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Messages - frv

Pages: [1] 2 3 ... 10
1
Yes that's a great little piece of code. Hope it will make it into Chaos Scatter.

I will have a look at the variation shader.

2
But does when I make a light material with a HDR and assign this to the sky object.

I would like to have the sky object with the hdri in the shader slot but then I do not see the HDR in the viewport. Is that correct ?
OSX 12.4 CR v9 daily build.

3
He tx Cinemike
just tried it and indeed works very well. Even with a Boole.

I am just wondering if Corona scatter could come up with something simular. Setting gab width is common in my line off work. I would be fantastatic if scatter would be able to vary board width with a constant gab width for a given total length of scattered objects. Maybe a grasshopper project...

4
[C4D] Bug Reporting / Re: Chaos Cosmos broken
« on: 2022-05-25, 14:46:01 »
Installed the latest v9 build today and all seems fine with the Cosmos browser now. Tx for getting this fixed so quick.

5
Tx Tom,
your idea of grouping sets is great. That will work for sure.

The other question becomes then even more important on how to randomise the position of the cubic mappings per scattered sets.

Just wanted to mention again that the quality of the Chaos library material semigloss pine is amazing. You can almost smell the wood.

6
Hi,
Is it possible using Corona scatter to have wooden siding at different width's boards at a certain stepping but with a fixed seam width. Like every boards is at least 7 mm apart. I tried with avoid collisions, that worked but the seams are too random still.

I am also wondering if its possible to have the pine material cubic projection random set for each board to avoid knots and grain unrealistically matching for each next board.
I tried the UV randomiser but did not get a proper result. Most likely cubic does not work here or I just don't understand the UV randomiser very well.

Attachment is a quick render with Corona scatter and the pine semigloss material from the material library.
I like the random width and thickness of the boards but the seams are random too which is what I am trying to avoid. The material itself looks excellent but the cubic projection would be better if for each board at a different unique location.


Any help appreciated. As an architect I work a lot with wooden siding. Not always I like to work with displacement materials. Its often more reailstic to have actual geometry.

7
[Max] Bug Reporting / Re: Displacement problem
« on: 2022-05-23, 00:18:08 »
I experimented with displacement this Sunday evening.
I took one of the best mappings available by Arroway for gravel.

It seems to me that displacement mapping the way I use it in archviz for masonry and gravel for instance should not be used at different settings than 100% length U & V. This is because once you reduce these material tag U&V lengths in the object manager the displacement is not proportionately adjusted as well in the displacement level in the material.

But if you do adjust the displacement settings manually you will experience artefacts. So you have to use displacement maps at their proper dimensions and not change the material tags U&V lengths to size the mappings on the geometry for cubic mapping.

Attachments:
48.23
here you see artefacts in the form of lining in the gravel at reduced to 3% U&V (100% is 1444 mm) material tag lengths at 25mm displacement.
47.04
proper displacement at 100% U&V material tag lengths (1444x1444 mm by 25 mm displacement)
49.17
artefacts remain even when displacement is reduced (in this case to 3mm) at 3% U&V.

I think the artefacts occur because of playing with the U&V lengths of the cubic projected mappings. Problem is that once you reduce the min and max levels of displacement manually to compensate for the reduced U&V lengths artefacts will appear and you loose the logic of real world dimensions.

I will check again for the masonry in a project I did. I still had artefacts although much less even when texture maps and displacement levels where all set at real world dimenions and set in C4D at 100%.

8
[Max] Bug Reporting / Re: Displacement problem
« on: 2022-05-20, 10:53:47 »
Indeed it is a problem but good displacement maps are as well. It will take a lot of experimenting to find out where the problem is exactly. Thing is that other renderengines suffer much less and Lumion has no problem at all.
I will also take a look at Redshift, maybe its better for displacements. A lot of asset developers have started to provide for Redshift ready stuff as well.

If displacement keeps being a major issue I probably have to move on. Can't spend half of a job on getting displacement on track.

