Chaos Corona Forum
Chaos Corona for Cinema 4D => [C4D] Daily Builds => Topic started by: Nikola on 2017-03-31, 23:59:42
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Hi all,
We are releasing first daily build of Corona for Cinema 4D Beta 1. This is a daily build so some parts of the plugin are not finished yet, it can be unstable and there is probably a lot of bugs. Update to the new core and complete UI review and rework took much more time than we expected but we would like to show you that development of the plugin keeps going. The work on interactive rewrite is still in progress thus it is not part of this daily build, but there are plenty of other changes, here is the list:
Update to new Corona core (1.6 daily build).
Completly reviewed and improved all parts of UI:
Corona menu: reorganizations.
Render settings: light material can be used as environment map now, primary and secondary solver settings replaced with GI mode.
Preferences: moved VFB settings from render settings, added new configurations.
Picture Viewer: added buttons for saving and resuming the render to/from exr file (also in VFB)
Materials: removed brightness, added level, other changes.
Tags: improved UI of compositing tag.
Other changes:
Automatic conversion of Cinema4D materials to Corona materials before render.
Added missing multipass elements (virtual beauty, bloom and glare etc).
Added missing features to Corona Output Shader
Added Corona ColorMix shader
Added more controls to postprocessing panel.
Added new icons.
Improvements in preview rendering.
Improved multipass dialog.
Improved synchronization of values with postprocessing panel.
macOS installer detects also Cinema Demo now.
Changes from A6.1: fixed conflicts between Corona for C4D and V-Ray for C4D plugins.
Changes from A6.2: fixed "Shaking camera" bug, problems with artifacts in displacement, resuming of rendering in Corona VFB when using the scene with UHD cache enabled.
Changes from A6.3: fixed problems with normal map strength settings, problems with normal maps when projection other than UVW mapping was used and various other issues connected to normals, not working motion blur when command line render is used and crashing of Corona when displacement was used mainly for bigger scenes.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
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Nice :)
tho folder seems to be empty, maybe am too early - will check again later
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Nice :)
tho folder seems to be empty, maybe am too early - will check again later
Some compilation problems with older versions (again) ;-)
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Good work guys !
Thanks
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Thanks. What about the activation of the beta? Need to buy a licence?
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Installation for Mac does not work. Tried with R16 and R18. Once I open Cinema, Corona is nowhere to be found. Have not tested PC version.
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I can confirm installation for MacOs does not work?
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Just wanted to say that the Bitdefender AV Free Edition reports the installer .exe to be "bad" so a user has to unblock it :) Excited about the release, good job team!
edit: Better yet, it blocks the .exe in the middle of the installation lol
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I hope the asking for a license and refusing to work has nothing to do with today's date, April 1st.
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Rephrasing: Has anybody managed to get beta 1 running? If yes, how? Does it require a beta license and if yes, how to get one - and if no - why do I get this message? Is there any workaround? Should it work "as is"?
CU
Michael on Win 10 / C4D R18.
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just had a chance for a quick look and it's working fine here on win 10, C4D 18.041.
You could try removing corona from the plugins folder and sometimes there used to be a few files floating round in the main C4D folder but not sure if there still are - then reinstalling?
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just had a chance for a quick look and it's working fine here on win 10, C4D 18.041.
You could try removing corona from the plugins folder and sometimes there used to be a few files floating round in the main C4D folder but not sure if there still are - then reinstalling?
No chance so far unfortunately. Thx for your help.
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just had a chance for a quick look and it's working fine here on win 10, C4D 18.041.
You could try removing corona from the plugins folder and sometimes there used to be a few files floating round in the main C4D folder but not sure if there still are - then reinstalling?
No chance so far unfortunately. Thx for your help.
Same problem. I've tried uninstalling all, delete appdata and clean the registry. Nothing to do.
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Know, this is a daily.
... If you want to test daily builds to help us with betatesting please send your email address to tomsu@corona-renderer.com.
-source- (https://forum.corona-renderer.com/index.php/topic,13280.msg85987.html#msg85987)
Since Alpha times :)
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Know, this is a daily.
... If you want to test daily builds to help us with betatesting please send your email address to tomsu@corona-renderer.com.
-source- (https://forum.corona-renderer.com/index.php/topic,13280.msg85987.html#msg85987)
Since Alpha times :)
Thx for your information.
Well, Beta 1 was due for Q1, which officially ended with March 31, so a public download here was expected and prone to cause confusion the way it happened, especially since there were no "daily alphas" here I was aware of.
I'll send the corona team my email address and see how it goes.
So, thx again.
CU
Michael
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Just installed beta 1 (upgraded from A6.3) but crashes on render. No bug reports are generated. Running Windows 10 and C4D R16.050
*Update. I uninstalled beta 1 and reinstalled A6.3, even rendering a basic cube crashes my Cinema now.
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Installation for Mac does not work. Tried with R16 and R18. Once I open Cinema, Corona is nowhere to be found. Have not tested PC version.
Hi, can you please send a list of paths where you have installed all versions of Cinema4D. I changed detection of installation paths that installer can find the demos too, but there can be some bug.
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Just wanted to say that the Bitdefender AV Free Edition reports the installer .exe to be "bad" so a user has to unblock it :) Excited about the release, good job team!
edit: Better yet, it blocks the .exe in the middle of the installation lol
Hi, thank you for the message. We will report false positive to Bitdefender.
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Hi Team,
The installation work well for me, Win10, R18.041.
The hdri dont work.
- create a sky object, add a material with hdri in diffuse, crash without rapport.
- Scene environnement, override c4d environnement with a hdri in diffuse, crash
Lightmix
-scene with a sky and sun, add a corona light, multipass, enable, ligthmix, light select, add the corona light. VFB, hit render, ligthmix, play with value and nothing change.
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Just installed beta 1 (upgraded from A6.3) but crashes on render. No bug reports are generated. Running Windows 10 and C4D R16.050
*Update. I uninstalled beta 1 and reinstalled A6.3, even rendering a basic cube crashes my Cinema now.
Hi, I tried a fresh install of beta 1 and there's no crash or hangup when I render a simple scene. It must be something in the materials or in the scene that you are trying out. Could you send us the scene please?
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I confirm crash with HDR on windows.
Create a new scene, put a light material with hdr to a sky object and launch the render from VFB, crash
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it seems there are Gi problems even with the Beta version. Try all of dafult. The problem is solved with "animation (flicker free) but it is extremely slow.
I attach the file
thanks
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I confirm crash with HDR on windows.
Create a new scene, put a light material with hdr to a sky object and launch the render from VFB, crash
Reproduced! I'm on it now! :-)
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I confirm crash with HDR on windows.
Create a new scene, put a light material with hdr to a sky object and launch the render from VFB, crash
Reproduced! I'm on it now! :-)
well, I hope will be resolved soon because now I can not use the beta version, in all my scenes i always use hdr :)
in the meantime use the Alpha 6.3 version
thanks
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I just uploaded a new version with modified package for macOS (link is the same). I removed detection of CINEMA 4D demo because it effectively doubles the size of the package but when no full version is detected installer shows dialog where installation path can be changed now.
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Installation for Mac does not work. Tried with R16 and R18. Once I open Cinema, Corona is nowhere to be found. Have not tested PC version.
Hi, can you please send a list of paths where you have installed all versions of Cinema4D. I changed detection of installation paths that installer can find the demos too, but there can be some bug.
Hi, just installed the new MacOS package you uploaded, but it seems it is not fixed (at least not on my machine). Please see the attached screenshot of how I installed it. I did look at my install directory and it did place the "corona" folder in:
Macintosh HD > Applications > MAXON > CINEMA 4D R18 > plugins folder.
The files it placed in that folder are also attached as a screenshot.
Thanks!
Matt
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I confirm crash with HDR on windows.
Create a new scene, put a light material with hdr to a sky object and launch the render from VFB, crash
Reproduced! I'm on it now! :-)
well, I hope will be resolved soon because now I can not use the beta version, in all my scenes i always use hdr :)
in the meantime use the Alpha 6.3 version
thanks
Win10_Beta1_c4dr18
With a simple sphere 64 segments and reflect material, sky with hdr light material = does not crash.
With a simple sphere 512 segments and reflect material, sky with hdr light material = does not crash.
With same setup but with sphere under subdivision surface = crash.
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Hi Team,
The installation work well for me, Win10, R18.041.
The hdri dont work.
- create a sky object, add a material with hdri in diffuse, crash without rapport.
- Scene environnement, override c4d environnement with a hdri in diffuse, crash
Lightmix
-scene with a sky and sun, add a corona light, multipass, enable, ligthmix, light select, add the corona light. VFB, hit render, ligthmix, play with value and nothing change.
Win10, c4dr18.041, beta1 clean install
Hdri and simple cube:
- create a sky object, add a material with hdri in diffuse = no crash
- Scene environnement, override c4d environnement with a hdri in diffuse = no crash
Same scene but with 1 matrix extrude cube = no crash
Same scene but with 2 matrix extrude cube = no crash
Same scene but with 3 matrix extrude cube = crash
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A lot of crashes appeared when older scenes are opened in Beta 1. When UI is changed in CINEMA 4D plugin the way of storing of settings in the scene is automatically changed too (this is how CINEMA 4D works) and this causes the crashes. We are writing migration code right now and we are also improving the code that non-migrated settings will not crash the CINEMA 4D. Next daily build with fixes (or the first batch of them will be released on Wednesday).
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Direct visibility override crash
See attachement.
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Direct visibility override crash
See attachement.
Try to matrix extrude your cube 3 times and it will crash. Without hdri doesnt crash.
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Direct visibility override crash
See attachement.
Try to matrix extrude your cube 3 times and it will crash. Without hdri doesnt crash.
Without hdri ? there isn't hdri in the scene.. The backplate is just a .jpg
direct visibilty override dont work with a cube, or a complexe scene.. (both with sun and sky)
Frontal, cubic, spherical, it crash.
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Before i would like to apply for Beta1 Daily builds, i would like to know if Corona Distribution Rendering (better/faster version of Teamrender) is already available?
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Just installed beta 1 (upgraded from A6.3) but crashes on render. No bug reports are generated. Running Windows 10 and C4D R16.050
*Update. I uninstalled beta 1 and reinstalled A6.3, even rendering a basic cube crashes my Cinema now.
