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Messages - Cinemike

Pages: 1 ... 3 4 [5] 6 7 ... 67
61
Nice!
Does the SDK give access to C4D's star library? It would be a pretty shortcut I think.

And don't do twilight zones - I know from TV how scary they are ;)

62
It would be awesome, when corona sky object will support stars and moon object (Or Sun/Moon =) )
cheers

+1
All for it. It would spice up the sky in twilight situations a lot.

63
Maybe it's just time for an integrated thin film layer in the physical material.

64
[C4D] Feature Requests / Re: Blackbody material for Pyro
« on: 2022-11-10, 22:13:56 »
Hi guys, we are well aware of this feature and have it logged ;) +1 from me too :D
(Internal ID=1003640630)

+1 "like" for the internal logging!

65
[C4D] General Discussion / Re: Camera Composition helpers
« on: 2022-11-09, 21:46:49 »
I always hide the camera in the viewport because I think the representation in the scene is too big and that gets in the way in Cinema 4D. If you know how I can make the camera smaller in the viewport, I'd appreciate it.

If it helps: I usually hide the camera in the viewport, too, and might have wondered one time or another where the composition helpers might have gone. I should have asked about that above.

66
[C4D] General Discussion / Re: Camera Composition helpers
« on: 2022-11-09, 20:57:56 »
Yes. But you could have tried it yourself in a fraction of the time it took you to ask ;)

67
Okay, can you share a short vid on this?

I'll also check with S26 and will record a video as soon as I find the time.

68
It still does not work for me.

69
[C4D] I need help! / Re: Selection tag for masking
« on: 2022-10-21, 20:39:09 »
Hey, thanks for your help. Yes, vertex paint is a choice, but sometimes a little bit tedious. That would be a great feature for Corona's nodes. Saves time and keeps your material library neat and clean.
I'll test material stacking, but it wasn't working when you have complex shaders with displacements, SSS, Volumetrics...

I did not paint a single stroke, I used an existing polygon selection to create the vertex map.
You can also create procedural vertex maps, even for primitives, with the latest version.

But I agree, directly using a poly selections as a mask would be nice, too.

70
[C4D] I need help! / Re: Selection tag for masking
« on: 2022-10-21, 06:00:33 »
Hi,
I was wondering if it is possible to mask a texture in the roughness channel with selection tags. For example, suppose you want to apply a roughness map to only half of a sphere, how do you do that?

There's, of course, the "default way": Use two materials and assign them to the polygon selections. That's also the most accurate way.
If you want to try something different, you can create a vertex map from the polygon selection and use it as a mask.
I attached an example file.

Maybe there's even a way to mask directly with the poly selection, but at the moment I cannot think of one.

HTH
Michael

71
[C4D] Daily Builds / Re: Cloud Phase parameter
« on: 2022-10-17, 22:30:00 »
"Amount: The amount of the main clouds such as Stratus, Cumulus, Cumulonimbus.

A value of 0% means there will be no clouds in the sky, whilst a value of 100% means the sky will be fully covered."


72
[C4D] Daily Builds / Re: Cloud Phase parameter
« on: 2022-10-17, 16:23:42 »
So my point still stands: Phase has no justification to be placed right to the Cirrus amount because it does not do anything related to this type of clouds.
It is just misleading.

73
[C4D] Daily Builds / Cloud Phase parameter
« on: 2022-10-13, 21:46:38 »
In my tests I found that the Phase parameter for the new clouds doesn't do anything for the cirrus clouds but for the stratus and cumulus type ones. I think it should be relocated in the GUI.

The seed parameter also does not alter the cirrus population / distribution. It'd be nice if it did.


74
I think I can confirm that RC3 "Fixed problem with tonemapping pipeline resetting to initial state in IR viewport after every change in document" does indeed fix the issue :-)

The latest RC is a beauty!

75
[C4D] Daily Builds / Re: Scatter edge trimming shader
« on: 2022-10-09, 22:23:24 »
I find that going through the shader edge trimming, it is not simple at all
There should be an option in the scatter to activate it or not

This is what Chaos-Ondra (I had to use this ^^) says in the Max-section:
"yes, we want to have the trimming feature implemented internally with just a checkbox in the future. It requires some internal changes first though. When done, it will work the same also for ForestPack."

Fingers crossed, there's hope!

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