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Messages - Cinemike

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886
A slider to mix the Glossiness texture with a fixed value is a good idea and would help to adjust glossiness textures without Filter shaders.

For reflection and refraction, of course.

887
[C4D] General Discussion / Re: CorC4D Viewport Selection
« on: 2017-08-15, 20:49:56 »
Well it may be a bug, and it is meant to be working :) Only the developers can say for sure - I just wanted to let the original poster know that the functionality, by design or bug, is not currently active, so that they didn't keep looking for ways to make it work.

https://forum.corona-renderer.com/index.php/topic,15819.msg100073.html#msg100073 made me believe that there are some spots in Corona for C4D where future features are already implemented into the GUI but not yet working.

888
[C4D] General Discussion / Re: Material "Level" in c4d...?
« on: 2017-08-15, 20:42:00 »
Looking for this one?

889
[C4D] General Discussion / Re: CorC4D Viewport Selection
« on: 2017-08-15, 20:37:11 »
It were nice and less confusing if non-active features would be greyed out and only selectable after implementation.

890
[C4D] General Discussion / Re: Displacement Issues
« on: 2017-07-14, 05:49:44 »
Have you tried to decrease the Screen Size of the displacement (it is under "Render Settings / Corona / Performance Settings, the default is 2 pixels which might be too rough), although in your special case I would switch to World size and use an appropriate value there (depending on the real world size of your details).

HTH,
Michael

891
[C4D] Resolved Bugs / Re: Displacement doesn't work properly
« on: 2017-07-12, 16:05:23 »
So Michael was right.
Being married means to hear this phrase so rarely!
Thank you Houska and Michael.
You are welcome!

892
[C4D] Resolved Bugs / Re: Displacement doesn't work properly
« on: 2017-07-12, 16:02:43 »
In any case thanks for testing it

Thanks for caring about your users.

893
[C4D] Resolved Bugs / Re: Displacement doesn't work properly
« on: 2017-07-12, 02:11:38 »
The issue made me curious and I did a little test.

Two planes, one just 1 cm above the other one. Assigned a material with displacement, Color shader plain White, Height: 1cm.
Two cubes, one 1 cm smaller on all sides than the other one, at the same position. Assigned a material with displacement, Color shader plain White, Height: 0,5 cm.

Rendered the scene.
Observation #1: The planes render as expected. They "meet" each other in the same height now, causing a pattern of artifacts (which is to be expected from faces takíng up the same space). The more you subdivide the planes, the smaller the artifacts become. Ok.

Observation #2: The cubes need a highly subdivided mesh to show even displacement (faces meeting in the same space), and even then, areas close to "sharp edges" do not displace "fully" to the amount specified in the displacement tab. It kind of explains why the head scene has problems, especially in these areas.

I know that Corona and also Vray prefer high res meshes to render properly. Just a question about displacement: Is this "edge issue" something where anything could be done about, to get more evenly distributed displacement?

CU
Michael

894
[C4D] Resolved Bugs / Re: Displacement doesn't work properly
« on: 2017-07-11, 16:36:20 »

Vray, Arnold and Redshift deliver the same result as Physical renderer, so I understand that this is the least that the Corona should do.

Thanks

I tried your model with Vray but the results were not that convincing with your model "as is", I got shading artifacts due to the relatively low resolution of the mesh. Now I have to admit I did not use the latest version of VrayforC4D and I am a bit out of practice with this renderer.

895
[C4D] Resolved Bugs / Re: Displacement doesn't work properly
« on: 2017-07-11, 05:58:55 »
Where exactly would you see the biggest differences between the Corona render I uploaded and what you expect? Added an SDS, changed the gamma of the image to what the Physical used and played a bit with the height values.

C4D natively uses Sub-polygon Displacement, which might be unique and not be found too often in other renderers.
I also guess it will be hard to get exactly the same results from both renderers.

Adding an SDS makes perfect sense to me because this is what C4D basically does with the "Round Geometry" option. The manual says to this option: "Since SPD cannot calculate a normal Phong shading when it is applied, a special algorithm similar to that of the Subdivision Surface is used to ensure that the object is rounded before the SPD is rendered."

I agree, though, that some options the C4D displacement has, would come in handy sometimes, so I would not mind having these within Corona (actually everything ;)).

CU
Michael

896
[C4D] Resolved Bugs / Re: Displacement doesn't work properly
« on: 2017-07-10, 18:53:24 »
As I wrote, the explanation and also the solution are probably very simple.

The native C4D displacement allows an option that "Rounds Geometry", in other words, applies a smoothing algorithm to the mesh while displacing.
Compare the rendered images: Corona basically gets the same result like the native "Physical Renderer" of C4D.
If I use "Round Geometry" I get a smooth result in the "Physical", same I get with applying an SDS to the mesh for Corona.

The thread opener gets "rough" edges because there is no rounding in Corona. If he had left the "Round Geometry" option switched off (as it is per default) he would have got the same rough result with the "Physical".
Remedy: SDS.

HTH
Michael

897
[C4D] General Discussion / Re: c4d triplanar mapping hack
« on: 2017-07-10, 16:26:27 »
Sounds like sweet music, thx!

898
So it's crucial we have control over the setting.
I would love an option that only updates the buffer after a pass has finished. This would work for every resolution I guess, so there should be no need to change the interval for different resolutions.

I agree and yes, good idea.

899
[C4D] Resolved Bugs / Re: Displacement doesn't work properly
« on: 2017-07-10, 16:17:38 »
To me, it looks like the difference comes from using the rounded option in the example with the Physical renderer, which Corona does not have.
If you apply an SDS to your mesh and apply the Corona displacement to this rounded mesh, the results should look a lot more alike.

CU
Michael

900
Work in Progress/Tests / Milkman's morning
« on: 2017-07-05, 07:01:03 »
Just a small interim project, which was fun to do with Corona, as usual :)
Now waiting for cooler weather to render in higher resolution with more passes.

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