Hi, I tried a fresh install of beta 1 and there's no crash or hangup when I render a simple scene. It must be something in the materials or in the scene that you are trying out. Could you send us the scene please?
It doesn't seem to matter what scene I use. I've been using the shaderball scene from corona-materials.de for many months now without issue but now I get the problem as already mentioned. Also that still doesn't solve why when reverting back to A6.3 the problem continues, yet was perfectly fine pre beta 1 install.
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It doesn't seem to matter what scene I use. I've been using the shaderball scene from corona-materials.de for many months now without issue but now I get the problem as already mentioned. Also that still doesn't solve why when reverting back to A6.3 the problem continues, yet was perfectly fine pre beta 1 install.
Aha, interesting...
That would seem like there's some leftover from the beta1 in your Cinema plugins folder. Did you uninstall Beta1 correctly? Worst-case, you can always erase the corona folder in your C4D plugins directory (e.g. C:\Program Files\MAXON\17\plugins\corona) and re-install A6.3
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It doesn't seem to matter what scene I use. I've been using the shaderball scene from corona-materials.de for many months now without issue but now I get the problem as already mentioned. Also that still doesn't solve why when reverting back to A6.3 the problem continues, yet was perfectly fine pre beta 1 install.
Aha, interesting...
That would seem like there's some leftover from the beta1 in your Cinema plugins folder. Did you uninstall Beta1 correctly? Worst-case, you can always erase the corona folder in your C4D plugins directory (e.g. C:\Program Files\MAXON\17\plugins\corona) and re-install A6.3
I'll try what you've mentioned. In the meantime i tried beta1 again, so here is one of many files that crash. Cheers
***Corona was uninstalled add remove programs, all related folders were deleted from the maxon plugins folders. Re-installed A6.3 but still get a Cinema crash. :(
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I'll try what you've mentioned. In the meantime i tried beta1 again, so here is one of many files that crash. Cheers
***Corona was uninstalled add remove programs, all related folders were deleted from the maxon plugins folders. Re-installed A6.3 but still get a Cinema crash. :(
I don't understand why that would be happening... But we'll find out together. Let me look at your scene with a fresh A6.3 install. Meanwhile - do you have the _BugReport.txt for us?
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I'll try what you've mentioned. In the meantime i tried beta1 again, so here is one of many files that crash. Cheers
***Corona was uninstalled add remove programs, all related folders were deleted from the maxon plugins folders. Re-installed A6.3 but still get a Cinema crash. :(
So your scene does crash even for me. I will look into this tomorrow. Thank you for your cooperation and patience! ;-)
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I'll try what you've mentioned. In the meantime i tried beta1 again, so here is one of many files that crash. Cheers
***Corona was uninstalled add remove programs, all related folders were deleted from the maxon plugins folders. Re-installed A6.3 but still get a Cinema crash. :(
I don't understand why that would be happening... But we'll find out together. Let me look at your scene with a fresh A6.3 install. Meanwhile - do you have the _BugReport.txt for us?
No probs, Unfortunately it doesn't generate a bug report. It's very strange because all these scenes would render without any issue prior to the beta install.
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Direct visibility override crash
See attachement.
Try to matrix extrude your cube 3 times and it will crash. Without hdri doesnt crash.
Without hdri ? there isn't hdri in the scene.. The backplate is just a .jpg
direct visibilty override dont work with a cube, or a complexe scene.. (both with sun and sky)
Frontal, cubic, spherical, it crash.
Yes sorry the backplate jpg. I've tried to render in viewport and doesnt crash. With complex scene crash. Maybe a memory problem?
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Thanks for the beta. Appreciate your efforts guys. The default bump is still an issue for me though but I think there is a kind of a fix. I think its to do with coronas sensitivity being perhaps too high by default. If you look at the below examples the image called low strength has the bump set to 35% and we can just about make out a brick pattern but its not very pronounced. If I then crank it upwards I just get a progressively noisier surface and no brick pattern (no blur bump image). Now If I put a 0.5 % blur on it at that same high 316% strength I get a nice strong brick pattern. Is there a way to adjust the corona base sensitivity to high detail bump maps so we can get a still detailed but strong bump straight out of the box withought the additional step of adding a blur? Thanks
EDIT: you dont need to change the blur scale as I have done in these examples - just the offset will do it.
I would include the bump tex but its over 100mb somehow eek!
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Some weirdness rendering to the picture viewer... Keeps crashing with HDRI lighting scene... Magic Preview works though...
- Shawn
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Confirm crash with hdr lfile on a sky object to light the scene
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nice workaround on the bump Rhodesy - look forward to comments from the devs on it.
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Hi all,
because there are so many requests to test daily builds, tomorrow release will be available for everyone without a need for special beta testing licence.
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nice workaround on the bump Rhodesy - look forward to comments from the devs on it.
Thanks, yeah hope its a quick fix. Works the same with the normaliser shader too.
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Hi all,
because there are so many requests to test daily builds, tomorrow release will be available for everyone without a need for special beta testing licence.
Nice!
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Hi all,
because there are so many requests to test daily builds, tomorrow release will be available for everyone without a need for special beta testing licence.
Great to hear, thx a lot.
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Can't save Exr from VFB
Error message ..
there is a difference between EXR and Cxr ?
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Can't save Exr from VFB
Error message ..
there is a difference between EXR and Cxr ?
Thank you for the bug report. CXR is Corona EXR i.e. EXR with all channels, without applied tone mapping and additional metadata that this file can be used for resuming the rendering. You can save this in VFB/PV with "Dump EXR" button and load it with "Resume file" button but I am fixing it right now.
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I'll try what you've mentioned. In the meantime i tried beta1 again, so here is one of many files that crash. Cheers
***Corona was uninstalled add remove programs, all related folders were deleted from the maxon plugins folders. Re-installed A6.3 but still get a Cinema crash. :(
We were doing some fixes to the HDR environment maps today and your scene no longer crashes for me! That means that tomorrows daily build should work fine for you...
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I'll try what you've mentioned. In the meantime i tried beta1 again, so here is one of many files that crash. Cheers
***Corona was uninstalled add remove programs, all related folders were deleted from the maxon plugins folders. Re-installed A6.3 but still get a Cinema crash. :(
We were doing some fixes to the HDR environment maps today and your scene no longer crashes for me! That means that tomorrows hotfix release should work fine for you...
great!! :D
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There is no more "autosaved VFB at the end of render" in frame buffer settings (dont remember the exact name haha)
It was very usefull, sometimes u dont think clicking on "Store current VFB".
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Seems that lightmix is broken as well
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I'll try what you've mentioned. In the meantime i tried beta1 again, so here is one of many files that crash. Cheers
***Corona was uninstalled add remove programs, all related folders were deleted from the maxon plugins folders. Re-installed A6.3 but still get a Cinema crash. :(
We were doing some fixes to the HDR environment maps today and your scene no longer crashes for me! That means that tomorrows daily build should work fine for you...
Awesome work mate, much appreciated. Looking forward to the release.
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Norton deletes the exe-file on install. Says the thread is WS.Reputation.1
Edit: it seems to be a low level risk. Will bypass Norton and install anyhow ;-)
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Norton deletes the exe-file on install. Says the thread is WS.Reputation.1
Edit: it seems to be a low level risk. Will bypass Norton and install anyhow ;-)
Interesting. There has been a false-report by Bitdefender on a release recently, so we'll look into this one too. Thanks for letting us know!
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Today will be available the new beta release?
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Today will be available the new beta release?
Yes.
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There is no more "autosaved VFB at the end of render" in frame buffer settings (dont remember the exact name haha)
It was very usefull, sometimes u dont think clicking on "Store current VFB".
Hi,
that option has been moved to preferences: Corona->Preferences->Automatic saving on render end
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thanks Ales !
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Is there a new build up?
- Shawn
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Is there a new build up?
- Shawn
We are preparing packages right now.
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will there be a "new" corona distribution rendering ready for testing too or still the "old" teamrender via native c4d?
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Hi all,
the next daily build (2017-04-05) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.0.html (https://forum.corona-renderer.com/index.php/topic,15602.0.html)
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Hi all,
the next daily build (2017-04-05) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.0.html (https://forum.corona-renderer.com/index.php/topic,15602.0.html)
Testing it now. Thanks guys :)
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So far so good. No crashing on my end. Whoo. My only question, Attached is a sample scene that was rendered in A6.3 and Beta1, no settings were changed yet the results are extremely different. Any ideas as to the difference? Cheers
(http://i63.tinypic.com/209m3vr.png)
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Grrr, Still getting a crash sorry to say. Bug report attached.
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HDRIs Aren't crashing but not rendering...
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HDRIs Aren't crashing but not rendering...
I confirm, it works but is not rendered.
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HDRIs Aren't crashing but not rendering...
I confirm, it works but is not rendered.
Also agree.
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Hdri render ok with corona_bitmap shader using light material; but if i insert an image in the bitmap shader the image is upside down.
Hdri ok using c4d_projector shader in emission light material.
Setup:
light material (high emission intensity >10) -> emission c4d_projector -> hdr or jpg -> c4d_sky object
light material (low emission intensity<1) -> emission c4d_projector -> hdr or jpg -> Corona direct visibility override
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Does using SKY then applying a HDRI material still work?
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Good morning, everyone! Sorry for the HDRI skies :-( We will look into it immediately.
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If i use corona_bitmap shader in light material the bitmap is upside down. Why?
Render engine faster than A6.3.
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If i use corona_bitmap shader in light material the bitmap is upside down. Why?
It's because of different coordinate systems used for UVW mapping in Cinema and Corona
That said, it is a bug, so we should fix it :-)
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If i use corona_bitmap shader in light material the bitmap is upside down. Why?
Render engine faster than A6.3.
Yes, it is faster the new beta! :D
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is triplanar implemented ?
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Synolog HDRI technique with Projector work well. (Hdri using c4d projector shader in emission light material)
- If u rotate the sky object with ligth material, the hdri dont rotate.
To rotate the hdri u need to use projector, rotate settings.
about the Direct visibility override,
for spherical projection :
Material with texture in diffuse ->grey / attachement 1
Material with corona_bitmap in diffuse -> bitmap is upside down / attachement 2
Material with projector in diffuse -> it's ok / attachement 3
For frontal projection :
Material with texture in diffuse ->grey / attachement 4
Material with corona_bitmap in diffuse -> red color / attachement 5
Material with projector/frontal in diffuse -> purple color / attachement 6
Background is a uv grid cheker for my test.
so, I can't plug a bitmap in frontal projection for my background ..
