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Messages - TomG

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4261
[C4D] General Discussion / Re: Glass Material Problem
« on: 2018-04-03, 14:21:25 »
Yep, glass is like that - the steeper an angle you look at it from, the more you see the reflection and the less you see through it (same with any reflective materials, you can see it on cars especially, where surfaces facing you are not so reflective, but at an angle they reflect the sky so much it drowns out the color of the car).

4262
[Max] Daily Builds / Re: Daily builds version 2
« on: 2018-04-03, 13:58:48 »
How is your LightMix set up? Can you share the scene?

All seems to be working as expected here - HDRI in the Env Slot through Corona Bitmap, one Corona Light, auto set up of LightMix for two LightSelect render elements, CoronaMtl with Diffuse and Reflection, and the lighting and reflection of the HDRI is only in the Environment render element.


4263
[C4D] General Discussion / Re: Glass Material Problem
« on: 2018-04-03, 13:51:58 »
Yes, it's what IOR is all about :) What you can do to make a non-realistic material that avoids this is raise the IOR to an extreme level (10, 20 or higher say) - this will make the material equally "super-reflective" at all angles. Then you can reduce the Reflection color to reduce the strength of the reflection to make it only slightly reflective. That way it will keep the same "slightly reflective" look at any angle. But, as noted, that would not be what glass does in the real world :)

4264
[Max] I need help! / Re: Background photography
« on: 2018-04-03, 13:43:36 »
In older versions (anything before Corona Renderer 2 daily builds), the CoronaOutput map can do that - the daily builds just split CoronaOutput into 2 maps since there are 2 different uses that are never used at the same time. So, passing your background photo through a CoronaOutput and using the "Affected by Corona VFB tone mapping" checkboxes should get you the result you need.

4265
[Max] I need help! / Re: Disable shadows of a Light
« on: 2018-04-03, 13:38:55 »
Are you using a Corona Camera? That would be the best way to control exposure settings, and should not crash (if it does, please post a bug report about it!)

4266
[Max] I need help! / Re: Disable shadows of a Light
« on: 2018-04-02, 19:21:54 »
There's no way to define that a particular object only casts shadows from particular lights. However from what you describe, you could use a 3ds Max native light with Shadows disabled (so long as it wasn't required that it cast shadows for ANY object in the scene... if you just wanted it to cast no shadows from the tree, but cast shadows from everything else, then that would not work).

4267
[C4D] Resolved Bugs / Re: Animated Textures do not work
« on: 2018-03-30, 16:22:33 »
Have you tested a new scene with just a cube and the sequence applied in a CoronaMtl, just to check all works in that scenario? Also, strange question I know but I will ask :) Are you sure the texture isn't animating in the main scene (though you may need to remove the non-Corona compatible elements in the render set up and the Background object) - I only ask because with camera moves, motion blur, and the relatively slow animation in the sequence, it could be that it is animating, but just isn't totally clear that it is changing. I know it wasn't clear to me just looking at the realtime viewport in C4D, I had to render and do the A/B to be sure something had changed :)

For the Background object, that won't work for sure since Background objects are not supported in Corona for C4D (at this time).

4268
[Max] I need help! / Re: Slow rendering and problematic file
« on: 2018-03-30, 14:00:50 »
Yes, definitely looks non-Corona related, and the cause is just as you say according to https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/3ds-Max-freezes-wehn-loading-files-error-message-MXS-auto-increased-heap-size.html (though it gives no guidance on identify the custom scripted helper superClass object).

4269
That would be something for the core team, rather than the C4D team :) And there is a plan on the roadmap for something along the same lines already - https://trello.com/c/81uUhzg6/135-near-interactive-gpu-powered-denoising

Cheers!
   Tom

4270
[C4D] Resolved Bugs / Re: Animated Textures do not work
« on: 2018-03-29, 21:22:06 »
Quick screen grab of the A/B comparison between frame 0 and frame 161, cube on the left is the C4D native, one on the right is the CoronaMtl.

4271
[C4D] Resolved Bugs / Re: Animated Textures do not work
« on: 2018-03-29, 21:17:56 »
All working as expected here - I stripped out the non-Corona render items (lens effects etc), deleted the background object that we know doesn't work, took off motion blur, removed animation from the camera etc, that way I could render different frames and use A/B comparison in the VFB to see if things were actually changing, and both the native C4D and the CoronaMtl with Self Illumination (I turned off the Diffuse channel) updated with the image sequence.

I did click on "Calculate" for both the native C4D and Corona materials, though both were showing a frame range already. Cinema 4D R19, Corona latest daily build.

4272
The first question is what frame rate your final video will be. 60fps is awesome, but requires twice as many frames as the more regular 30 fps. Either way, this will tell you how many frames are required for 1 second of animation (60 frames for 1 second at 60 fps, 30 for 30 fps).

Then you can think in terms of how fast a movement would be unpleasant in the real world - a camera pan across a whole building in just 2 seconds (if we assume your final video will be 30 fps, your 60 frames are just 2 seconds)) is likely going to be rather fast and unpleasant, especially for an arch-viz use where things tend to be slow, leisurely, relaxing, etc. (in an action movie, who knows!)

The other thing to think about is how much of a difference there will be between one frame and the next, to avoid the animation looking jumpy. To make large movements in a short amount of time you may have to render more frames and then use the time stretching / shrinking in your video editor to reduce how much time that occupies, and get the video editor to do blending between the frames. However, usually you want to avoid large movements in short amounts of time anyway, especially in arch-viz, so likely not an issue - make the movement take more time is the better solution!

You could try and save render time by stretching things out in the video editor to slow it down, but there's not a lot of wiggle room there before it begins to look jumpy, and if quality is an issue, usually better to have the right number of frames matching the frame rate of the final video.

Should be enough to watch the preview in a realtime viewport in Max to know if the movement feels leisurely enough, so doesn't need a test render to get a good sense of just how fast a movement is going to take.

Last, you can consider adding camera motion blur - less of an issue with slow movements, but may still be helpful, and gets more helpful the faster the movement is going to be.

4273
I can't think of a way off the top of my head, other than rendering twice - the second time through could be with the Render Only Masks option checked (assuming you are using AO as a CTexmap render element) so it would be super fast.

4274
[C4D] Resolved Bugs / Re: Animated Textures do not work
« on: 2018-03-29, 17:12:36 »
The limit on the forum is well below that; the private uploader limit is listed on the page, it's 256 MB so your file is larger than that - you'll have to use the link at the bottom of the Private Uploader page which allows 10GB uploads. Cheers!

4275
[C4D] Resolved Bugs / Re: Animated Textures do not work
« on: 2018-03-29, 15:58:22 »
Oh ok so not an error in C4D at all! But when sharing the file across the web, now it's clear!

Not sure how you are sharing, posting to the forum probably won't work, but the private uploader would be the way to go - https://corona-renderer.com/upload (there's a link on there too for super large files)

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