9
[C4D] General Discussion / Re: Mac Studio Experience?
« on: 2022-05-20, 10:48:49 »
@Runx
I wa specifically asked by support not to install the lastest cosmos. And it took a long time to get it work again so I better stick to their advise.

@Philw
tx. I am happy with my Mac Ultra but don't think that without Nvidia's hardware raytracing and hyperthreading Apple is a match yet.

10
[Max] Bug Reporting / Re: Displacement problem
« on: 2022-05-20, 01:34:13 »
Displacement is a problem in Corona render. I have images with gravel for pavement and you always see fine straight lines every where. I also see it in images posted in the galleries. In Corona render its best to stay away from displacement for architectural work. But without displacement the photoreal image quality suffers a lot.

But displacement for masonry, gravel etc works better at very high resolution rendered images with pixel settings at 1. I am not sure if you can set a finer pixel setting like 0.5. But no matter what you do you get all sorts of artefacts that I think where no problem a while back. The displacement textures for masonry are usually rather bad as well. I think things look better if you have high res displacements maps as well with not all that harsh gradients between what needs to be displaced and what not.

I attached an example of the struggle. This was rendered at high res but the masonry still has artefacts. The same displacement texture and model in Lumion is completely hassle free.

The pavement btw is by the Corona material library and show less artefacts.

11
[C4D] General Discussion / Re: Mac Studio Experience?
« on: 2022-05-20, 01:12:54 »
Tx Philw
I am not familiar with blender, cycles or the render speed.
From what I saw is that is takes quit a bit more hassle to go from Vectorworks to Blender compared to C4D. That's why I have not bothered with Blender so far.

I got a lengthy support session by Chaos to solve the problem of the cosmos browser not functioning on the Ultra .They got it solved for now by installing the previous version of the cosmos browser.

This is one of the first renders I made with the Ultra 128Gb. I had a terrain modeled that was quit a bit larger taking 125Gb ram at rendering. I reduced the size of the terrain and underneath the house and from then on around 65Gb was in use at rendering. I don't know how long it took to the final render at around 500 samples but it looked not all that different at about 3 min at 12 samples.

I think I spend far more time getting the materials, the model and assets right compared to the rendering proces. Modelling and materialising the scene is completely fluent on the Ultra. (The car is a electric Bollinger that never came in full production).



12
[C4D] General Discussion / Re: Mac Studio Experience?
« on: 2022-05-19, 00:11:26 »
Ok, that's good news.
I would love to keep working with Apple but not up to the point that my work suffers.

I will check out Blender as well. Do you have a link of what you saw ?

13
[C4D] General Discussion / Re: Mac Studio Experience?
« on: 2022-05-17, 09:15:47 »
Ok, Tx. Will surely try it again then. But I have a co-worker here beside working in Twin Motion but the work I see done uses the path tracer. And that as far as I know does work on a Mac.

14
[C4D] General Discussion / Re: Mac Studio Experience?
« on: 2022-05-17, 01:44:04 »
I heard co-workers say it doesn't run well. Crashing and so on.
Enscape is coming to Mac I understand.

Today I had clients over and I really need tools to give them a bit of a look and feel with a real time app. C4D / CR is better suited for fine tuned images. The UI of C4D / CR is also not really for a client / architect meeting.

15
[Max] Bug Reporting / Re: Displacement problem
« on: 2022-05-16, 00:02:32 »
Hi, I posted a thread about this problem, in my case the displacement mapping and color maps did not match. Anyhow, I also see the displacement problems you mentioned.


I just did an apartment building of over 25 stories in brick (masonry) in CRv9. The geometry was a mess and so got lots of displacement problems like the triangles you showed.

I finally gave up and rendered the project "as is" at a high res of about 3600x4200 and the displacement setting 1 pixel. Results where not as bad as what I saw at lower resolution.

The models I work with are mostly done Vectorworks. When I do them myself I can model the same building at about 20% in terms of Mb's and a lot cleaner to work with a lot less artefacts in the displacements. I am surprised to see though that the messy models of my co-workers do perfectly well in Lumion.

The current displacement problems almost exclude CR for archviz.

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