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Synolog HDRI technique with Projector work well. (Hdri using c4d projector shader in emission light material)
- If u rotate the sky object with ligth material, the hdri dont rotate.
To rotate the hdri u need to use projector, rotate settings.
about the Direct visibility override,
for spherical projection :
Material with texture in diffuse ->grey / attachement 1
Material with corona_bitmap in diffuse -> bitmap is upside down / attachement 2
Material with projector in diffuse -> it's ok / attachement 3
For frontal projection :
Material with texture in diffuse ->grey / attachement 4
Material with corona_bitmap in diffuse -> red color / attachement 5
Material with projector/frontal in diffuse -> purple color / attachement 6
Background is a uv grid cheker for my test.
so, I can't plug a bitmap in frontal projection for my background ..
Thanks CBAS. In attachement 3 the bitmap seems upside down: maybe you have uploaded the wrong image.
Try to use two different lightmaterial with the same projector/hdri in scene override and visibility override: increasing scene emission i can't see the visibility.
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put the HDR in a projector does not seem the right way, we expect the updated version.
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Why? I dont think so
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Thanks CBAS. In attachement 3 the bitmap seems upside down: maybe you have uploaded the wrong image.
U're right. i've upload the wrong jpg.
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Why? I dont think so
the projector is used to scale the maps and change its position. The HDR should be put into a simple bitmap channel or filter to change the intensity and color. If you want to rotate the HDR, you can do so by turning the sky object.
This is the method that is used in all programs.
We expect the updated beta and will be just as it has always been
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In max you use environment map (c4d scene environment) and control the mapping parameters with the environment texture map (c4d projector shader). In max you don't use a sky object with a bitmap. Is it correct? How to rotate the hdri with the sun then?
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Thanks CBAS. In attachement 3 the bitmap seems upside down: maybe you have uploaded the wrong image.
U're right. i've upload the wrong jpg.
Thanks. Why is the image inverted?
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In max you use environment map (c4d scene environment) and control the mapping parameters with the environment texture map (c4d projector shader). In max you don't use a sky object with a bitmap. Is it correct? How to rotate the hdri with the sun then?
simply rotate the sky object.
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the image is inverted because there is a bug. We expect the new beta and solve problems :)
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Thanks
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Grrr, Still getting a crash sorry to say. Bug report attached.
Don't say sorry it is daily build it can crash but we will fix if of course.
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Whats this? Same scene. Used: corona_bitmap diffuse; standard c4d_bitmap and corona_bitmap reflection and glossy; c4d_layer in corona_output bump.
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Whats this? Same scene. Used: corona_bitmap diffuse; standard c4d_bitmap and corona_bitmap reflection and glossy; c4d_layer in corona_output bump.
Could you provide the scene to make sure we get the setup the same way as you? Thanks ;-)
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Grrr, Still getting a crash sorry to say. Bug report attached.
The crash says something about denoising... Would it be possible to send a scene, beanzvision? Thanks a lot!
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Grrr, Still getting a crash sorry to say. Bug report attached.
The crash says something about denoising... Would it be possible to send a scene, beanzvision? Thanks a lot!
Thanks for the reply, I'll inform my client and beg them to let me forward it on. :)
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Thanks for the reply, I'll inform my client and beg them to let me forward it on. :)
Thank you! It's highly appreciated. It doesn't have to be exactly the scene. You can delete most of the objects and only leave in the crashing parts...
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Thanks for the reply, I'll inform my client and beg them to let me forward it on. :)
Thank you! It's highly appreciated. It doesn't have to be exactly the scene. You can delete most of the objects and only leave in the crashing parts...
All good, I just sent you a PM with the complete scene. Might be one texture missing but shouldn't be the cause. Cheers mate.
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Agree that there is definitely an issue with HDRI's not loading properly. It shows up in the viewport, but not in the render. Sample scene attached.
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Agree that there is definitely an issue with HDRI's not loading properly. It shows up in the viewport, but not in the render. Sample scene attached.
the HDR is not renderer
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Agree that there is definitely an issue with HDRI's not loading properly. It shows up in the viewport, but not in the render. Sample scene attached.
the HDR is not renderer
Haha thanks, I should have attached screenshot of the render :P
Anyone still have Alpha 6.3 installed and could quickly render this scene?
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your files, crash.
I made a new profile and enabled Corona.
This is with Corona A6.3
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Agree that there is definitely an issue with HDRI's not loading properly. It shows up in the viewport, but not in the render. Sample scene attached.
the HDR is not renderer
Haha thanks, I should have attached screenshot of the render :P
Anyone still have Alpha 6.3 installed and could quickly render this scene?
This is with beta1
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Agree that there is definitely an issue with HDRI's not loading properly. It shows up in the viewport, but not in the render. Sample scene attached.
the HDR is not renderer
Haha thanks, I should have attached screenshot of the render :P
Anyone still have Alpha 6.3 installed and could quickly render this scene?
This is with beta1
can you tell us how you entered the HDR?
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Agree that there is definitely an issue with HDRI's not loading properly. It shows up in the viewport, but not in the render. Sample scene attached.
the HDR is not renderer
Haha thanks, I should have attached screenshot of the render :P
Anyone still have Alpha 6.3 installed and could quickly render this scene?
This is with beta1
can you tell us how you entered the HDR?
Used a corona_light_material for sky: in emission texture use c4d_projector shader (spherical mapping) and hdr inside it. Control the intesity of the hdr with emission intensity of the light material.
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ah ok, with projector.
thanks
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Agree that there is definitely an issue with HDRI's not loading properly. It shows up in the viewport, but not in the render. Sample scene attached.
the HDR is not renderer
Haha thanks, I should have attached screenshot of the render :P
Anyone still have Alpha 6.3 installed and could quickly render this scene?
This is with beta1
This is with beta1 fix and no changes to the scene (new daily build with this fix will be released tomorrow)
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Used a corona_light_material for sky: in emission texture use c4d_projector shader (spherical mapping) and hdr inside it. Control the intesity of the hdr with emission intensity of the light material.
Ahhh okay, this does indeed work with the current beta (April 5). Is this how we're supposed to be doing it now? Because before, it was as simple as attaching the HDR material to the diffuse channel, then dragging the material to the sky object, and selecting spherical projection.
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Wait tomorrow for the beta1 fix
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Used a corona_light_material for sky: in emission texture use c4d_projector shader (spherical mapping) and hdr inside it. Control the intesity of the hdr with emission intensity of the light material.
Ahhh okay, this does indeed work with the Beta. Is this how we're supposed to be doing it now? Because before, it was as simple as attaching the HDR material to the diffuse channel, then dragging the material to the sky object, and selecting spherical projection.
Of course not. It should be as simple as possible. :-) The new daily build that we'll release tomorrow will have this fixed.
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Used a corona_light_material for sky: in emission texture use c4d_projector shader (spherical mapping) and hdr inside it. Control the intesity of the hdr with emission intensity of the light material.
Ahhh okay, this does indeed work with the Beta. Is this how we're supposed to be doing it now? Because before, it was as simple as attaching the HDR material to the diffuse channel, then dragging the material to the sky object, and selecting spherical projection.
Of course not. It should be as simple as possible. :-) The new daily build that we'll release tomorrow will have this fixed.
thanks,
for IR (interactive rendering), what will it take? one month? two?
thanks
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Of course not. It should be as simple as possible. :-) The new daily build that we'll release tomorrow will have this fixed.
Oh oops, I missed your previous reply. Awesome, thanks so much houska. We really appreciate all you guys' hard work with Corona :) Love the simplicity and quality of this renderer.
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Used a corona_light_material for sky: in emission texture use c4d_projector shader (spherical mapping) and hdr inside it. Control the intesity of the hdr with emission intensity of the light material.
Ahhh okay, this does indeed work with the Beta. Is this how we're supposed to be doing it now? Because before, it was as simple as attaching the HDR material to the diffuse channel, then dragging the material to the sky object, and selecting spherical projection.
Of course not. It should be as simple as possible. :-) The new daily build that we'll release tomorrow will have this fixed.
thanks,
for IR (interactive rendering), what will it take? one month? two?
thanks
For IR (not the real one obviously) try this: in corona render settings -> development stuff choose random sampler psycho and render engine bidir/vcm. Then use the C4D interactive render region.
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All good, I just sent you a PM with the complete scene. Might be one texture missing but shouldn't be the cause. Cheers mate.
Just a follow-up, so that everyone stays on track with this issue... Beanzvision, as you know, we tried your scene on our computers and it's not crashing for us. Right now we are preparing the fixed daily build release of the beta1 and later on we will contact you with an assert build with additional diagnostics, which should hopefully help us debug the crash.
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All good, I just sent you a PM with the complete scene. Might be one texture missing but shouldn't be the cause. Cheers mate.
Just a follow-up, so that everyone stays on track with this issue... Beanzvision, as you know, we tried your scene on our computers and it's not crashing for us. Right now we are preparing the fixed daily build release of the beta1 and later on we will contact you with an assert build with additional diagnostics, which should hopefully help us debug the crash.
Hi houska, Thanks for the update. I look forward to the release and will give it another test for you. Fingers crossed all is good. Much appreciated.
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Hi all,
the next daily build (2017-04-07) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg98972.html#msg98972 (https://forum.corona-renderer.com/index.php/topic,15602.msg98972.html#msg98972)
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Hi all,
the next daily build (2017-04-07) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg98972.html#msg98972 (https://forum.corona-renderer.com/index.php/topic,15602.msg98972.html#msg98972)
Thanks guys, Time for some testing :)
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Thanks. Hdri with sky and override is ok. Mapping issue ok.
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For IR (not the real one obviously) try this: in corona render settings -> development stuff choose random sampler psycho and render engine bidir/vcm. Then use the C4D interactive render region.
This causes C4D to crash in the most recent build (released today). Bug Report attached.
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Still hit and miss for me. Whilst this scene rendered just fine, another crashed on render. Attached bug report. Houska it was the same scene I sent you earlier, hopefully the bug report can explain the issue.
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For IR (not the real one obviously) try this: in corona render settings -> development stuff choose random sampler psycho and render engine bidir/vcm. Then use the C4D interactive render region.
