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Messages - Eddoron

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61
I rather wait for 21.
There are no features that are truly new. Some things may be useful but there's nothing I couldn't achieve with either a plugin or Houdini.

Nodes based mats - less clutter and redundancy. Should've been an option since R13. Substance (also Corona, Arnold, Octane, Redshift etc.)
Fields - kinda useful for mograph. Houdini
Volume modeling - basically just booleans with less fucked up topology and a bit faster. Zbrush, Houdini
ProRender - R19 version was LOL
Multiple instances - kinda useful, comes with dynamics limit.
More passes - different renderer, also rather using Cryptomatte.
CAD-Data import - not for me

This is just my opinion and why I would skip that version.  If any of you feels the need, the go and get it.
I just don't want the hype-train to go so fast that it derails. Whenever a new feature gets introduced, it's either broken in some way or mostly useless.


62
[C4D] Feature Requests / Re: Curvature Shader
« on: 2018-08-13, 22:07:29 »
I tried using the round-edges shader as a mask a while ago but it doesn't show up or not properly.

Switching it to legacy behavior makes the areas (more) visible, but they're colored by what seems like the object/world space normals and this can't be completely overridden by desaturating it with a filter shader for example. The colorizer shader above with no interpolation "can help" a bit if the object is to be seen from a distance but a proper result looks different. Layer, fusion, any type of mask.


63
[C4D] Feature Requests / Re: Export as .scn
« on: 2018-08-13, 18:37:24 »
Hi Christoph and thanks for the additional information that you provided!

The issue with .scn export will always be missing shaders in Corona standalone. What that means is that we'll be able to export Corona native shaders and you will then be able to use them in Corona Standalone. However, the original C4D shaders will not be exportable to standalone. At most, we might be able to map them to some existing shaders of ours, but where there are no Corona alternatives, we won't be able to do anything.

Thanks for writing anyway. At least we now know one of the usecases for the .scn export and this might push it higher on our priority list.

Most renderers bake the procedurals when exporting the scene to Y. Would that be an option? Also, for the fancy, shaders like 3D fall-off, would it be possible or make sense to use vertex colors?

64
I jumped from vray to corona and never will go back. Corona works stable is easy and well integrated in C4D! I Love it. Very good job guys!

Is there a way to use a texture for hair like zebra for example? I tried every channel, but no effect.

Just go the old way and use Vertex maps as connections for the hair objects. Directly in a material, they're not supported, yet.

Two vertex maps and two hair objects. One vmap is inverted and the vmaps serve as the connection in the hair objects. Then you adjust your materials.



Today's wisdom: If you give up early, you can lay back and watch the others fail.

65
I know those renderers mixing nodes. Though, I'm not sure I understand correctly what you mean.

66
Ideally, reflection should be set to 1 and reflection color should be set to pure white (with no reflection maps used), unless it's a metal where albedo/diffuse is set to zero and the color is derived from the reflection color.

Hope it helps

Without a reflection map, you might have dusty/dirty spots or dark cavities just as glossy as other parts. If you're unlucky and there's no gloss/rough. map provided, it will look terrible. Softening and adjusting the AO map can help in both spec and gloss maps missing.

Quote
Let me clarity, does it go in the Color Channel of the REFLECTION tab, or the Fresnel IOR? There are five slots for textures. Thanks.

I usually connect my reflection/specular map to the reflection weight. The highlight intensity is then quite easy to change. In Coronas case, this would be the "level" but that currently does not allow maps. So put it into the reflection slot at the top.
The IOR slot is only used when you have a material with different IORs like mossy-rock (inorganic  or artificial things mixed with organic, layers of metal or paint etc.)

67
[C4D] Feature Requests / Re: Ex-/Include list for denoiser
« on: 2018-08-07, 05:29:44 »
Thanks for the description, but I can come up with workarounds myself. I'm just terribly lazy.
The idea was to offer something that would work well with general material in-/exclusions.(which might come)

68
What about spline rendering?

It shouldn't be too far off from hair. I often export curves/splines and need to keep them in that form(no conversion).
When will this be implemented?

69
I've got most of this down, but there are certain channels that seem better suited for a nodal material system. Since there is still time for Corona to have nodes, what is the best channels to use all of the images that come with PBR sets? Below is an example of a set I downloaded. Thanks.

Tiles 3_Alb.jpg  —  Diffuse
Tiles 3_AO.jpg  —  optional mix to be multiplied with diffuse
Tiles 3_Dif.jpg  —  Diffuse
Tiles 3_Dis.jpg  — Displacement Channel
Tiles 3_Nor.jpg — Bump channel with Corona Normal(check Y alignment)
Tiles 3_Ref.jpg  —  Reflection channel(color)
Tiles 3_Rou.jpg  —  Reflection channel(gloss, invert map)

70
[C4D] General Discussion / Re: Fresneloff
« on: 2018-08-06, 21:31:41 »
Sorry, I still don't get it. What does it do and what do you want to achieve?

71
[C4D] Feature Requests / Ex-/Include list for denoiser
« on: 2018-08-06, 20:53:52 »
Some areas require more and some less denoising. finding the right balance can be a PITA.

It would be good to have the option either in the rendering options or better yet, in the material's settings.

72
I would agree with almost everything written in the first post, BUT the native layer shader should be replaced.

Masking one map out can be quite confusing, especially if you're using mixes in a folder and mix that too.
The shaders inside the layer will be dragged around or new shaders created above them/nesting the old ones.

Would the input nodes switch when a shader is dragged from top to bottom etc? This seems unnecessarily confusing.

I'd go for a compromise shader between the C4D layer and Corona's material.

Have input nodes and directly below the masking channels. The mixing mode should offer many options as do the native mixing shaders.
A "+" symbol on the new layer shader to create additional node inputs, as it was suggested, would be great. The numeric mixing-value should also be independent of the mask.
This is a much-requested feature. 1=full mask, 0= no mask.


73
[C4D] General Discussion / Re: Fresneloff
« on: 2018-08-06, 20:06:57 »
What does it do? Turn off the fresnel effect? Is it somewhat related to glossy fresnel?
What happens when you play with the IOR slider?

74
Great! Let's give Emily some new hair.

75
bump...errr...normal!

BTW, it'd be nice if we could also get support for the "Chanlum" shader. It's a comfortable way to simulate very short hair, distant hair or fuzz.

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