022-09-28, 01:17:42 »
Cinema 4D r25
Version • 9 (Daily Build Aug 30 2022)
Mac OS 12.5.1 Monterey

I know this has been report in the past, so not sure if this is still being worked on or what. I've been using quite a bit of their materials and many are still very glossy when imported into C4D.

This is one example: Plain_White_Sheer_2968708_16cm

Thank you all. That explains everything clearly.

Let's say I render a scene with a Noise Level of 5 and it goes for 25 passes before denoising and saving out. If I take that same scene an set it to 25 passes and 0 for the noise level, with I get the same render time and quality, or is the Noise Level setting intelligent and uses more rays only were necessary?

[C4D] Daily Builds / Re: v9 More Interactive Crashes
« on: 2022-09-24, 21:23:51 »
Of course, right after posting this, I was able to work on this scene extensively using the Interactive Viewport feature with only one crash the entire day. I'll take that as long as I remember to save often. I was also in a live Zoom call and sharing my screen so we could make changes as we went. That's what it's all about right there. I think my first foray into a realistic room scene is coming along nicely.

Well then a warm welcome is in order. I was picturing the baby version of Tom.

You know, this support forum reminds me of the early days of the internet. I was always blown away how I was able to find help or help someone else 12,000 miles away. So Corona was born in the Czech Republic, you are in the UK (making assumption from the accent ;-) and I'm in the U.S.

Love it.

And just like that, order has been restored in my universe. Thank you. Never really learned enough about the new Tone Mapping workflow.

I've been struggling with this for a while, but just do a quick fix with simple exposure. Now I need to try and match a real-world camera, but the camera settings like ISO, Shutter and F-stop don't seem to do anything. I'm guessing the workflow has changed, but can someone enlightenment me on enabling the actual camera settings please?

[C4D] Daily Builds / Re: GOBO LIGHTS
« on: 2022-09-20, 02:09:11 »
There are other threads on this topic, but I believe it is not possible with a Corona light object. You can, however, use a standard C4D light with a gobo effect. Not sure how much of a difference a Corona light vs. a C4D light give you.

Not sure what versions those E5s are, but the CPUs are probably not the issue. The old Trashcan Mac Pro had an E5-v2, but a slower version. I have a Windows rack box that has two E5-v4 and they still hold their own.

[C4D] Daily Builds / Re: v9 More Interactive Crashes
« on: 2022-09-19, 15:36:38 »
Good to know.

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