This causes C4D to crash in the most recent build (released today). Bug Report attached.
Yes, true. Bidir/vcm + interactive render region = crash.
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bidir+VCM is crashing with interactive probably also in 3dsmax plugin, it is known bug not fixed yet because of how unused bidir/vcm is currently
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bidir+VCM is crashing with interactive probably also in 3dsmax plugin, [..]
Can confirm that :]
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Would you mind to rename the GDrive folder "Weekly" to something like "Corona Weekly"?
This would really help to keep things organized if we integrate the folder in our own GDrive shelves.
Nag request, I know. :)
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I noticed the difference in HDRI exposure between A6.3 (and earlier) and beta, it looks like there is +1EV in beta for HDRI. Is this normal? Other light sources like sky/sun and light remain the same.
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So far the latest beta from 4-7-17 is running real nice :)
- Shawn
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I do not know if it has already been mentioned: The noise shader in the bump channel does not look good at all:
> [test B1 noise.jpg] noise shader in bump channel
> [test B1 noise bitmap] the same noise, but as a bitmap
> [test B1 noise displ] noise shader in displace channel
Whether it was so in version A6, I do not know. Since I could not use any noise shader in A6, because Cinema always crashed.
Corona Beta 1 from 2017-04-07
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the EXR files (32bit) is clamped without lut. It's possible have as 1.6 3ds max? (LUTs do not clamp the Final Image)
thanks
-
Hi,
Quick update here too, "Render only masks" doesn't work here, it just renders everything even when checked. Tried two basic scenes, same results, but i might be missing something.
Otherwise no problem and fantastic job as usual !
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I continue to have GI problems and splotches .. enclose the scene maybe can serve
Alpha 6.3 works well
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Hi,
Quick update here too, "Render only masks" doesn't work here, it just renders everything even when checked. Tried two basic scenes, same results, but i might be missing something.
Otherwise no problem and fantastic job as usual !
Same.
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I continue to have GI problems and splotches .. enclose the scene maybe can serve
Alpha 6.3 works well
Hi, are alpha 6.3 UHD cache parameters same as beta1? In beta1 using preset animation flickerfree and precision 4 renders perfect. Seems like more sensible to light.
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I continue to have GI problems and splotches .. enclose the scene maybe can serve
Alpha 6.3 works well
Hi, are alpha 6.3 UHD cache parameters same as beta1? In beta1 using preset animation flickerfree and precision 4 renders perfect. Seems like more sensible to light.
the beta seems different from the alpha of 6.3. with the same parameters, it produces GI problems and spotches. Using the animation method flikering increase the times.
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I continue to have GI problems and splotches .. enclose the scene maybe can serve
Alpha 6.3 works well
Hi, are alpha 6.3 UHD cache parameters same as beta1? In beta1 using preset animation flickerfree and precision 4 renders perfect. Seems like more sensible to light.
the beta seems different from the alpha of 6.3. with the same parameters, it produces GI problems and spotches. Using the animation method flikering increase the times.
Hi, there were changes connected to the way of settings the UHD cache parameters in Core. So we probably introduced some bug into plugin when we integrated the new version of Core. I am looking on it more now.
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Confirmed, can be easily fixed in next beta daily build probably on Wednesday.
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Bugs:
- sphere object renders Material upside-down. As soon as you convert the sphere to poly object - UV is correct again. Just in combination with corona-bitmapshader
-Material Projections are upside-down with bitmap shader as well
-while using corona-bitmap for textures in bump channel - renderer ignores materialprojection completly for the bumpchannel. Works fine with regular c4d texture
-is the round edges shader suppost to round "edges" even where it might make no sense like with overlapping objects? you have two seperate objects and where they intersect each other there happens to be some rounding - idk if that is ment to be like that but is cool in some way. Saves you from booling stuff
What is the actual advantage of using corona bitmapshader? I just know that from Octane where you can basically tune ram usage if you dont need rgb and just use brightness values or things like that.
Ive added some screenshots and a zip containing the c4d project with all 4 possible Bugs
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Not sure if anyone has found this out or everyone knows about it except me. If you enable Cinema 4D's 'Interactive Render Region' you can actually see your changes update. It's a little slow but still handy for small stuff.
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Will give that a try digitaluka
@Lamarc re the rounding edges - there are different options for its behavior in the settings here.
Beta 1 7th April BUGS for me....
Bloom and Glare not working here - anyone else? EDIT: just tried a separate quick test file and can get it to work so will need to see why my main file isnt working.
Corona still using a lot of CPU after render has stopped.
Both of these are quite a big issue and new since A6.3
EDIT AGAIN: So there has obviously been some changes to bloom and glare with multipass. If I select beauty pass in the VFB I can get B+G to work but when I want to adjust the light mix the B+G disappears and I can adjust the light mix. There is also now a B+G layer which is great but just comes out black for me which might indicate a bug. So it is not possible to view both the light mix and the B+G at the same time from what I can tell. Also the B+G on the beauty pass is not being transferred to the C4D PV - but I suppose the B+G shouldnt be on the beauty really. so I think there is a bug with the separate B+G pass not working in MP and that is causing knock on strange behaviors. If someone can point me in the right direction that would be helpful.
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Not sure if anyone has found this out or everyone knows about it except me. If you enable Cinema 4D's 'Interactive Render Region' you can actually see your changes update. It's a little slow but still handy for small stuff.
Correct, I use it all the time.
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Hi all,
the next daily build (2017-04-13) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg99577.html
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Corona image editor requesting the license?
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Corona image editor requesting the license?
It offered me to activate a 45-days demo license, which worked.
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VBF post settings getting reset after a while, happened to me 3 times in the same project, not sure what causing it, it happens when I press render to picture viewer, but not often, like once in 20 minutes (render initiated 10-20 times)
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Bloom and Glare not function
Leo
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Bloom and Glare not function
Leo
They work. But not properly, as I had to find out.
Switching them on and setting a value is not enough, I need to crank up the values and b(l)oom - the effects show.
When dialing them down to sensible values, the first get stronger until they work as expected.
I would describe the problem as a strong lag/delay and refreshment issues with these effects.
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Corona image editor requesting the license?
It offered me to activate a 45-days demo license, which worked.
don't work, what should I do?
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Corona image editor requesting the license?
It offered me to activate a 45-days demo license, which worked.
don't work, what should I do?
Hi, this will be fixed in tomorrow daily build.
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there is the possibility to create an autosave file of CXR? Because in the case of queued render how do we save the file automatically (CXR)?
thanks
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I do not know if it has already been mentioned: The noise shader in the bump channel does not look good at all:
> [test B1 noise.jpg] noise shader in bump channel
> [test B1 noise bitmap] the same noise, but as a bitmap
> [test B1 noise displ] noise shader in displace channel
Whether it was so in version A6, I do not know. Since I could not use any noise shader in A6, because Cinema always crashed.
Corona Beta 1 from 2017-04-07
Hi, Allertaler!
I just tried this in beta1 from 2017-04-13 with noise shader, with bitmap (baked noise texture) and Corona bitmap and it looks OK to me. Sure, if you set the strength too high with the noise shader, you're bound to get crazy results, but otherwise, displacement and bump always correspond to each other, not like in your images. Could you maybe ellaborate on what exactly is wrong and if possible, make a scene where we can easily see what you mean? Thanks!
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Curious as to when we might see some new features in the Beta version?
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I do not know if it has already been mentioned: The noise shader in the bump channel does not look good at all:
> [test B1 noise.jpg] noise shader in bump channel
> [test B1 noise bitmap] the same noise, but as a bitmap
> [test B1 noise displ] noise shader in displace channel
Whether it was so in version A6, I do not know. Since I could not use any noise shader in A6, because Cinema always crashed.
Corona Beta 1 from 2017-04-07
Hi, Allertaler!
I just tried this in beta1 from 2017-04-13 with noise shader, with bitmap (baked noise texture) and Corona bitmap and it looks OK to me. Sure, if you set the strength too high with the noise shader, you're bound to get crazy results, but otherwise, displacement and bump always correspond to each other, not like in your images. Could you maybe ellaborate on what exactly is wrong and if possible, make a scene where we can easily see what you mean? Thanks!
Hi houska,
thank you for your efforts. I tried again with a simple shader ball. The view with a noise shader in the bump channel will not be nicer. I have attached the scene and 2 screenshots.
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I do not know if it has already been mentioned: The noise shader in the bump channel does not look good at all:
> [test B1 noise.jpg] noise shader in bump channel
> [test B1 noise bitmap] the same noise, but as a bitmap
> [test B1 noise displ] noise shader in displace channel
Whether it was so in version A6, I do not know. Since I could not use any noise shader in A6, because Cinema always crashed.
Corona Beta 1 from 2017-04-07
Hi, Allertaler!
I just tried this in beta1 from 2017-04-13 with noise shader, with bitmap (baked noise texture) and Corona bitmap and it looks OK to me. Sure, if you set the strength too high with the noise shader, you're bound to get crazy results, but otherwise, displacement and bump always correspond to each other, not like in your images. Could you maybe ellaborate on what exactly is wrong and if possible, make a scene where we can easily see what you mean? Thanks!
Hi houska,
thank you for your efforts. I tried again with a simple shader ball. The view with a noise shader in the bump channel will not be nicer. I have attached the scene and 2 screenshots.
Same problem here, procedural noise gives me strange results in bump but is fine in displace. Made a couple of renders without reflection on the same scene, but also had the problem on another scene so i don't think it's scene related.
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Hi houska,
thank you for your efforts. I tried again with a simple shader ball. The view with a noise shader in the bump channel will not be nicer. I have attached the scene and 2 screenshots.
I looked at your scene and first thing I noticed is - the noise shader looks completely different from the noise texture. Look at the attached image - left is the shader preview from Cinema, right is the image opened in an image viewer app. You can easily notice the black spots that cause the flat bottom holes in the render. How did you export the noise to the texture, if I may ask?
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Same problem here, procedural noise gives me strange results in bump but is fine in displace. Made a couple of renders without reflection on the same scene, but also had the problem on another scene so i don't think it's scene related.
Hmm, I tried your scene and it does look very different, indeed! It might be due to some correction that is being done in order for the render to stay realistic (because bump itself is pretty unrealistic if you think about it...). I'll ask around what can be done about it.
