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Messages - TomG

Pages: 1 ... 291 292 [293] 294 295 ... 365
4381
[C4D] General Discussion / Re: Better detail
« on: 2018-02-26, 18:23:50 »
Yes looks like it is just the Shift that is in the default C4D cam, not the tilt (nor auto tilt). We'll keep it under consideration as an addition and see if it might be possible.

4382
[C4D] General Discussion / Re: Better detail
« on: 2018-02-26, 17:56:48 »
Apparently Cinema Cameras already have this control, so it isn't in the Corona Camera Tag (as that would be redundant) - going to test it just now, hopefully :)

4383
[C4D] General Discussion / Re: Better detail
« on: 2018-02-26, 17:02:15 »
As a note, the Max Corona Camera does include Tilt and Shift, so hopefully there is a way for it to be ported across :)

4384
[Max] I need help! / Re: fireflies when Lightmixing
« on: 2018-02-26, 14:07:29 »
Yep, as noted on the helpdesk, raising intensities too much will introduce noise. You can use LightMix to tweak settings, then bake back to the scene. You could start with intensities that are "too high" (or "the highest you will need for one particular LightMix set up") and then reduce intensity in LightMix as this does not introduce noise.

4385
[C4D] General Discussion / Re: Better detail
« on: 2018-02-23, 18:32:35 »
Is it displacement or bump? I am thinking displacement.

You could adjust displacement quality in the Performance settings tab, either lowering the Screen size, or swapping to World size - however, both will increase memory requirements, as they generate finer displacement.

Of course, detail would fade with distance and begin to blur together, even with a camera. So other options that don't involve adjusting the scene itself and that might get you a look that you prefer, you could use Sharpening / Blurring. You could also render to a larger resolution and downsize to see if you prefer how that looks. Or you could shift GIvsAA balance to give more priority to anti-aliasing.

4386
[C4D] Resolved Bugs / Re: TeamRender in rc 4 Broken
« on: 2018-02-23, 18:09:49 »
What you should install depends on what is out there :)

TLDR; version -
The newest Daily Build (or Release Candidate once we are at that point) are almost always the latest version - except after release of a Final version until such time as a new Daily Build comes out (so, maybe a week or three after the Final, in general, though it can be as short as a day or two or it could be longer).


The process (ignoring what has come before, and looking ahead only) goes like this

Beta 1 Final
This is now out.

Daily Builds will then be released, which will be newer than Beta 1 Final. These are the in-development versions of Beta 2.

Once the feature set is finalized and we won't be adding anything new, and Beta 2 gets near (the big bugs are all squashed and we think it's looking pretty stable), that will become a Beta 2 Release Candidate - in other words, versions that are candidates for becoming the final of Beta 2, depending on whether any bugs are found. If bugs are found (and they usually are) then a new Beta 2 Release Candidate comes out.

Once the features planned for Beta 2 are stable, it becomes Beta 2 final.

This then repeats, except now it will be daily builds for the final release, then RCs for it, then final release, as another Beta is not planned.

4387
[C4D] Resolved Bugs / Re: IPR crash with Loop Selection
« on: 2018-02-23, 16:34:19 »
Cannot reproduce here either, can select and adjust loops and IR remains responsive.

4388
Hi Ozwald, yes Linear workflow should be used - see https://help.c4d.corona-renderer.com/support/solutions/articles/12000010221

If you think there is an issue ("since I have performed the same steps as Vray in Corona, but the results are not the same.") can you let us know what steps, and show what the results were?

Thanks!
   Tom

4389
There is a difference, I notice that it doesn't matter whether Corona post-processing is applied or not (eg you can turn off Tone Mapping etc and there is still a difference). Also, there is no difference if you save to EXR from the PV and then from the VFB, both EXRs looked the same for me in Photoshop.

4390
[Scatter] I need help! / Re: Weird Scatter problem
« on: 2018-02-22, 18:18:11 »
Most likely the pivot as mentioned, you can use Adjust Pivot Only to change the pivot of the source object being scattered.

4391
Does the scene set up include anything along the lines of "Cast shadows" being disabled? See the "Light transport issues" section on this page, to see if the scene meets any of those known limitations: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180-known-bugs-and-limitations

4392
[C4D] General Discussion / Re: Multi-pass Albedo & ID
« on: 2018-02-22, 16:45:17 »
TY for the extra info provided and to come!

I noticed in your video it was automatic saving to the VFB History, so I tested that (had been doing manual saves) and it still works here, but this is under Windows so could be related to the OS. That one I will have to leave to the developers to look into on Mac (although, any other Mac users out there could provide their feedback on whether it works for them).

On the Pass selection drop down, on Windows the first click outside of the dropdown list closes the dropdown, so you can't click the X to close the Window without first having clicked to close up the dropdown. That one definitely an OS difference!

4393
[C4D] General Discussion / Re: Multi-pass Albedo & ID
« on: 2018-02-22, 14:28:54 »
ID mask and albedo work here - to me it looks like there is one single object blocking the view, hence the single red mask (assuming the second grab is the result from the ID pass), and the single grey albedo, as they are all coming from one surface. But can't say without seeing the scene set up.

4394
[C4D] General Discussion / Re: Multi-pass Albedo & ID
« on: 2018-02-22, 14:26:45 »
Ok I see one of the grabs is the grey albedo - simple test, use a material with Diffuse of 1 on an object, see if you get the red showing up for that too high material (possibly add a new object just to test that).

4395
[C4D] General Discussion / Re: Multi-pass Albedo & ID
« on: 2018-02-22, 14:24:53 »
Sorry, I am still not really understanding what you are asking, and it would be really helpful to see the results you are getting, e.g. with albedo. Steps to reproduce broken down one by one would be good too. Do you mean that albedo doesn't work if you use id by material along with it, but it works fine if you don't use id by material? Or you mean there is a separate problem with each?

The X to remove from the history is working as expected here also (C4D R19, Corona Beta 1).



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