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Messages - frv

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1
There is an update bug in cosmos. There is a workaround however.
Once you click update in Cosmos, Cosmos stalls and at the same time the installer appears on your desktop. Go from C4D to your desktop and use the installer manually. After that, Cosmos is installed and works again.
Don't know why Chaos does not provide these instructions since this problem is there already for a while.

2
[C4D] Daily Builds / Re: Who has the Mac M4 pro or max
« on: 2024-11-18, 01:40:42 »
The single core numbers for the M4 are really impressive, basically 1,5 times faster than anything released before. That must make a big difference in render to first pixel.
I also see that the M1 and M4 are faster than a 64T thread ripper. Makes me wonder what these numbers really mean.

3
[C4D] Daily Builds / Re: Who has the Mac M4 pro or max
« on: 2024-11-12, 19:36:48 »
Thanks Petreu,
53.2(14x3.8) is indeed almost as fast as 60(20x3) for the M1 Ultra. CPU rendering is basically only about processor speed and core count.

M4 pro is about half the price of an M1 ultra. But the 128Gb is an advantage. I have a M1 Ultra 128Gb. Good to know I am not better off with the new M4 pro.

4
Thanks Tom for your kind replies.

5
This is what the people look like straight from Cosmos.

The third from the left is Alexei and has a texture, roughness and bump map and a IOR of 1.54 and looks okay.

The zombies are:
Janna has maps for texture, glossiness, edge color and bump and a IOR of 2 and looks unrealistically bright.
Zeef has to live with just a texture map and looks unrealistically oversaturated.
Kaden has a texture, roughness and bump map and an IOR of 1.054 and looks unrealistically dark.


6
Thanks Tom,
I noticed though that these materials with very low IOR's look like crap. Weird is that some assets are converted with these low IOR's and others not.  I had never seen any help manuals or references on how to work with Coronamaterials where the practise is to lower IOR values to 1 or less  to obtain realistic results for 3D people, trees and so on.

I have most Maxtree corona assets and I have never seen any with these low IOR's other than those from Chaos Cosmos. Apparently Chaos does not use the Corona set up provided by Maxtree but converts the Vray ones. When I export Vectorworks files to C4D I notice that IOR's values are wrongly converted from C4D standard to Corona PB with IOr's 1 or less. The converter is broken for IOR values and reflectivity. Many of the Chaos 3D people assets are glossy like glass statues and do not look "okay" at all.
I use Cosmos as little as possible and only to convert assets in to the C4D asset browser to make sure I don't get a project rendered out with unexpected results.

7
[C4D] Daily Builds / Who has the Mac M4 pro or max
« on: 2024-11-11, 01:40:19 »
I would love to see any Coronarender benchmarks with the news Mac's M4.

Test done when I got a Mac Studio 20 M1 cores comparing to my old iMac 4 Intel cores I noticed that render times improved by mostly just by about core count.

Maybe the new 14 or 16 cores M4 would still be slower than the Mac Studio M1 with 6 to 4 cores more. The M4 single core speed is impressive and maybe we get a lot faster scene parsing and times to first pixel


8
[C4D] Daily Builds / Re: surface scattering density pattern
« on: 2024-11-05, 02:36:11 »
Tx Tom,
the presets are actually very well done and cover a lot of typical vegetation patterns. I used to go for a C4D noise pattern but those are not that well suited for vegetation.

I see using a density pattern greys out other settings.  I did notice on smaller surfaces the patterns are somewhat easier to get right than on larger surfaces. I will experiment a little more. I use mostly cubic mappings or set a UV to fit the geometry.

9
[C4D] Daily Builds / surface scattering density pattern
« on: 2024-11-04, 13:58:39 »
Just saw this, is this new in 13 ?   I like it a lot, works great with vegetation and very easy to set as well.
Could not find any info on it in the manual. Is there any way to set some parameters? like amount and how these density patterns are related to the base scatter object.

10
I also had some problems but after a few attempts it did download.

11
Tx, You have a good sense of automating the tedious work involved setting up materials. This is AI on a small but important scale. Especially for those among us who render for a living. So much of the work is unnecessarily repetitive.

I am sure years from now we shoot a few photos and the render app just sort the materials out itself. D5 already does that with the sky and sunlight. Magnific AI has some of that too. It may not even take years.

12
Tx Masterzone,
that solved it. I got OSX 15.0.1, C4D 25.0.2 and the CR 13 latest daily build and Cosmos running.

Cosmos was already installed with the official release 12 and did not need to be installed again when installing 13.
I installed CR13 without Cosmos and updated Cosmos from within C4D/Cosmos, then after and while Cosmos bricked updating ran the installer manually from the desktop.

13
Tx Masterzone,
that solved it. I got OSX 15.0.1, C4D 25.0.2 and the CR 13 latest daily build and Cosmos running.
I installed CR13 without Cosmos and updated Cosmos from within C4D/Cosmos and then ran the installer manually from the desktop.

Good to know it's an installer problem.

Anyhow, I am moving away from Cosmos as much as possible. Redshift had done a much better job with its assets within C4D. All Redshift assets are directly available though the C4D asset browser even though they are under subscription. I hope Chaos is going to put some more effort in Corona for C4D. I took a look at the roadmap but it seems we are at the end of it.

14
Just did an update as Cosmos popup window suggested. Cosmos after that did not run anymore. An hour wasted again to get it sorted out. I uninstalled Cosmos and downloaded the official release 12 hf2 again and Cosmos runs again.

TO CHAOS : PROVIDE THE CHAOS ASSETS FOR THE C4D ASSET BROWSER !!!!!!!

15
Tx Jojo,
good idea to group the variations. Will start doing that too.

Overwriting is still a hassle. I used to convert the materials to PB. But Stefan from 3Dtools wrote me once that the legacy materials are just as good to work with so I stopped doing so.
Happy I have the script again.

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