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Any word on bloom and glare getting fixed for the next build? Currently when using multipass I can only get it to show on the base beauty layer but that means you cant use light mix as it doesnt show on the light mix layer and the bloom and glare layer just shows black. B+G also doesnt get passed from the VFB to the PV.
On a separate issue why are there now two beauty passes - one original and one 100% denoised (i.e. a smooth blur)?
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I do not know if it has already been mentioned: The noise shader in the bump channel does not look good at all:
> [test B1 noise.jpg] noise shader in bump channel
> [test B1 noise bitmap] the same noise, but as a bitmap
> [test B1 noise displ] noise shader in displace channel
Whether it was so in version A6, I do not know. Since I could not use any noise shader in A6, because Cinema always crashed.
Corona Beta 1 from 2017-04-07
Hi, Allertaler!
I just tried this in beta1 from 2017-04-13 with noise shader, with bitmap (baked noise texture) and Corona bitmap and it looks OK to me. Sure, if you set the strength too high with the noise shader, you're bound to get crazy results, but otherwise, displacement and bump always correspond to each other, not like in your images. Could you maybe ellaborate on what exactly is wrong and if possible, make a scene where we can easily see what you mean? Thanks!
Hi houska,
thank you for your efforts. I tried again with a simple shader ball. The view with a noise shader in the bump channel will not be nicer. I have attached the scene and 2 screenshots.
i got this problem long time ago,look at it. bump with noise.
https://forum.corona-renderer.com/index.php/topic,13491.0.html
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Hi all,
the next daily build (2017-04-19) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg99949.html#msg99949 (https://forum.corona-renderer.com/index.php/topic,15602.msg99949.html#msg99949)
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Are these things? With other versions did not appear (a.6.3)
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Are these things? With other versions did not appear (a.6.3)
Is there scene? With no scene no fix appear :-)
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Is a geometry inside a hypernurbs. Even making it editable is always the problem.
With the Alpha 6.3 version the problem is not there
thanks
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The problem is resolved by increasing subdivisions but I do not know if it is a bug to fix. Normally, should it also work with low subdivisions right?
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The problem is resolved by increasing subdivisions but I do not know if it is a bug to fix. Normally, should it also work with low subdivisions right?
Subdivisions should work fine, yes. However, I tried it now with a simple cube and the normals don't look very good. We will look at it. However, I am not sure if what you are showing us in the pictures is the same thing as what I just reproduced. Without having your scene, I cannot say for sure...
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The problem is resolved by increasing subdivisions but I do not know if it is a bug to fix. Normally, should it also work with low subdivisions right?
Subdivisions should work fine, yes. However, I tried it now with a simple cube and the normals don't look very good. We will look at it. However, I am not sure if what you are showing us in the pictures is the same thing as what I just reproduced. Without having your scene, I cannot say for sure...
I am attaching the file :)
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Try OpenSubdiv Boucle on Subdivision Type
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It would be very useful to have a function to be able to automatically save the CXR file. In situations where there are queues render, it can be done by the pictur viewer of Cinema but if the program crashes, we lose the file.
thanks :)
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It would be very useful to have a function to be able to automatically save the CXR file. In situations where there are queues render, it can be done by the pictur viewer of Cinema but if the program crashes, we lose the file.
thanks :)
Yes, we know about this and it is planned.
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perfect! They are doing a great job guys !! :)
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I apologize, but I still do not understand how to use bloom and glare effects with beta version 1 04-19. These do not appear in Lightmix pass but only in Beauty or a virtualbeauty. I do not understand where I'm wrong. Thanks to anyone who helps me
Leo
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Leo - I'd really like to know too. It's either really intense or non-existent and it doesn't remain. Also, I am noticing much more noise with yesterday's beta (04-19-17) than I get with the downloadable alpha.
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Finally have some free time to test new beta version, tested in few scenes quickly didn't find any major bugs or crashes, will take in depth tests and get back here. I like the way postprocessing works now with curves and sharpening, is there a plan maybe to add possibility to put more than one LUTs on top of eachother with different blending modes? Keep up with good work, and cant wait to see interactive render!
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Adjusting gloom and glare in "Corona post process" seems to be quite more responsive, did you tune this area?
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Adjusting gloom and glare in "Corona post process" seems to be quite more responsive, did you tune this area?
Hi, yes, little, but we would like to tune it more.
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Correction - I am able to get bloom and glare to work. However, the effect won't update unless I resize the VFB window a bit. Not a big deal, I guess.
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Adjusting gloom and glare in "Corona post process" seems to be quite more responsive, did you tune this area?
Hi, yes, little, but we would like to tune it more.
I am totally ok with that :)
Looking forward to every new feature, too!
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Leo - I'd really like to know too. It's either really intense or non-existent and it doesn't remain. Also, I am noticing much more noise with yesterday's beta (04-19-17) than I get with the downloadable alpha.
Hi kmwhitt I'm reading the changelog 2017-04-19 that says: Fixed problem that Bloom and Glare was not applied when multi-pass was used.
It is clear that if it was written they corrected it. So I'm wrong. If it was possible to have a small video on the official youtube channel so to make it clear ..... thank you in advance for the whole Corona team
Leo
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Leo - I am getting it to work, but as stated above, I have to slightly resize the VFB window or click somewhere in the VFB.
This video goes over the B/G features and covers it quite nicely:
The interface has change a bit, but you should be able to figure it out.
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Leo - I am getting it to work, but as stated above, I have to slightly resize the VFB window or click somewhere in the VFB.
This video goes over the B/G features and covers it quite nicely:
The interface has change a bit, but you should be able to figure it out.
I've seen your screens and even me works all in the pass beauty. But it does not work in the lightmix pass where I think it's ok to see it.
After completing the light mix setup I would like to go into bloom and glare and see the final picture in the VFB but at this moment it is not possible ... at least for me :-) In A6.3 it was possible!
Leo
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Sorry Leo. I should have read your post more carefully. I haven't experimented with LightMix since this latest build.
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We fixed the problem with bloom and glare in lightmix pass today. Fix will be available in tomorrow daily build.
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Sorry Leo. I should have read your post more carefully. I haven't experimented with LightMix since this latest build.
No problem kmwhitt I liked to talk to you and I greatly appreciated your help. I hope to be able to return in the future ;-)
We fixed the problem with bloom and glare in lightmix pass today. Fix will be available in tomorrow daily build.
Perfect Nikola, I'm really happy to have you resolved. Your work and that of the whole staff is really great for those who like me have a lot of expectations from Corona.
Thanks thanks thanks!!
Leo
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Hi guys, I noticed that on lightmix the change of light color is not real-time.
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Hi all,
the next daily build (2017-04-21) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg100172.html#msg100172 (https://forum.corona-renderer.com/index.php/topic,15602.msg100172.html#msg100172)
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guys i did encounter a big problem i cannot solve..
i did get my hands on 3 additional rendernodes but i cannot get them into teamrendering on beta1 versions .. the teamrenderclientwindow says "Corona not found. Scene Converter disabled"
i did try to simply copy the corona plugin into the teamrenderclients plugin folder as usual but doesnt work, i also tried to run the b1 installer on the node, it says corona installed perfectly but still doent work..
edit:
ok i figured out how to do it at last..
1. install b1 normally via installer on the node (its not needed to have full c4d on the node, tr alone will be fine)
2. copy the corona plugin folder from your host into all plugin folders on the nodes /roaming/maxon/../plugins/
3. restart teamrenderclient - done..
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"output" function doesn't work or strange behaviour when using it with a bitmap.
Using "filter" function instead and it works.
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"Volume" seems not working as well
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"Volume" seems not working as well
Could you please be a little more unspecific before I might actually get an idea what is not working for you?
As far as I tried Volume in this beta, it is working.
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any news about VDB support?
any ideas how to work-around with misty clouds creation workflow, like here https://forum.corona-renderer.com/index.php?action=dlattach;topic=15189.0;attach=60602;image
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@Cinemike : yes "volume" works my scene was out of scale :(
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I think im being stupid but I cant find the stand alone image editor? Ive just installed the April 21st windows installer but cant find any corona image editor in my programs. Where would it be stored and what would it be called? Thanks
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I think im being stupid but I cant find the stand alone image editor? Ive just installed the April 21st windows installer but cant find any corona image editor in my programs. Where would it be stored and what would it be called? Thanks
I only do manual installations, so after unpacking it can be found in Image Editor/fullspeed/ as CoronaImageEditor.exe.
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Thanks, I have done a manual unpack and found it. Cheers
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I'm getting a team render crash (libembree.2.12.0.dylib). Host machine is Mac Pro running 10.12.4, render node is Hackintosh running 10.10.5
Pretty much an immediate crash regardless of scene content.
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I'm getting a team render crash (libembree.2.12.0.dylib). Host machine is Mac Pro running 10.12.4, render node is Hackintosh running 10.10.5
Pretty much an immediate crash regardless of scene content.
basic teamrender requirements:
1. host and all nodes need to have the same cinema update/version
2. after installing beta1 on the host, run the installer on the nodes, then copy your corona plugin folder into the nodes location
3. make sure you see the host/node on each other and the tokens are exchanged corretly
4. all the other plugins installed on the host - even if they are not used in your current scene - need to be copied into the node plugin folder too
following those steps and the stuff i wrote few posts before, beta 1 is working via teamrender right now. (sadly proxy support still not added yet :) )
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Hi,
the saving the file .exr from the corona image editor, it looks very different and overexposed.
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basic teamrender requirements:
1. host and all nodes need to have the same cinema update/version
2. after installing beta1 on the host, run the installer on the nodes, then copy your corona plugin folder into the nodes location
3. make sure you see the host/node on each other and the tokens are exchanged corretly
4. all the other plugins installed on the host - even if they are not used in your current scene - need to be copied into the node plugin folder too
following those steps and the stuff i wrote few posts before, beta 1 is working via teamrender right now. (sadly proxy support still not added yet :) )
Well, I actually, too, get immediate crashes on the Team Render Clients, after upgrading to the latest build. Every Rendernode got the same Setup.
- edit -
Tested another scene and it works so far. So it's not the Team Render, but the scene itself.
