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Messages - TomG

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4501
[C4D] General Discussion / Re: Picture Viewer and Corona VFB
« on: 2018-01-31, 17:45:06 »
Well, it isn't rendering to each, just rendering once and copying the results to each :) I believe you can disable this copying of the image in the Preferences (the overall Preferences, not the Render Settings dialogs, you can use Corona menu -> Preferences to open this, or just C4D preferences, same thing). Since it's just a copying of an image, it is unlikely to have any noticeable impact on things (and the advantages of having the two in sync probably outweighs any small difference there may be).


4502
[Max] I need help! / Re: Corona settings for animation
« on: 2018-01-31, 17:38:59 »
And in your screen capture, "Full (multiple bounces)" in the GI mode is PT.

4503
[C4D] General Discussion / Re: image+shadows
« on: 2018-01-31, 15:54:46 »
See https://help.c4d.corona-renderer.com/support/solutions/articles/12000023596-what-multi-pass-channels-are-available-


"
Shadows

Shows the shadows (energy subtracted from the image due to shadow ray occlusion). This is the complement to the beauty pass, showing white where there are black shadows. If this pass is linearly added to the beauty pass, it negates the visible shadows. Note that currently the shadows from environment lighting are always shown, resulting in a washed-out pass in typical interior renders.
"

So the more of that pass you add in to the beauty image (Linear Add in Photoshop), the less strong the shadows will be (this may be the opposite of what you expect the shadow pass to be). Also see the note about environment lighting though, as that could be relevant.

4504
Here's a helpdesk page which could be relevant:
https://help.c4d.corona-renderer.com/support/solutions/articles/12000023580-corona-is-installed-successfully-but-i-cannot-find-it-in-c4d-beta-version-

Let us know which (if any) of those steps helped, or if you continue to have a problem. Have you successfully installed an earlier build by the way?

4505
We have updated the Material Library, primarily based on feedback regarding tiling. Here is the changelog:

CHANGES:
- Resized and fixed tiling of Wall, Concrete, Leather, Metal, Rubber, Stone, and Wood materials.
- CoronaTriplanar map is now used wherever it is possible.
- Fixed the scaling of CoronaTriplanar maps used in Fabrics and Leathers.
- All CoronaOutput maps in Basic SSS materials are now set to be "Affected by Corona VFB tone mapping" so that they render as expected when any tone mapping is used.

NOTES:
- Any scenes created with materials from the older library will continue to render as before; these changes will only be seen when dropping a material from the new library into the scene, so full compatibility is maintained with your existing scenes.
- To install the new Material Library, simply run the Corona Installer again (any version of 1.7, or any of the daily builds for version 2) - the new library will then download and install.
- Since the first release of our material library, the scaling of materials is set for scenes that use System Units of Millimeters. If you are using Millimeters as your system units, then all materials will appear correct. If you see some unexpected results (such as displacement being too strong or too weak, or absorption color being too dark), you will need to adjust those material properties manually. This is still an issue of our material library, and we will resolve this in the upcoming major update.
 

4506
News / Material Library update now available
« on: 2018-01-29, 15:51:40 »
Hi all!

We have updated the Material Library, primarily based on feedback regarding tiling. Here is the changelog:

CHANGES:
- Resized and fixed tiling of Wall, Concrete, Leather, Metal, Rubber, Stone, and Wood materials.
- CoronaTriplanar map is now used wherever it is possible.
- Fixed the scaling of CoronaTriplanar maps used in Fabrics and Leathers.
- All CoronaOutput maps in Basic SSS materials are now set to be "Affected by Corona VFB tone mapping" so that they render as expected when any tone mapping is used.

NOTES:
- Any scenes created with materials from the older library will continue to render as before; these changes will only be seen when dropping a material from the new library into the scene, so full compatibility is maintained with your existing scenes.
- To install the new Material Library, simply run the Corona Installer again (any version of 1.7, or any of the daily builds for version 2) - the new library will then download and install.
- Since the first release of our material library, the scaling of materials is set for scenes that use System Units of Millimeters. If you are using Millimeters as your system units, then all materials will appear correct. If you see some unexpected results (such as displacement being too strong or too weak, or absorption color being too dark), you will need to adjust those material properties manually. This is still an issue of our material library, and we will resolve this in the upcoming major update.
 

4507
That would be the cause as far as I know - the pass limit is based on the passes that the local machine has, so I believe two things can happen
1) Local machine has 29 passes, does the 30th itself, and asks the nodes for their last updates, which will add more passes and take it over 30
2) Local machine has 29 passes, and a node says "Here! Have another 6 passes!" which takes it over the 30 (plus, it will then collect any additional passes from any other nodes)

From my thinking, this will be affected by how long a pass takes to render in combination with how often the nodes send updates (fast rendering passes with longer update times, then increased chance of nodes adding a greater number of passes over the limit; longer passes and faster updates from the nodes, more likely they will just add one or two extra passes)

4508
Could you share
- The scene where this is happening for you (there's a private uploader at https://corona-renderer.com/upload )
- A video grab of what you are experiencing
- A screen grab of the Common parameters in the render setup (just to be sure :) )

Also, have you tried with the newer daily builds to see if this is still happening? Is it in every scene or just one particular one? Which version of Max are you using?

Thanks!
   Tom

4509
Do you have more details about the problem? Is it the red color that is wrong, or is it the stripes in the render? The stripes could be caused by missing plugins or textures on the nodes.

Also, are you sure all nodes have the same (and latest) version of Corona, as well as the 3D software and plugins? Is this the beauty pass or some other pass? Are you using backburner to render to DR, so that DR is used in both cases (direct DR, and backburner DR)? Does this happen in all scenes, or just this one (including in a simple test scene)?

Thanks!

4510
Cheers Mike :)

4511
[Max] I need help! / Re: Corona passes trouble.
« on: 2018-01-24, 14:39:05 »
So even with an offline render (not IR), it looks ok in the VFB, and only gets corrupted on saving to an image file? Which file format are you saving to, if that is the case (and let me know if I misunderstand, and it looks corrupted in the VFB too after an offline render, and only looks normal in the VFB with IR).

4512
[Max] I need help! / Re: Corona passes trouble.
« on: 2018-01-24, 14:10:01 »
Which version of Corona are you using (and is it Max or C4D)? Can you share the scene file, and does it happen in every scene or just this one in particular? Is the image what you see in the VFB, or does it look normal in the VFB after offline rendering, and this is how it looks on saving?

4513
Do note that this original post is from 2014......

4514
It's the reflection off the back face, and does happen in Max too, and in the real world (see https://sc01.alicdn.com/kf/HTB1pw32JXXXXXbGXFXXq6xXFXXXv/special-design-3d-laser-engraving-crystal-solid.jpg_350x350.jpg as a randomly googled example)

The double reflection is there even with Glossiness of 1. It is true though that lowering the glossiness from 1 causes a much greater separation between the reflections - I don't know the calculations behind all that to say if that is correct and expected, so that would be down to the devs there.

Attaching two grabs from Max, with glossiness of 1 and 0.999

4515
[C4D] Resolved Bugs / Re: Flicker in Cinema 4D
« on: 2018-01-24, 13:40:50 »
Rendered the first few frames of this scene in RC3, and problem appears to be resolved - I could see noticeable flicker in those frames in the last version, but not with RC3, so even though it was just a few frames it looks like all should be fixed!

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