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Messages - Maybejensen

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1
Gallery / Re: Chair - T
« on: 2023-12-05, 12:32:48 »
Really loving the photographic feel. How'd you achieve it? I'm thinking the blurry edges and the soft highlights

2
Gallery / Re: Pensiondanmark - Fælledbyen By 3D-Vizual
« on: 2023-11-07, 09:57:28 »
Looks great! Always happy to see animations on here

3
Hey Pokoy, I'm aware. However many render engines circumvent this by creating their own save file workflow.
Maybe we could get something that resembles the one in V-ray.
This is how it works in 3dsmax, always been this way, not related to Corona specifically.

4
Hey Tom, I'm glad I'm not the only one frustrated. You can DM me the link if you'd like
Hi,

Yes this is annoying I know. I face the same issue using Corona 10, but I didn't know other rendering engines don't produce this issue.
Actually I thought it was a 3ds Max related bug, and not Corona related, but maybe I'm wrong here I don't know.
I found a workaround for this: I use a small script that enables me to delete the path where render elements are saved so that, after completing a render with 'Save file' unchecked, render elements don't overwrite any files that have been rendered previously.

I am going to ask the developer their permission, and if they agree, I'll post the script here.

5
I created a thread a couple of years ago, complaining about the way Corona saves final rendered images. But it still makes absolutely no sense whatsoever.
As far as I understand, we're supposed to check "Save File" in the common dialog in Render output, and find a location,  this way it will save all render elements along with what's previewed in the frame buffer.
However, after I've completed my final render, I turn off the "Save File" checkmark, and it is still saving test renders in the same location because saving is turned on in the render elements.
When I uncheck "Save file" how comeliterally doesn't do that?
Currently, when I uncheck it, it is still saving all my render elements, which often leads to overwriting final renderings.
Every other engine V-ray for example doesn't do this, and have implemented their own save file dialog.
What workflow are you all using to combat this?




6
It's probably the "compositing mode" For me it was always up to 10times slower than without.

Because it's so slow when I need only white-sweep, I rather use Distance map in opacity Slot of regular white material.
Of course, that doesn't help for true shadow-catcher need like this or automotive.

That's a pretty neat trick. I'll save it for later :)
I ended up modeling on top of the photo, then used projection mapping to get the image to wrap onto the geometry. This way it renders at normal speed and you get all the right reflections and shadows.
Might look a bit funky in the viewport, but it seems to work better for me.
 

7
Ever since I started using corona, saving images has been a pain in the butt.
For me, saving happens under the common tab, that's how f-storm and other renders do it. (Vray has its own way, probably superior)
So I choose a destination for my files, and I count on my files being there in the morning. Great.
This morning I woke up, turned off the file saving in the common tab, and then did a re-render of a selection in the viewport. But, for some reason, it overwrote all my files that have rendered the previous night, resulting in a missed deadline.
How come it works like this? The only reason I can think of is that saving is also turned on for the render elements?? Why does this not turn off when I tick off the box in the common tab?
Why do I have to individually turn off saving for every single pass in the render elements tab?


EDIT: I found a script that removes the save path for all render elements, so you get rid of those annoying pop-ups when those paths no longer exist. https://www.scriptspot.com/3ds-max/scripts/delete-render-elements-output-path


8
I hate to admit that I’ve been using Corona for C4D for several years now and I have yet to achieve any quality renderings.  I’ll spend hours changing materials, render settings, and post-production to no avail.  I always end up with a murky, gray, hazy result (example attached) – not the crisp clear images others are producing.  This is a link to the type of images I hope to produce:

https://rebusfarm.net/blog/3797-the-making-of-bedroom-by-white-balance

To say the least, after so many years this is disheartening…

I am quite familiar with Corona as I’ve been using it for so long (obviously incorrectly).  I won’t need anyone to go through the basics.  I’ve also been a C4D user for almost 20 years, so I know my way around the software and am quite familiar with various rendering engines.  I was a Vray user prior to Corona and achieved the same subpar results.

