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Topics - Cinemike

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16
- Create a corona camera
- In the attributes manager, select the value 0 of the simple exposure and set it to -4.5
- Save it in the AM as a preset, for example "camera corona outdoors"
- If you try and load this preset, the value is reset to 0, not -4.5

Camera settings (in the section above) are not ignored, just tone mapping ones are.

I added a screenshot where I am saving the settings, just to be sure.

17
[C4D] Daily Builds / Curvature Shader
« on: 2022-02-04, 05:14:59 »
I really like what you did there, also the simultaneous access to concave and convex.
What I would like is a max distance texture, similar to what the AO shader has.

And, here I am not sure, would it be possible / useful to have it for concave/convex separately?

PS
I think it would be useful to give the node two extra outports: concave and convex that would deliver a greyscale intensity map that could be used as masks in a layer shader.

18
[C4D] Bug Reporting / Crash Boom Bang ... but hair?
« on: 2022-01-19, 01:07:33 »
Aside from being a bit ... not happy I am surprised.
When Corona crashed C4D this time (and no recovery scene was written), all I got was a bug report and a minidump.
But why on earth is this report mentioning a Corona Hair object when no hair nor hair material was somewhere near this scene?

And, is there any indicatrion what crashed this scene? I was adjusting materials while the IR was running ...

19
... whereas using a similar setup with a ray switch shader works.

20
The include/exclude in a light material does not work when the light material is applied to a sky object.
In the attached scene, neither the cylinder nor the plane should receive any light.

I guess, adding an exclude/include list to the Corona Sky object would already solve the greater part of this issue.

21
[C4D] Bug Reporting / No proper IR material update
« on: 2022-01-18, 17:09:47 »
Load the scene.
Start IR. All is fine.
Switch the SDS and the Torus open (4x red dots to grey ones).
The hidden object becomes visible, but without the bump, although it has the same material.
Stop the IR.
Restart the IR.
Now both objects render fine.

22
[C4D] Daily Builds / Slicer: Issue and idea
« on: 2021-12-21, 20:36:28 »
Issue: When I slice (in this scene's case rather "render boole") from a surface with displacement, I get artifacts.

See image and attached scene.

Idea: Would it be possible to use the slicer also in a "intersection" mode?

In other words: In the attached scene the render result would be the geometry that includes the cube and the sphere(s), like the Boolean mode "Intersect".

23
When a native C4D material contains a layer shader, this layer shader is rendered black, no matter what it contains.
This is probably also the reason why a converted C4D material that contains a layer shader will end up as a Corona material with an empty layer shader.

Also take a look at "Mat" (the leaves material). Although everything looks fine (in the preview and also in the black and white texture representation of the texture in the alpha channel), obviously the wrong layer set is used. Just open the "choose layer set" setting to check.

24
[C4D] Daily Builds / Daily Build 2021-06-05: question
« on: 2021-06-07, 22:21:50 »
Is there a description about how IOR vs Specular works for non-metals?

CU
Michael


25
Some ideas about the reworked Corona Physical material:

With the addition of the Complex IOR, Corona finally has lost its innocence (sounds a bit less conspicuous than "virginity" ;)).
Corona was always meant to have the simplest GUI (material and render settings), and I truly believe it lived up to that promise - and it still does.
Getting more (advanced) features is a good thing and losing one's innocence is part of growing up. But I think now it's also time to consider adding more features that MIGHT clutter the interface, yet add to the value of the app, like Nested Dielectrics or a shading modes menu (with GGX, Blinn, Ward and whatever else). The first deed is done, don't stop there ;)

Back to the matter at hand, the Complex IOR and metals.
It's a bit lost back there in the Advanced tab, I think it should go in the Base layer with the Edge color. It were nice if, with radio buttons, we could choose between "Edge Color" and "Complex IOR", preferably the now not needed GUI elements would collapse/be hidden.
Of course, the presets in "General" would now have to apply either the correct edge color settings or the proper "Complex IOR" settings, because I doubt people know such settings by heart  (especially the Complex IOR settings).

Leaving the Complex IOR settings in Advanced is a bad idea (in my humble option only) because activating them means "lights out" for half o the Base layer settings - confusing. If you get such material and have no idea there's a complex IOR hidden somewhere, you might be scared and go back to Standard render (what an awful thought!).
On the other hand, if we create a pure Dielectric material, "Edge Color" could collapse/be hidden. It would mean a further return to the good old Corona Render philosophy of a clearly readable GUI.

Now to an issue I'd actually call a bug. Create a new Physical material and apply a "Copper rough" preset. Go to advanced and enable Complex IOR (and now you see why it should be in Base layer and linked to the presets) and your copper turns golden.
Now apply a glass preset. All is fine, the Complex IOR is inactive. And finally apply a Chrome preset. Yellow chrome, nice! And all because somewhere deeply hidden the Complex IOR is still active. The preset should handle this "somehow".

Another issue:
I think it were be better if applying a preset would clear the texture slot of the metalness setting.

Thanks for listening,
Michael

26
[C4D] Bug Reporting / More Projector shader trouble
« on: 2021-04-09, 00:52:19 »
Compare the render result of the upper torus (projection applied to directly in the tag) and the lower one (projection applied to via Projector shader).
Trying to get a reasonable result, or a result at all, fails with Cubic, Spatial or Flat (set in the Projector shader node). The rest is more or (mostly) less reliable.

Michael

27
[C4D] Daily Builds / Physical material presets
« on: 2021-03-31, 21:21:59 »
The presets for the physical material "suffer" from extremely high value/saturation settings (which I would not choose for a material I setup myself). Is there some reason behind it that I don't see at the moment or are these settings simply oversights?

As for the Plastic PVC Opaque setting, "Refraction" is active and set to 0% - is there a purpose for "Refraction" in this preset?

I really like the new/old Translucency settings and am going to play with the intersting metal settings (edge color) now.

28
[C4D] Feature Requests / Nested Dielectrics ...
« on: 2021-03-23, 00:31:16 »
... would be a nice feature.

29
The legacy material can do it with a click, please add this option to Physical, too.

CU
Michael

30
Please add a checkbox for translucency, it's an optional feature like bump, but contrary to that, it has none yet.
It would make test rendering scenes with a lot of foliage easier, for example.

I would not mind an additional render setting option to disable/enable translucency and/or displacement either.

CU
Michael

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