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Topics - Cinemike

Pages: 1 2 [3] 4 5 ... 8
31
The Thin Film shader that used to work well with legacy isn't doing much (good) with the new physical material.

I'm refering to the attached scene and the image rendered with it:
Top row (please forgive the exaggerated settings to prove my point ;)) shows metals, left a legacy material metal with thin film straight and undiluted in the reflection color.
The next two are physical materials, one with thin film straightly put in the color slot again, the other one with thin film in the clearcoat property where I thought it would make more sense.
In both cases, nothing really happens, thin film-wise.

Bottom row shows dielectrics, left legacy again, next to it two physical materials, one with thin film in the reflection color, the other one with thin film in clarcoat, something happens here, but the result is rather ... unexpected.

Win 10, C4D R23.110, Corona latest available daily.

32
[C4D] Feature Requests / Add solo node option
« on: 2021-02-20, 21:29:17 »
It's nice and even supported by the native node materials to solo a node and only get its result on the objects in the viewport.
For example, adjusting single textures of a compound would be easier, especially when you have to combine them with the notorious Projector shader node.

So, please add this feature to Corona.

33
[C4D] Feature Requests / Bump/Normal switch
« on: 2020-12-19, 00:38:14 »
While you are about implementing the new Physical Material, you could add a switch/checkbox to choose between "Bump" and "Normal" in the specific area of the material.
Checked, it could add a Normal node all by itself (or in the non-nodal material view insert a Corona Normal shader). It would make material creation (a lot) faster.

34
I have a plane and am distributing clones on it. With a falloff I fade out certain clones by scaling them to 0.
Now they may be gone in the rendering but they still are recognized by the Distance Shader and cause an effect.
Could the Distance shader, for a later version, have an option to not evaluate objects that have a scale of 0?

Thx,
Michael

35
[C4D] I need help! / Distance Shader, Clones and Fields
« on: 2020-10-29, 23:04:07 »
I have a plane and am distributing clones on it. With a falloff I fade out certain clones by scaling them to 0.
Now they may be gone in the rendering but they still are recognized by the Distance Shader and cause an effect.

Does anybody know how to prevent this AND keep the setup parametric? I don't want to use any correction deformer tricks either, the actual mesh is really high poly and it would take tons of RAM and time with this deformer.

In case there is no recent solution: Could the Distance shader, for a later version, have an option to not evaluate objects that have a scale of 0?

Thx,
Michael

36
Win 10 Pro 20H2
R23 latest
Corona V7 daily Oct. 23

When I render this scene in the viewport with IR, it goes through all 12 frames, goes back to "parsing scene" and crashes.

CU
Michael

37
The distance shader creates a grayscale map, thus should be working in a shader effector to scale clones.
In the example scene, the clones don't seem to respect this map when I use a noise in the Distance scale, the distribute as if the slot were empty.
Am I doing something wrong, is there a general misunderstanding or is it a bug?

Thx,
Michael

38
Win 10, Corona V6 Release, C4D S22

In this setup where a Distance shader in a shader effector is to scale clones, these clones are not rendered at all in IR as render instances (render instances usually render fine even with IR).
Switched to default instances, they render.

39
[C4D] Bug Reporting / Distance Shader refresh issues in IR
« on: 2020-07-17, 15:13:49 »
Distance Shader.
The "preview text" (the red background) is upside down in the preview window (Distance: no objects) and does not change either once an object is assigned to.

Then there are some IR refresh issues.
Load the scene and run viewport IR. Select Circle.1 and move it along X. No change in the viewport. Disable the Spline Mask. The result in the viewport goes red (which is ok).
Turn the Spline Mask back on, the viewport stays red (which is not ok).
Restart the IR, all is back to normal.

Version: 6.0 daily Jul 16 2020
Win 10 2004
S22 latest

40
[C4D] Bug Reporting / Crash with IR
« on: 2020-07-17, 00:40:39 »
The scene rendered fine with earlier dailies, with the latest I get a crash as soon as I start IR.
Renders fine in viewport.

Scene, assets and bug report included in "grassy assets.zip" uploading to dropbox right now.

Win 10 2004, S22 latest, Corona daily v6 July 16.

41
Load the scene and start the IR in the viewport.
Select object "links" in the OM.
Rename it. Press enter. IR rerenders the scene without the normal map visible. I assume it's an issue with the vertex map shader I used.

Bonus: Stop the IR. Crash. Does not happen all the time, I guess ;)

Win 10, S22, V6 latest daily

I uploaded the normal texture via dropbox (the private uploader failed to work for me).

42
[C4D] Bug Reporting / IR crash
« on: 2020-06-10, 20:03:03 »
I was moving object Rechts in the viewport when C4D quit.

S22, Win 10, Corona daily V6 from May

43
[C4D] I need help! / Fireflies and bump
« on: 2020-06-07, 00:17:09 »
Win 10, S22, V6 daily from May 29

I got this issue in one of my recent files and I am no sure how to remedy it. Actually I do, if I switch off bump the issue goes away - but first things first.
I have a few leaves in this scene (the rest had to go) and just one of it is infested with a nasty swarm of fireflies.
If I lower (very much) the bump value the little beasts go away. They come without and (of course) with DOF.
The final noise in the images is quite a lot below 1%.
What would be the correct step to decontaminate the leaf without sacrificing the bump (it is not needed here, I know, I am just interested in the general solution to the problem)?

TIA
Michael

44
Changed some parameters in a node mat, got a crash. In the bug report it starts in C4D and quickly escalates with Corona IR. Reported to MAXON as well and curious who gets the blame.

1590262140_IR-crash-with-C4D-noises.zip

45
[C4D] Bug Reporting / Noise inconsistency
« on: 2020-05-07, 20:59:50 »
No, this is not about the long-standing issue that C4D noises need an insane amount of strength to render even subtly.
It's not even about noise in a layer shader is rendered only when it is in UV mode (although this is annoying, too).

Look at the image (scene attached).
All three cubes have one thing in common: They all have the same noise shader in the bump channel, at 100% strength.
The left cube has this noise shader (set to 2d space) in a layer shader. It's there, it renders. Yay!
The middle cube has the same shader (set to 2d space) directly in the bump channel texture slot. Renders as smooth as a baby's posterior.
Let's give the layer shader another try then. The right cube is set up like the left one, except that the noise in the layer shade ris set to the texture space). As if nothing had ever happened!

Cranking up the bump strength to 10000% finally shows some effect for the middle cube. But as I wrote in the first sentence, it's not about ... ok.
But even with 10000% bump strength, the noise in texture space does not show ión the right cube. Stubborn guy.

In short, it is pretty annoying to remember all the rules and exceptions WHEN a noise condecends to work as one would expect it, it takes up too much time!
Please, fix this!

Michael

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