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Messages - mp5gosu

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151
Work in Progress/Tests / Re: Corona C4D test scenes
« on: 2014-09-06, 20:17:39 »
Here's another test scene. :)
Missing textures (but the floor-texture) can be found at CGTextures.
This scene is quite demanding due to the narrow distance to the subject + rather high amount of DoF.
2 things are still to be considered when rendering this scene. First, scene scale is mathematically wrong, but it's the right scale for corona. Maybe I messed up the units when I created this scene or the units were still set from another project. However, Corona uses the correct unit scale.
Secondly, a bug is introducing. Either C4D or Corona fail to evaluate Fusion and Layer shaders correctly. This will result in visible seams in the rendering. No workaround available yet. (Unless you bake the entire stuff - which is not recommended at all. :) ). The seams were visible in Progressive and Bucket mode. I also did some testrenders with BiDi with a short amount of time / less than draft-quality and couldn't notice any seams. If someone has a strong CPU, feel free to render this mode to check if the seams still appear.

152
[C4D] General Discussion / Cinema4D - Bucket Seams
« on: 2014-09-06, 16:17:26 »
Something very annoying happened to me while preparing a converted scene.


As you can see, there are visible seams along the bucket edges.
I'm currently working on breaking down the cause and will upload the scene then.

edit #1:

I was able to break the problem down to the use of Vertexmaps in combination with a Colorizer-Shader.


edit #2:

The bug is definitely caused by the layer-shader in combination with vertexmap. Vertexmaps only work fine. :)

edit #3:

After testing around for a while, I have to conclude, that all "pass-through" shaders like Layer, Fusion, etc. are not evaluated correctly.

153
[C4D] General Discussion / Cinema 4D - No linear workflow
« on: 2014-09-06, 05:41:47 »
As the subject states. No matter if "Linear Workflow" is checked or not, scenes are never rendered in LWF.
It also doesn't matter if the output is set to 32Bit (which always should render into linear color space).
However, C4D's internal color profile handling allows linear conversion - at least for the materials. Lights etc. are not taken into account - no LWF.

I know, CoronaC4D has just been born and many things are missing yet (btw, I'm also using the 3ds Max version) so I'm not sure whether to consider this as bug or simply as "not yet implemented". :)

154
How is everyone changing exposure? Whatever I do in the corona camera tag or the global camera options the exposure is always blown out with corona sun and or sky.

EDIT: Ah the EV in the global settings is that right?

Yes. Remember, it's the first release for Cinema 4D. Normally, you would go with the option "use photographic exposure" but this option doesn't exist yet. So yes, right now, the correct (and only) way is to use EV. :)

155
Specular is a fake reflection and - of course - not really needed for physical renderers.

156
Lighting + Global Illumination + Reflection + Specular + Refraction + Sub-Surface Scattering + Self Illumination
and full:
Diffuse * (Raw Light + Raw Global Illumination) + Raw Reflection * Reflection Filter + Specular + Raw Refraction * Refraction Filter + Sub-Surface Scattering + Self Illumination

source: http://vfxpedia.com/index.php?title=FAQ/Combining_3D_Passes

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