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Hi,
one question. Why do we need to run the installer in order to get Corona work as a TR Client? For the mainapp its ok to just copy corona into the pluginfolder and you are all ready to go. As for the company im working at this is quite a huge downside that cant just copy it to every TR Client. I need admin rights to run an installer which i dont have. Additionally doing this for currently 14 machines is quite timeconsuming as well. I wish i could use Corona with TR but since its so complicated to get the Clients working i cannot do that.
Maybe someone can give me an explanation for why the installer is needed?
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I'm getting a team render crash (libembree.2.12.0.dylib). Host machine is Mac Pro running 10.12.4, render node is Hackintosh running 10.10.5
Pretty much an immediate crash regardless of scene content.
Hi, I am fixing the teamrender right now. You can expect progress in stability in upcoming daily builds.
PS: You can use Windows computer as your render node instead of hackintosh as long as you have exactly the same version of Cinema, Corona and used plugins on both computers because teamrender is crossplatform.
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Hi,
one question. Why do we need to run the installer in order to get Corona work as a TR Client? For the mainapp its ok to just copy corona into the pluginfolder and you are all ready to go. As for the company im working at this is quite a huge downside that cant just copy it to every TR Client. I need admin rights to run an installer which i dont have. Additionally doing this for currently 14 machines is quite timeconsuming as well. I wish i could use Corona with TR but since its so complicated to get the Clients working i cannot do that.
Maybe someone can give me an explanation for why the installer is needed?
Hi Lamarc,
it is enough to copy it. Did you try it? Or do you have some licencing problems on your clients?
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Hi,
the saving the file .exr from the corona image editor, it looks very different and overexposed.
no difference for me here..
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I'm getting a team render crash (libembree.2.12.0.dylib). Host machine is Mac Pro running 10.12.4, render node is Hackintosh running 10.10.5
Pretty much an immediate crash regardless of scene content.
Hi, I am fixing the teamrender right now. You can expect progress in stability in upcoming daily builds.
PS: You can use Windows computer as your render node instead of hackintosh as long as you have exactly the same version of Cinema, Corona and used plugins on both computers because teamrender is crossplatform.
any change you are goin to fix proxy support on TR too ? would it be possible to have the TR clients not render "lines" from bottom to top but rather the whole image like when only using 1 machine and no TR? on latest beta i need to remove pass limit for very big images, because my TR nodes stop rendering after my set 100 passes and the image isnt done more then 30% maybe.. the rest is beeing rendererd but only be the host.. it would be nice for TR nodes to EACH render the amount of set passes not split em.. i have to do the math myselfe atm splitting the image by number of nodes+host divided by their cores multiplied by GHZ XD so for example on a test image on big resulution i need 403 passes so that all machines are finished with the whole image around the same time lol :D
on the last alpha version, i could set 50 passes and use as many nodes as i wanted and after 50 passes the image was done (noisy but done completely) now its not the case anymore..
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i tried it - as soon as i launch the client the plugin doesnt appear in the pluginlist. If i try to render an image using TR to PV an error appears that all clients failed. Console writes this message:
IP218 - Knecht R18: (Error) Render-Job failed: Several plugins used in this project are missing. Saving may cause loss of plugin data! Plugin 'Corona' (ID 1030480) Plugin 'Corona Sun' (ID 1032153) Plugin 'Corona Sky' (ID 1032101) Plugin 'Corona Compositing' (ID 1036017) Plugin 'Portal' (ID 1035108)
a while back ive read that you need to install a complete version of c4d(not just the client) to be used with corona - is that the issue here?
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The ID passes in Coronaimage editor, is overexposed
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The ID passes in Coronaimage editor, is overexposed
Hi Fabio,
Try disabling the C4d LWF should go all the way back
Leo
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I'm getting a team render crash (libembree.2.12.0.dylib). Host machine is Mac Pro running 10.12.4, render node is Hackintosh running 10.10.5
Pretty much an immediate crash regardless of scene content.
Hi, I am fixing the teamrender right now. You can expect progress in stability in upcoming daily builds.
PS: You can use Windows computer as your render node instead of hackintosh as long as you have exactly the same version of Cinema, Corona and used plugins on both computers because teamrender is crossplatform.
any change you are goin to fix proxy support on TR too ? would it be possible to have the TR clients not render "lines" from bottom to top but rather the whole image like when only using 1 machine and no TR? on latest beta i need to remove pass limit for very big images, because my TR nodes stop rendering after my set 100 passes and the image isnt done more then 30% maybe.. the rest is beeing rendererd but only be the host.. it would be nice for TR nodes to EACH render the amount of set passes not split em.. i have to do the math myselfe atm splitting the image by number of nodes+host divided by their cores multiplied by GHZ XD so for example on a test image on big resulution i need 403 passes so that all machines are finished with the whole image around the same time lol :D
on the last alpha version, i could set 50 passes and use as many nodes as i wanted and after 50 passes the image was done (noisy but done completely) now its not the case anymore..
We definitely want to improve scheduling of teamrender but bugfixes are the priority for now. I have to test teamrender with proxy more and I will fix found problems of course.
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i tried it - as soon as i launch the client the plugin doesnt appear in the pluginlist. If i try to render an image using TR to PV an error appears that all clients failed. Console writes this message:
IP218 - Knecht R18: (Error) Render-Job failed: Several plugins used in this project are missing. Saving may cause loss of plugin data! Plugin 'Corona' (ID 1030480) Plugin 'Corona Sun' (ID 1032153) Plugin 'Corona Sky' (ID 1032101) Plugin 'Corona Compositing' (ID 1036017) Plugin 'Portal' (ID 1035108)
a while back ive read that you need to install a complete version of c4d(not just the client) to be used with corona - is that the issue here?
Team render client is enough. Can you please tell me what is the version of your Cinema, Team render client and Corona and show me the exact path of Corona plugin on your client and list of files in this path because according to your error message, Corona plugin is not loaded during the start of client for some reason.
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R18.048. As well as the clients. There are mac and win clients. Both dont see it. Corona Version is Beta1 from 17-04-07 (i know its not the most recent one). For the full file path: R:\pcm-intern\Maxon_Cinema4D\TeamRenderClient-R18-WIN\plugins\corona
The Plugins are the same as the main app. So that shouldnt be the issue.
Screenshot 52 - Client Folder
Screenshot 53 - Plugin Folder
Screenshot 54 - Corona Folder
edit: even deleted all other plugins and tried to run just with corona. No luck sadly
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Hi all,
the next daily build (2017-04-26) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg100593.html#msg100593 (https://forum.corona-renderer.com/index.php/topic,15602.msg100593.html#msg100593)
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Hi @all!
Just wanted to install the latest Beta on my Macbook pro (15inch, mid 2010) but Cinema R18.041 crashes at every start. At work i´ve got one of the last alphas on my MacPro, which ran super stable.
Any hints?
thx,
Dominik
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Hi @all!
Just wanted to install the latest Beta on my Macbook pro (15inch, mid 2010) but Cinema R18.041 crashes at every start. At work i´ve got one of the last alphas on my MacPro, which ran super stable.
Any hints?
thx,
Dominik
Hi Dominik, I can't help you without more information about your problem. Can you please send the crash report? Thank you
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R18.048. As well as the clients. There are mac and win clients. Both dont see it. Corona Version is Beta1 from 17-04-07 (i know its not the most recent one). For the full file path: R:\pcm-intern\Maxon_Cinema4D\TeamRenderClient-R18-WIN\plugins\corona
The Plugins are the same as the main app. So that shouldnt be the issue.
Screenshot 52 - Client Folder
Screenshot 53 - Plugin Folder
Screenshot 54 - Corona Folder
edit: even deleted all other plugins and tried to run just with corona. No luck sadly
Everything looks good. Can you please start client with debug console by following command and send me the output?
"R:\pcm-intern\Maxon_Cinema4D\TeamRenderClient-R18-WIN\CINEMA 4D TeamRender Client.exe" g_console=true
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Hi Nikola!
here we go:
https://drive.google.com/file/d/0B1DmQAr-FsesSGhVWGJjTTAxQWs/view?usp=sharing
THX!
ps: Great work, you created an awesome engine!
pps: what kind of license do i have to fill in as a Cinema User?
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Hi Nikola!
here we go:
https://drive.google.com/file/d/0B1DmQAr-FsesSGhVWGJjTTAxQWs/view?usp=sharing
THX!
ps: Great work, you created an awesome engine!
pps: what kind of license do i have to fill in as a Cinema User?
Thank you. According to the bug report, there is some problem with getting a licence from the server. I will create a special testing build with debug messages and I will send it to you to find the cause of the problems.
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Hi,
now im seeing what might be the problem here. There seems to be some runtime missing. Question is which one is it since corona ran with main app already on this machine.
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Hi,
now im seeing what might be the problem here. There seems to be some runtime missing. Question is which one is it since corona ran with main app already on this machine.
Every program developed with Visual C++ needs these runtime libraries to be able to run on the target machine. To be sure these runtime libraries are present on target computer Corona installer installs them.
To get these libraries to your computer you can start windows update and it should install them automatically, or you can install them manually https://www.microsoft.com/en-us/download/details.aspx?id=53587 (https://www.microsoft.com/en-us/download/details.aspx?id=53587). But it is strange because main application already works with Corona on the target machine as you said. Please try to install them manually to see if ti helps.
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I'm getting a team render crash (libembree.2.12.0.dylib). Host machine is Mac Pro running 10.12.4, render node is Hackintosh running 10.10.5
Pretty much an immediate crash regardless of scene content.
Hi, I am fixing the teamrender right now. You can expect progress in stability in upcoming daily builds.
PS: You can use Windows computer as your render node instead of hackintosh as long as you have exactly the same version of Cinema, Corona and used plugins on both computers because teamrender is crossplatform.
Good to know. About the fixing. I wouldn't change my hackintosh back to windows if my life depended on it!
Thanks
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Thank you. According to the bug report, there is some problem with getting a licence from the server. I will create a special testing build with debug messages and I will send it to you to find the cause of the problems.
Sounds great! Thank you, Nikola!
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Hi again. Thx Nikola for pointing me the right direction. Never knowed i can start c4d with console for debugging. Looking forward to me awesome stuff. What exactly do the macs need to run the plugin? i have no admin rights so i cant install the mac package. Do the plugin itself differ between windows and mac or is it also just a matter of missing sdk's?
one question - is it planned that the interactive rendering will get DR support as well?