It has only come to my attention recently that I can increase material values above 70% and that you’re in the “safety” zone if not exceeding 90%.  I’ve been using this 70% cap as I was taught incorrectly when Vray was first introduced to Cinema 4D.  To make matters worse the earlier versions of Vray for C4D were glitchy in the way materials and light were calculated – as some users may remember.

As our firm creates mostly kitchen and bath design, we work in inches.  I have often wondered if Corona isn’t converting the units correctly as some of the light settings need to be lowered substantially to avoid over-exposure.  An example would be having to set under cabinet lighting to 50 lumens or less in an LED strip span of 5’ which is not realistic or 25 watts of fill light blowing out the entire scene.  Further, none of the PBR materials I create in Substance look the same as they do in Substance.  I always must adjust glossiness/roughness and base color considerably.

Due to my suspicions of the units not converting correctly, I would at the very least appreciate someone trying the scene for themselves.  I will upload upon request.

I am looking for a C4D user who is capable of stunning results to tutor me.  I thought it would be a good idea to use the file from which the attached image was produced as an example scene – hopefully having someone walk through/dissect the scene and tell me where I’m going wrong.  I am willing to pay well for your time.  Please PM me if you’re interested.  I work from home so I can be flexible with the hours.  Thank you.
Also, remember to set all maps that aren't diffuse, to gamma 1.0. I think that should make them look more like what you see in substance

9
[C4D] General Discussion / Re: Realistic sand/powder
« on: 2023-01-11, 13:54:05 »
Hey team,

I would like to have very realistic powder or sand and have animal footprints in the sand. Image is to be viewed very upclose

How should i go about this. I read in this forum of a post dated 2017 suggesting using actual geometry to replicate the particles.

I have attached a jpeg of the how i intended the sand/powder to look

I would go with forest pack and a mask

10
[Max] General Discussion / Re: Corona Bump is so broken
« on: 2022-12-13, 13:49:14 »
Yeah microdetail is always problematic. Reduce filtering in either map (native or Corona, or bumpconverter node) and you get possible artifacts. Don't, and your detail is very much angle and resolution dependent. I don't like any filtering (I don't do animations though) but Bump/Normal can stop functioning without filtering. I've also been interested in Vray's elliptical filtering mode.

A solution that worked for me is to render quite high-res. You don't need to multiply your render-time in order to do so, down-sampling of noisier high-res files to lower resolution clears some of that noise. Also, denoised high-res file for most part looks better then undenoised lower-res file.

Possible solution for accurate detail vs animation smoothness is to use Devel/Debug menu override between these modes. There is no filtering option which can be default for stills.

I also don't use native max noise in bump, or much at all. I rather triplanar noise bitmap for more consistent result across resolution. The F-Storm is using its own noise map for good reason.
Very interesting. What do you consider high-res, 6k+?

11
[Max] Feature Requests / Re: Multi Exposure Pass
« on: 2022-12-08, 13:04:54 »
You could create a different version using lightmix,  then you'd have two different lighting scenarios.

12
Having the same issue. Even after upgrading to Corona 9

13
- Check to see if region render is turned on would be nice.
- if there's objects with displacement modifier turned off.
- If I'm rendering in perspective and not in camera


14
Hey all, I'm currently doing my first "photomatch" job in corona render, previously i used to be a v-ray guy for this sort of stuff.
I find the coronashadowcatcher almost unusable, the rendering times are absolutely atrocious.
-I'm using perspective match on top of a photo to get the persepctive right.
-Then I'm putting the photo into this  material tree and applying to my geometry. https://postimg.cc/Mvd1V2F6
- I made sure to override the direct visibility to black, as mentioned in the shadowcatcher
- The initial render pass takes forever, 10+ min and rendering is then extremely slow
- Corona tonemapcontrol doesn't do much to the rendering time. I've tried bypassing it.


15
Maybe it's just for C4D? I recall it working correctly in max

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