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Messages - edub

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31
Any update on this?  I hope it will be addressed in next build?

32
+100

33
[C4D] General Discussion / Re: C4d Corona to Vray convert
« on: 2021-03-13, 18:12:25 »
@kosmos3d - sounds amazing! - I've been looking for this.  I will check it out.

34
I also have the same habitude... 

36

That's where you can help us! Would it be possible to prep a scene in which you encounter this issue in V5->V6 transition? It would help us greatly.

thank you for acknowledging the issue!

As far as prepping a scene - the issue it is not something I have experienced, as far as a "transition" when opening the same scene in v5 vs. v7. 
It is simpler than that, actually.

in v5 I can UNTICK the "Visible in masks" option (in the "Advanced" channel of a material) - this will make the material (for example glass), invisible in masks, such as IDmaterial and ZDepth both.

in v7 (and v6, I presume, but I haven't tested) this "Visible in masks" option was removed, and replaced with a "Propegate masks" roll-out menu, where one of the options is "Invisible in masks" (which I assume should be identical to unchecking "Visible in masks") - thsi will make the material invisible in ID passes, but HAS NO EFFECT ON THE ZDEPTH pass..

So, it's clear that there was a change in how the ZDEPTH is handled (as a mask)...  hopefully this is indeed a bug.

37
no comment on this?  in my opinion it's a huge archviz workflow issue.

38
Not sure if this is a bug, but I hope it's not a feature!  In v5 the z-depth was apparently treated as a "mask", and this functioned very nicely.  Why was this removed?

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[C4D] Feature Requests / Material "invisible to z-depth"
« on: 2021-01-29, 01:51:40 »
as the title says, i hope this is self-explanatory.  It used to be possible (in v5) to have a material be invisible to Z-depth (for archviz with a lot of glass, this is kinda essential). 
Not sure when, or how, this was decided to be removed, but I really hope you can bring this back, so I don't have to render a separate z-depth pass for every single view I render (roll-eye emoji).

I hope I am explaining this problem accurately, but please refer to this thread for the same issue:
https://forum.corona-renderer.com/index.php?topic=30661.msg177702#msg177702


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old thread, but I feel like this was forgotten?  Will it be possible to exclude certain materials from being overridden?

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[C4D] General Discussion / Re: Corona -> C4D materials
« on: 2020-09-29, 21:27:09 »
+1

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will the shared shader work with the c4d .lib files?

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[C4D] General Discussion / Re: volume fog
« on: 2019-12-04, 00:26:51 »
Does anyone have more recent success with creating noise, or graduated volume fog?  I am beginning to think that Corona for C4D needs to have the "Corona Distance Texmap" as shown in the linked tutorial (the C4D proximal shader is just not up to par)

https://www.stateofartacademy.com/en/corona-renderer-tutorial-volumetric-fog/

44
Frankly, i don't know how VFB behaves when entering values manually, because i almost always just drag spinners - that's way faster for me, but if you say it's inconsistant, then of course, it's very bad. I was more refering to OP's statement that this is bug, when it's clearly not, at least not in 3ds Max.

ok - I've verified that this behavior is consistent with the behavior in corona for 3d max, which would then make me agree, that it is not a bug - just really bad interface design [rolleyes]

45
no one feels like acknowledging this important workflow bug?

Also still exists in v5 daily build for R21 ;)

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