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Seems the RoundEdges is not working correctly in the last Daily Builds, when i import my models from archicad to c4d, all the walls are separated so what i do for long time is connect all the walls in one single object and then i apply the roundedge shader and was working perfect, but right now with the last daily builds he is creating roundedges in all corners... that dont happen before when i connect all the objects to one... i will attach a image showing whats going on...
thanks
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Seems the RoundEdges is not working correctly in the last Daily Builds, when i import my models from archicad to c4d, all the walls are separated so what i do for long time is connect all the walls in one single object and then i apply the roundedge shader and was working perfect, but right now with the last daily builds he is creating roundedges in all corners... that dont happen before when i connect all the objects to one... i will attach a image showing whats going on...
thanks
Perhaps this forum post might be of help - https://forum.corona-renderer.com/index.php/topic,15892.0.html :)
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yeah seems i am not the first one complaning about it...seems the problem is we dont have the correct option to work on c4d with roundedges yet, before with the old build worked perfect but now something changed and in max there are extra option to fix the problem, in c4d we dont have the options yet, and the ones we have i tried them but dont fix the problem. I attach the printscreen showing the diference of max options and c4d options.
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Out of curiosity - will we see a combination of IR and DR. Means distributing the Rendering while beeing interactively rendering?
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i'd rather have DR or at least TR working propperly before considering to use IR myselfe..
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I'm very scared about these beta versions. There are so many problems and I'm working these days on animation. It's not the moment for me to change anything.
A6.3 will stop at 2017-05-11. Do you plan an extension ?
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I'm very scared about these beta versions. There are so many problems and I'm working these days on animation. It's not the moment for me to change anything.
A6.3 will stop at 2017-05-11. Do you plan an extension ?
Hi there!
I understand your concerns, but most of these bugs are either minor or are present in the alpha version as well. And honestly I don't think that beta is considerably less stable than alpha (anyone please correct me if I am wrong). The best would be to give the beta a try yourself and report any issues to us to make sure that they are fixed.
We are not planning to support the alpha by new bugfixes for a long time now. But it will always be available to download.
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I'm using the latest beta without problems!
Only a few problems with the stop button via team render does however work the same.
Is there any release for beta with IR? a month? two?
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Hi there!
I understand your concerns, but most of these bugs are either minor or are present in the alpha version as well. And honestly I don't think that beta is considerably less stable than alpha (anyone please correct me if I am wrong). The best would be to give the beta a try yourself and report any issues to us to make sure that they are fixed.
We are not planning to support the alpha by new bugfixes for a long time now. But it will always be available to download.
Hi Houska
Will you guys fix the roundedge problem in the next build? or add all the options as you have in max to work with roundegde shader correctly in c4d? roundedge shader Works but seems in the last betas something changed in it, and we need all the option you have in max to be able to work with it correctly in c4d. thank you
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Hi there!
I understand your concerns, but most of these bugs are either minor or are present in the alpha version as well. And honestly I don't think that beta is considerably less stable than alpha (anyone please correct me if I am wrong). The best would be to give the beta a try yourself and report any issues to us to make sure that they are fixed.
We are not planning to support the alpha by new bugfixes for a long time now. But it will always be available to download.
Hi Houska
Will you guys fix the roundedge problem in the next build? or add all the options as you have in max to work with roundegde shader correctly in c4d? roundedge shader Works but seems in the last betas something changed in it, and we need all the option you have in max to be able to work with it correctly in c4d. thank you
Hi Marvey!
Yes, we will do our best to include it in the nearest daily build. The fix shouldn't really be a problem. It's - as you said - just adding one parameter that is already handled in Max.
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Only a few problems with the stop button via team render does however work the same.
Is there any release for beta with IR? a month? two?
+1
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Hi there!
I understand your concerns, but most of these bugs are either minor or are present in the alpha version as well. And honestly I don't think that beta is considerably less stable than alpha (anyone please correct me if I am wrong). The best would be to give the beta a try yourself and report any issues to us to make sure that they are fixed.
We are not planning to support the alpha by new bugfixes for a long time now. But it will always be available to download.
Hi Houska
Will you guys fix the roundedge problem in the next build? or add all the options as you have in max to work with roundegde shader correctly in c4d? roundedge shader Works but seems in the last betas something changed in it, and we need all the option you have in max to be able to work with it correctly in c4d. thank you
Hi Marvey!
Yes, we will do our best to include it in the nearest daily build. The fix shouldn't really be a problem. It's - as you said - just adding one parameter that is already handled in Max.
Great, waiting for it! thanks!
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Dont know if it is intended to work like that but saving the project with keyboard shortcut doesnt work while having the VFB focused
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Hi guys!
Last daily build.
Which of the albedo options is the most correct for the renderer??
In the 3dmax everything is all right
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1st one
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i wish it would be the opposite way .. or the level can be set to sRGB instead of beeing linear. Would make working with textures alot easier :)
edit: im also discussing basically that one in the "i need help" section. The Problem realy is that you have white in a texture and white in the slider and your slider white is only 70% while the texture one will always be 100%. so either you set all textures to multiply or you life with the incorrect behaviour using the level
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Hi all,
the next daily build (2017-05-05) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg101236.html#msg101236 (https://forum.corona-renderer.com/index.php/topic,15602.msg101236.html#msg101236)
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Error Licence with Corona Image Editor :(
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Do Mac users have access to the Corona Image Editor editor yet?
-Shane
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Any updates with how Interactive Rendering or the Shadow Catcher is coming along?
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Error Licence with Corona Image Editor :(
Hi Leo,
I am sorry for the problem. Apart from mentioned changes we updated to new Corona core, and I still didn't manage to automate the build of Image Editor so this bug appeared again. I will enhance our build scripts next week that this problem will not come again.
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Do Mac users have access to the Corona Image Editor editor yet?
-Shane
Not yet. I still have to port it to macOS. I will try to find some time for it.
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Cool, that will be a very handy tool to have!
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Guys, how can I remove the latest beta (05.05) and install RC2 back instead? Ive tried just installing RC2, but Cinema crashes each time I try to render something!
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Sorry cant't help there Yurii, sounds like an odd one.
Is the bloom and glare pass working for anyone? It just comes out black for me. Tried with a few projects.
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Guys, how can I remove the latest beta (05.05) and install RC2 back instead? Ive tried just installing RC2, but Cinema crashes each time I try to render something!
Have you tried manually remove folder from Cinema 4D plugins folder and than instal RC2?
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Yup, didnt work, still crashes after that! Should I remove some additional files somewhere else?
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Are you trying to render a scene you have saved in the beta version? That causes crashes for sure.
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Yes, thats what I tried to do! :D Anyways 'takes' batch render is now crashing, where it wasnt in RC2, is it possible to fix that?
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I think if it's been saved with the beta already it's not backwards compatible so you might be out of luck with that scene. What's your issue with the latest beta? It's much better for me.
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Takes in r17 is not working, it crashes once it finishes one render and switches to next one
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Guys, how can I remove the latest beta (05.05) and install RC2 back instead? Ive tried just installing RC2, but Cinema crashes each time I try to render something!
Hi YURII,
It would be better to fix your problem instead of reverting to such old version. What are the exact steps to reproduce your problem? Alternatively, you can send us simple scene (as minimal as possible) which causes the crash so we can simply open it, render it and immediately see the problem.
Thank you
Nikola
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So, if you open up the scene, then go to WINDOW-TAKE MANAGER, then in manager choose RENDER-RENDER MARKED TAKES TO PV it renders first take (camera) and then switches to second take and stops rendering. In bigger scenes it causes app to crash, I dont know it is because of takes manager or denoising but it happens. Also Mac renders twice as fast compared to windows in identical scene on identical machine. ANd denoising works a bit differently now - shows multiple loaders one after another and there is no time/percentage whatsoever, so its hard to understand how much time it will take to complete.
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Plus, it sometimes crashes after Ive been rendering for a while, then I open a new scene and just start rendering it.
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Quick update on the procedural Noise Bump :
Still here !
Renders :
Same basic noise, first in Bump (100%), then in Displace (1cm).
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Quick update on the procedural Noise Bump :
Still here !
Renders :
Same basic noise, first in Bump (100%), then in Displace (1cm).
Hi Aenard, yes this is a known bug and we haven't had the time to fix it yet. But thanks for reminding us!
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Hey guys, Latest version seems pretty solid. I had a few repeatable crashes setting up the multipass seemed to crash first try rendering after I'd set up multipass then it would be fine after I re-opened C4D.
Also when rendering large renders such as 4K Corona really brings my computer to a sluggish state... Is there a way to cut back on how many CPUS are used? Even mousing around is glitchy...
- Shawn
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Since you guys are still working on TR / DR, there is a feature that i would like to request implementing - if possible. (vray has this and its very handy)
please add an option / checkbox to select if your current machine (host) should render or just the slaves without the host (still host gets the image/layers in framebuffer ofc..)
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Hey guys, Latest version seems pretty solid. I had a few repeatable crashes setting up the multipass seemed to crash first try rendering after I'd set up multipass then it would be fine after I re-opened C4D.
Also when rendering large renders such as 4K Corona really brings my computer to a sluggish state... Is there a way to cut back on how many CPUS are used? Even mousing around is glitchy...
- Shawn
Have you tried limiting the threads in the C4D prefs/renderer?
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Hey guys, Latest version seems pretty solid. I had a few repeatable crashes setting up the multipass seemed to crash first try rendering after I'd set up multipass then it would be fine after I re-opened C4D.
Also when rendering large renders such as 4K Corona really brings my computer to a sluggish state... Is there a way to cut back on how many CPUS are used? Even mousing around is glitchy...
- Shawn
Have you tried limiting the threads in the C4D prefs/renderer?
I have but it seems Corona does not respect that setting... Never mind! Seems that Corona does respect the Cinema global custom number of threads in the preferences! Cutting back on a couple threads really helps with overall system performance!
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Would it be possible to get an auto bump feature added when using displacement? It seems that trick is used by many other renderers and it does seem to help with the look of the displacement.
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Hey guys, Latest version seems pretty solid. I had a few repeatable crashes setting up the multipass seemed to crash first try rendering after I'd set up multipass then it would be fine after I re-opened C4D.
Also when rendering large renders such as 4K Corona really brings my computer to a sluggish state... Is there a way to cut back on how many CPUS are used? Even mousing around is glitchy...
