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Topics - Cinemike

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61
Open the attached scene.
Run IR (viewport, VFB, you choose).
Looks ok.
Open the mat, there the projector settings.
Increase the U offset.
IR goes yellow.
Restart IR.
Ok again.

C4D R20, Corona 4.1, Win 10.

62
Load the scene and run IR in the viewport.
Drag the rightmost texture tag from the object "panzer oben" called "Metal - Gold.add" down in the object manager so it becomes the rightmost tag of the object "rock".
The object "panzer oben"becomes transparent in the viewport IR.
Restart the IR, thing go to normal.

Now reload the file, run the IR and deactive the SDS.
The drag&drop operation and the render results are as expected.

63
[C4D] Bug Reporting / Pop-Eyes
« on: 2019-08-13, 20:29:07 »
instructions to create a literal pop-eye:
open the scene and run IR in the viewport (or in the VFB, does not matter here) and drag the corona material onto the object "gnome". as soon as the IR resumes, the gnomes eyes pop out (actually, the skin deformer is no longer respected for the mesh and the mesh returns to its undeformed state).

64
Lest it gets lost:

Compare the rendering with and without a dust layer stacked upon the glass base material tag.
Without: no distortion, as expected.
Without: distortion, where from?
Bug?

Win 10, R20, latest daily.

PS
Physical (render, the native one in C4D) does not "do" it.

PPS
Yeah, added dust makes the renderer think the glass object is massive, not hollow, and renders it this way. Detection problem where object ends or something like this.

65
C4D R20, latest daily R3 Corona, Win 10

Render the attached scene. You will get (differently) tinted glass shards, despite the fact that "Colorize Fragments" in the Voronoi Fracture object should be "overwritten" as soon as you attach a texture tag to it.
Counter check: Switch "Colorize Fragments" off, no tinted shards.

It only shows this buggy behaviour with:
- An opacity manterial stacked on top
- With thin glass.

I could not reproduce this behaviour with physical (the C4D renderer), so I guess it is Corona related.

66
[C4D] Bug Reporting / IR and VfB/PV render differently
« on: 2018-11-30, 20:17:24 »
Render in PV and with IR. Different results, IR renders wrongly, PV and VFB correctly.
Ok, it's almost a hack with the correction deformer and the vertex map, but well ...

Needs R20+

Corona Beta 2, Window 10, C4D R20

Well, short correction:
To make the IR render wrongly, press play in the timeline and start IR.
If you stop the playback and restart IR, it renders correctly, too.

67
[C4D] Bug Reporting / Displacement Bug with stacking
« on: 2018-11-28, 20:27:21 »
Stacking a "splotch" onto a "carpet" in this scene renders the "outside" of the splotch area wrong.

C4D R20 latest, Win 10 latest, Corona B2

68
[C4D] General Discussion / Convert Scene: Hair
« on: 2018-11-21, 22:10:45 »
I think that it's already planned, so just a quick reminder:
Convert Scene creates a corona hair material from the C4D hair material but does not assign it. The conversion of the parameters is also bad. And if the current way the hair material works will be kept, a copy of the C4D hair material needs to be kept and be assigned to the object.
Light conversion (as well as Sky) does not work either.
I always work with corona materials and lights only, so a working coverter is a huge timesaver.

69
[C4D] Resolved Bugs / Hair Material: Level does nothing
« on: 2018-11-11, 16:42:53 »
According to https://coronarenderer.freshdesk.com/support/solutions/articles/12000039643-how-to-render-hair-and-fur- the level setting should render black hair at 0%.
This is not the case.


C4D R20, Windows 10, RC2

70
[C4D] Resolved Bugs / Hairs move with Hair object
« on: 2018-11-10, 18:26:52 »
- Render the attached scene, ok.
- Now move the Hair object. Anywhere you want to.
- Render again.
- The rendered hair "moved" with the hair object.

In C4D's native renderer, it does not matter where the hair object is. The guides and the rendered hair stays put where it is linked to.

71
[C4D] Resolved Bugs / "Rename" minimizes C4D
« on: 2018-10-28, 20:07:37 »
Now this one is weird. Tried it with Beta 2 RC 4 in C4D R20, latest, running under Windows 10 (latest, too).
- Create a new Corona material
- Create a Layer Shader in Diffuse
- In the Layer Shader, create a noise shader
- Doble click the word "noise" to rename it
- Do not rename it but click below the word in an empty area of the shader
C4D minimizes.

72
[C4D] Feature Requests / Converter Vray Displacement
« on: 2018-07-21, 20:27:38 »
I have not followed this converter a lot, since I am not using VrayforC4D anymore, but today I tried it with an ancient scene.
Please handle the Vray Displacement material properly. It is of no use to convert it to a basic grey Corona material.
If you happen to stumble on such material, convert the following Vray Advanced material into a Corona one, take the values and shaders from the displacement material as good as possible and insert them into the Corona material's displacement channel. Then kill the Vray displacement material.
If the Vray displacement materials has a different projection than the following "standard" material, use a Projector shader to adapt the displacement accordingly.

Thx.
Michael

73
[C4D] Resolved Bugs / Triplanar in a C4D layer shader
« on: 2018-07-10, 16:26:58 »
Unpack the archive and load the scene. Render. Black!

It seems that triplanar and the C4D internal layer shader are not the best of friends. With two bitmaps (the same or two different ones does not matter) in this constellation, the result will always be black.
Replace the lower bitmap with a procedural noise. Works.
Replace the lower bitmap with a plain color (texture slot empty). Works.
The lower triplanar must not contain a bitmap.

This bug just occurs with Normal , other mix modes give, well, no black results at least.

Tested on Win 10, R19.053 and Corona B2 from May 30.


CU
Michael

74
This scene is giving me a hard time.
When I first load it, it renders. Rather quickly, too.
Trying to render it a second or third time mostly works as well, but there will be a time when it won't. Usually the third time I try. It starts preparing scene data and never(?) stops. Minutes after the first render attempt it still is preparing.
It does not matter if I cache the dynamics or not. Usually caching even is the key for an instant "neverending process".
Rendering the full original scene does not even work at the first time. Never lived to see a result.

I hope you can reproduce the problem and well, fix it.

Michael

Corona Beta 2 from May 30, Win 10 - lates update, R 19.053 and later.

75
Create a Corona material, load a hires texture (i used 8kx8k) into diffuse and create a layer shader (the texture is now with the layer shader). It does not matter either whether you embed the texture in a Corona bitmap shader.
Add "Transform" from "Effect..." in the layer shader. It will already take a few seconds until it shows.
Try to change the "Scale" values of the "Transform" effect, you will get a very sluggish response. Adapting a material will be no fun.
Now select the texture and add a "Filter" shader. The bitmap will now be embedded in the filter shader.
Even if you do not change any filter value, you can work with the "Scale" values again. Everything goes fluently now.

Win 10, R19.0xx (different version from SP1 to SP3), Corona (different beta 2 versions)

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