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Messages - monsieurblack

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1
[C4D] Daily Builds / Re: C4D 2024
« on: 2023-10-11, 14:34:58 »
good idea, I've just done the same

2
[C4D] Daily Builds / Re: C4D 2024
« on: 2023-10-11, 10:46:02 »
ah ha! thanks so much for that, appreciate the reply.

I've been looking out for it on the forums too and totally missed it 🙃

Thanks again 👍

3
[C4D] Daily Builds / Re: C4D 2024
« on: 2023-10-11, 10:30:12 »
Hi guys

Just wondered if there was any update on this please?

A little reluctant to go with the v11 daily build so would ideally prefer a "hot fix" if you have an better idea of when this would be available?

Many Thanks

4
[C4D] I need help! / Re: Pin Material
« on: 2022-02-16, 12:41:24 »
Thank you all

Re-assuring to know I'm not going mad :)

@CineMike - I appreciate you checking and can't believe I didn't try a 'proper' render. I just assumed they use the same 'render' so what I saw in my interactive window would be the same.

At least it didn't stop me doing what I needed, phew!

Thanks again everyone 👍

5
[C4D] I need help! / Pin Material
« on: 2022-02-15, 18:59:15 »
Hi all

Just after a little help with the "Pin Material" tag in Cinema 4D please.

It seems to behave properly when applied, so viewport is showing the correct behaviour and in turn renders properly in Standard/Physical.

Unfortunately my problem appears to be that Corona doesn't appear to honour this :/

So like I say, the viewport looks fine but as soon as I hit render with Corona it's seemingly ignored.

Feels like a 'bug' but not 100% sure so posted it here just in case. (mods feel free to move it to the other forum if it proves to be a bug)

Definitely frustrating, so any help and/or word of how others get on with this would be super appreciated please.

Thanks in advance

6
Hi there. Looks like we're experiencing the same issues.

Appreciate the heads on your workaround, thanks for sharing.

7
Hi Jan

Thanks so much for looking into this for us and honestly not a problem, these things happen and besides, it is using a daily build so these little things can be expected and more than OK.

Never had any particular training as such and just jumped into using Corona and definitely thought we might have been doing something wrong and wouldn't have surprised me to hear this :)

Thanks again for catching it and for such a great renderer, totally transformed how we work.

8
hi again

here's a link to a file where I appear to be running into the problem (?)
https://www.dropbox.com/t/QfWf4PZlp9l4fp8L
(expires in a day or so)

Let me know if you need anything else and would appreciate maybe a nudge in the right direction as to how to do it the 'right' way if as it appears we're clearly doing something wrong here. Although it did seem to work on previous versions?

Anyway, thanks in advance


9
hhhmmm, thanks all. Appreciate the replies and for checking it out.

It's clearly something I'm doing wrong my end (user error!) so apologies there.

Will try and mock-up a file (or strip one down that doesn't appear to be working) and share it and would be great to get pointers as to why I seem to be getting the behaviour I am.

In the mean time my machine specs are as follows...

Corona v7.0 daily Jan 22 2021
Cinema 4D R23.110
macOS Mojave 10.14.6
Mac Pro (Mid 2010)
2 x 3.46 GHz 6-Core Intel Xeon
96 GB 1333 MHz DDR3
Radeon RX 580 8 GB
Samsung SSD 860 QVO 2TB

Thanks again

10
Hi all

Firstly, I've already submitted this more formally as a possible bug, but thought I'd do a quick post here to see if anyone else has experienced this in the new (v7 / Jan 22 2021) daily build.

It seems for me that the "Visible directly" option in the "Corona Sky" object no longer works?

Unchecking this seemingly does not change its behaviour and I am still able to see my .HDR file when rendering.

I have some scenes where we use the Corona Sun object to cast a little illumination and create a nice defined shadow and a Corona Sky object with the .HDR file adds in a much more of the illumination and provides us with nice reflections too.

Previously we could simply uncheck this "Visible directly" checkbox and it would no longer be seen in the render, this now longer appears to be the case unfortunately.

Is anyone else able to confirm this please?

11
Wouldn't the native C4D Multi Shader in Index Mode just do that?
Thank you Cinemike, I didn't actually realise I could use the native Cinema 4D Multi Shader in the Corona material with Corona having their own, so will definitely give that a go, much appreciated.
Hi, this is an interesting request. I am afraid it's not possible using Corona Multi Shader. You could have some luck with what Cinemike suggests though...

What are you trying to achieve actually? I suppose you can't just group the objects into groups and assign the materials to those groups?
Hi houska, many thanks for your reply. It's when I model a 'hero' object and hide that within a Null object to then use instances within a Cloner. This provides the flexibility to assign different shaders to each instance whilst allowing any changes to the model to propagate, saving time and keeping the scenes lighter. Crucially, is the assigning shaders part. If I assign a shader/texture to the 'hero' object then all instances have this. but approaching it the other way provides amazing flexibility.

From there I use a Cloner object to create grids of objects that I'd like each one to be assigned a specific colour/texture in a controlled manner, left to right.

So say they were 20 glasses of water with a straw left to right. One single instance within a Cloner. The 'glass' and 'water' objects are assigned the appropriate materials with the 'straw' object left with no material assigned. Once instanced this allows each copy to accept a different coloured straw. When using a Corona Multi Shader I'd like the option to not only have the textures within a folder to be randomly assigned but also have a level of control that would allow say the 10 different colours of straws I have to be assigned to the products in order, left to right. So I know for sure that the third object along will be assigned the third texture in the Multi Shader slot.

I'm sure this becomes more complicated if I create a grid 10 wide by 2 high for example? But obviously it would be great to have the means to know that the eleventh texture in the shader is assigned to the first object on the second row.

Hope that example better helps to explain the overriding principal of what we're looking to achieve? But happy to discuss further and perhaps in another manner altogether if it helps?

Again, thanks a lot for you help and replies guys, will try Cinemike's suggestion and see how we get on.

12
Hi again all

This would be a massive help if anyone could kindly offer up and ideas around this please?

I'm not sure if what I'm asking is blindingly obvious or actually something potentially a little 'trickier' to setup? But either way I'd really appreciate any guidance on how I could control the distribution of a series of images across cloner objects please.

Thanks again

13
Hi again

Just wondered if anyone had any input on the above please?

Not sure if what I’m asking is totally nuts or really simple lol. One of the extremes I imagine!

Maybe it’s not the multi shader I should be using and there’s another way/approach maybe?

14
[C4D] I need help! / Corona Multi Shader no randomisation
« on: 2020-04-01, 11:06:08 »
Hi all

I'm hoping this is a simple question, but I was after a little help with the Corona Multi Shader please.

What I would like to do is to have the ability to choose whether the textures/colours within the Corona Multi Shader are either randomly assigned, which appears to be the default behaviour I'm currently experiencing, or alternatively for the textures/maps within to be assigned in 'order' across the objects within a Cloner.

Often having things randomly assigned is super useful and convenient but other times I have the need to for certain objects to be a particular colour in a more uniform or controllable manner - say for example, the shades 1-10 in the Multi Shader are assigned to the objects 1-10 that the Cloner object produces.

Then if I had say a grid of objects, 10 x 7 as example, that the next 60 textures/maps would be applied to the rest of the objects in sequence, left to right.

I hope that makes sense? But any control over the application of the textures instead of randomly would be a huge workflow boost.

Does the above provide enough information? Please let me know if there's any more detail I can add that would help to better explain.

Thanks in advance

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