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Messages - TomG

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[Max] Daily Builds / Re: Clouds playground!
« on: 2022-09-06, 18:41:56 »
Most welcome! Yeah if from an older Corona version there could be internal settings and parameters that are different now, create a new scene, merge this one into it, then save again as your new start (or maybe even just a "Reset Settings" and resave might work without the new scene > merge thing). Let us know how you get on!

Just tried it out here, opened C4D, opened Cosmos Browser for Corona, clicked the Update, and it updated ok. Can you share more info such as C4D version, Corona version, OS version, and so on?

R26, Win 10, Aug 30th daily build here.

[Max] Daily Builds / Re: Clouds playground!
« on: 2022-09-06, 18:33:53 »
Loaded the scene, some warning about MentalRay assets etc told it to clear them out on scene open, and then just hit render and there they are. Was this created in some older version of Corona, including an earlier daily build? Max 2023 here btw.

[Max] Daily Builds / Re: Clouds playground!
« on: 2022-09-06, 17:14:35 »
Oh and make sure your sky altitude and camera actual altitude in the 3D scene is not higher than the Clouds altitude.

[Max] Daily Builds / Re: Clouds playground!
« on: 2022-09-06, 17:13:41 »
Nope other than making sure it's the PRG Sky, and that you have no overrides for direct visibility etc. or LightMix layers with multiple skies that could mean you are looking at a different sky :)

[C4D] Daily Builds / Re: sky with clouds thread
« on: 2022-09-05, 13:05:37 »
Thanks Sebastien, glad you enjoyed the video and the feature - there may be a little more done to it yet since we're still in the development phase (but only maybe, you know how it is with development), so we shall see!

[C4D] Daily Builds / Re: sky with clouds thread
« on: 2022-09-02, 16:46:58 »
... or indeed, use volumetric clouds, which is where you have full control over the positioning of clouds in true 3D, which sacrifices the benefit of render time but does give you total control over the results.

[C4D] Daily Builds / Re: sky with clouds thread
« on: 2022-09-02, 16:42:27 »
I can't imagine there would be any way to implement that, even just from "how do you apply a mask to an environmental sphere and control it".  My thought would be to use LightMix, have both skies (cloudy and not cloudy), and then mask in post.

You could even have a mask object, with a render pass to capture it in reflections, to generate a mask that would let you control sky and reflections, a fair bit of work but should get there :)

[Max] General Discussion / Re: Thinking of switching to VRay
« on: 2022-09-02, 16:38:20 »
If you're allowed to use daily builds, then it's worth to try out of core texture rendering According to the feature description, it should provide massive memory savings.

I'm not a fan of texture resizing, instead i always check new textures for surplus channels and bit depth - unlike resizing, it doesn't degrade texture quality, but in many cases it can give substantial memory savings.

Just to clarify and manage expectations, it provides memory savings for the amount of memory used for textures in Corona Bitmaps - of course the memory used by textures is only part of the overall memory used in a scene, and depends on the scene and its balance between geometry and textures, so while it can be a large savings in memory used by textures in Corona Bitmaps, this may or may not be large in terms of overall memory required for the scene to render. You might save 50% of texture memory for Corona Bitmaps, but this might represent a 10% savings in overall memory needed by the scene, etc. And it does have to be Corona Bitmaps :)

[C4D] General Discussion / Re: Corona license error
« on: 2022-08-31, 21:57:05 »
If your internet connection is not stable and can drop at times, you can always "borrow" the license which ties it to that one machine, see and

[Max] I need help! / Re: Corona Depth of Field
« on: 2022-08-31, 21:33:36 »
One of my favorite ways to set focus is to use the "Object" option there, and either use an existing object (the one you want in focus) or a dummy object which you can move around (and even animate) and then just move it to the place in the scene where you want things in focus. This saves you from ever having to calculate what number should go in there :) Only thing to remember is it takes the pivot point of the object rather than a point on the surface (which is where a dummy object can come in handy if you need that level of precision and control).

[Max] I need help! / Re: Corona Depth of Field
« on: 2022-08-31, 17:45:45 »
Sorry, the video is a bit unclear as to what you mean (btw screen capturing the screen is generally better than using a phone to record it, lots of free options out there for screen capture). Anyway I wasn't sure if the completely grey patch in the bottom left was a render that was totally blurred or just a blank viewport.

As well as focus distance, don't forget that depth of field is affected by the f-stop (lower = stronger DOF) and the sensor size (larger = stronger DOF). The distance determines what part will be in focus, but the other two control how blurred the rest of things will be.

Gallery / Re: Bentley Mulliner Bacalar, FULL CGI
« on: 2022-08-30, 13:13:57 »
can you pls share the model with texture tks you

It is generally unlikely that someone can share a model, because either a) they did not make it and do not have rights to redistribute or b) they DID make it, and they aren't going to just give away hundreds of hours of work. By and large if someone was going to share the model from a render, they will already have done so when they share the renders, "You can download this model for yourself at...."

I guess asking doesn't hurt, but just to avoid disappointment I'd always expect a "No, sorry" as a reply ;)

Is that the result you are getting, or the result you want? Because it looks correct to me, especially the bottom one - the sunlight is from behind the building so none of it shines in through those windows, the interior will then be very dark compared to the directly lit exterior, and if you took this photo with a camera you would indeed see nothing but reflections on that glass due to the way reflections work and the way exposure on a camera works.

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