- Shawn
Have you tried limiting the threads in the C4D prefs/renderer?
I have but it seems Corona does not respect that setting... Never mind! Seems that Corona does respect the Cinema global custom number of threads in the preferences! Cutting back on a couple threads really helps with overall system performance!
Still having issues rendering at 4K... Computer comes to a stand still... even with possessors disabled...
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Would it be possible to get an auto bump feature added when using displacement? It seems that trick is used by many other renderers and it does seem to help with the look of the displacement.
we are planning to do just that directly in corona core - so all plugins will get it
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Since you guys are still working on TR / DR, there is a feature that i would like to request implementing - if possible. (vray has this and its very handy)
please add an option / checkbox to select if your current machine (host) should render or just the slaves without the host (still host gets the image/layers in framebuffer ofc..)
Hi hog0,
you can do it in Cinema way by disabling "Preferences -> Render -> Team Render -> Local Settings -> Share Machine over Network" checkbox on you current (host) machine.
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Hi all,
the next daily build (2017-05-17) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg102072.html#msg102072 (https://forum.corona-renderer.com/index.php/topic,15602.msg102072.html#msg102072)
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I have a 'feature request' that I already did earlier! When adding IES file the whole path is added in texture slot and if I open that file on some other computer I also should upgrade IES file path accordingly, where in Vray it works just like any other texture that is in 'TEX' folder, basically it is looking for IES file in tex folder. Do you think it would be possible? Also that bug with 'TAKES MANAGER' that I reported earlier havent been fixed yet.
Thank you so much for the hard work guys! Cheers!
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I have a 'feature request' that I already did earlier! When adding IES file the whole path is added in texture slot and if I open that file on some other computer I also should upgrade IES file path accordingly, where in Vray it works just like any other texture that is in 'TEX' folder, basically it is looking for IES file in tex folder. Do you think it would be possible? Also that bug with 'TAKES MANAGER' that I reported earlier havent been fixed yet.
Thank you so much for the hard work guys! Cheers!
Hi Yurii,
We need more information about your feature request, can you please reply to Cestmir (https://forum.corona-renderer.com/index.php/topic,13970.msg89807.html#msg89807 (https://forum.corona-renderer.com/index.php/topic,13970.msg89807.html#msg89807))? We know about the bug connected to Take Manager, but we didn't manage to look on it yet. I would like to ask you for the patience, but I would also like to thank you for testing the daily builds.
Nikola
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Okay, I installed the daily build of beta. I am using the scene from Alpha 3. Latest daily build of beta is rendering incredibly slower than last alpha. Is it normal?
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And is it normal that in Beta 1 by the default C4D's materials are not being read? Because suddenly all the textures are black, unless I will put them into Corona materials and override the old C4D's materials.
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Okay, I installed the daily build of beta. I am using the scene from Alpha 3. Latest daily build of beta is rendering incredibly slower than last alpha. Is it normal?
I feel it much more slower too
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Okay, I installed the daily build of beta. I am using the scene from Alpha 3. Latest daily build of beta is rendering incredibly slower than last alpha. Is it normal?
Was working on an image with 6.3 which was rendered with pass limit set to 500 on an 80 cores machine in 36 mins 40 secs. Same image, same settings, same machine 1hr, 6 mins, 10 sec when using latest daily build (first one I tried). I'm still satisfied, I'm getting an incredible photorealistic interior images (which is very hard to get, even in newest Arnold 5, which is solid update). Corona image editor is a plus as are additions to the corona VFB. Good job guys. Oh, question here (apologies if this was mentioned elsewhere) - there is no image editor upon installing latest daily build on OSX as on Win OS? As for the speed change in latest daily build (have to repeat myself here - it is the only daily build I installed), I guess they will sort that out in the future.
Edit: Just a thought, I didn't try this (will do when I have time) - perhaps if I set time limit in latest daily build to about 36 mins (time in which I got an excellent image quality with 6.3), there is a chance to get comparable image quality? What I'm saying is that they maybe optimized it in a way to get good image quality with lower time/pass limits? Didn't try that (installed latest daily build yesterday), just thinking out loud here.
Edit 2: "here is no image editor upon installing latest daily build on OSX as on Win OS?" - went through all written in this thread and found an answer to this question. So, still no, Nikola yet has to port it to OSX.
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might be more relevant, if you test times to get to the same amount of noise
CIE is here, if you're unsure, just extract the contents and put wherever you feel like it
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Thanks! Will do just that, Friday afternoon. And another thing, correct me if I'm wrong, so far there is no CIE for OSX. On Win it is installed when Corona plugin is installed or manually unpacked, whichever the case.
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Can somebody tell me more about CIE? Whats that?
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CIE is an abbreviation for Corona Image Editor.
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Hi, im having problems with TeamRender. In basic sense it works with all my machines(win,mac,intel,amd) but render isnt faster in any sense? The scene im working with renders aroung 15min on my i7(6700) and around 8 on the ryzen 1700x machine. With the i7 machine and 4 clients attached to it(mixed cb score 820) even after 30min its still rendering?
Is there any secret to how to setup the corona setting to use it with TeamRender or is it faulty or what is up?
sidenote: all clients start rendering and all clients show full cpu utilisation. I dont see why it still takes much longer then on single machine
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CIE is an abbreviation for Corona Image Editor.
Interesting... Is this in any way official? Because when I see CIE, I think of the International Illumination Committee rather than Corona Image Editor :-)
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:) You're right. I should rephrase: "CIE is an abbreviation for Corona Image Editor, at least in this thread".
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More often than not I'm finding the need for Corona Image Editor on OSX. I don't wanna create additional pressure for you, approximate timespan will suffice. Also, coming from Arnold, IPR is really important for efficient workflow. I know you're at it, just inpatient to push Corona to the max in my workflow.
I started with Corona about a month ago, already getting superb interior renders quality. Good job!
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After done a new animation with Corona :
Faster, better, material thumbnails more reactive.
Good job !
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Do you happen to know what this is? It just goes on indefinitely, no matter what (C4D restart, workstation restart (win 10, two xeons). It seems OS related, on OSX such issue is not present):
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Can you please scroll to the top of console output and take a screenshot again?
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Can you please scroll to the top of console output and take a screenshot again?
Well, it's pretty much the same:
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Do you have ANY other plugins installed besides Corona?
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Sure I do. Later today I'll try removing Corona plugin folder and see what happens.
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Sure I do. Later today I'll try removing Corona plugin folder and see what happens.
Yes, removing corona plugin folder resolves an issue. However, installing Corona back, brings back issue as well. Any ideas?
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Did you try to remove all the other plugins but Corona? Removing just Corona doesn't imply that the error is caused by C (but most likely it is). ;)
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Thanks for answering! Removing all of the plugins is not going to happen anytime soon - too busy with using those plugins. They'll probably close to releasing next daily build, so I'll see how it behaves with that one.
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Hi nesha_2,
this needs more investigation. I will look on it when time allows. I am fixing the problem with licencing on some Macs, and I am also improving Team render scheduling algorithm now (it si slower than it used to be now). When these things are ready, a daily build will be released.
Nikola
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Hi nesha_2,
this needs more investigation. I will look on it when time allows. I am fixing the problem with licencing on some Macs, and I am also improving Team render scheduling algorithm now (it si slower than it used to be now). When these things are ready, a daily build will be released.
Nikola
Thanks! Found what was causing this. I have Python27 installed on the root of C:. Renamed that folder to Python27.old to remove it from path. Everything is now working fine in console.
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Last animation I've done, I did not use TeamRender.
With TeamRender, no image has been calculated. All macs were busy but nothing… Maybe my scene was too huge. I've copied my scene in all my macs, disconnected them and started render. Better feedback.
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Latest version is very stable. When are we going to see the IPR?
Thanks guys!
- Shawn
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Hi, I had a weird issue.
I worked in one PC that I had all my textures in different folders and I made a package of my scene (Save project with assets) to work away with another PC.
This worked fine so far. - When I took my updated scene back to the first PC to work again, I wanted to re-link all textures from texture manager to avoid the duplicate. I re-linked all textures correctly. In texture manager all textures were linked. But in some materials, that had 'Layer' shader or 'Filter' or both, my textures remained local, so they were missing. In texture manager those textures were correctly re-linked, but for some reason the local-to-relative path and vice versa (because I tried the opposite after) didn't work for these links. Is this Cinema4d related or is it something with the corona materials? Thanks
Hi ar06614,
this would be great in the bug-report section of the forums. Would you be OK with me moving this post there?
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OK, am I doing something wrong here? How to get Bloom&Glare pass in multi pass render? Thanks!
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Deleted
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Hi, I had a weird issue.
I worked in one PC that I had all my textures in different folders and I made a package of my scene (Save project with assets) to work away with another PC.
This worked fine so far. - When I took my updated scene back to the first PC to work again, I wanted to re-link all textures from texture manager to avoid the duplicate. I re-linked all textures correctly. In texture manager all textures were linked. But in some materials, that had 'Layer' shader or 'Filter' or both, my textures remained local, so they were missing. In texture manager those textures were correctly re-linked, but for some reason the local-to-relative path and vice versa (because I tried the opposite after) didn't work for these links. Is this Cinema4d related or is it something with the corona materials? Thanks
Hi ar06614,
this would be great in the bug-report section of the forums. Would you be OK with me moving this post there?
Yes sure!
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any news about roundedges been updated with all the max functions to c4d? right now is not possible to use it correctly for some cases...
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Would love to hear about a release date? I've been trying to convince a couple studios in my town to go full Corona C4D for a while now but it's been a bit tricky without a retail version available...
Corona C4D is so close!
Any updates on when you guys think Corona for C4D might ready for prime time?
Thanks guys! Corona - Still my favorite render engine!
- Shawn
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Hi!
Can we expect a new build anytime soon?:)
Maybe it slipped my attention, but the last release is 05.17. right?
Cheers!
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Would love to hear about a release date? I've been trying to convince a couple studios in my town to go full Corona C4D for a while now but it's been a bit tricky without a retail version available...
Corona C4D is so close!
Any updates on when you guys think Corona for C4D might ready for prime time?
Thanks guys! Corona - Still my favorite render engine!
- Shawn
Hi Shawn,
I updated Trello board https://trello.com/b/dgI8vjDb/corona-road-map-cinema-4d (https://trello.com/b/dgI8vjDb/corona-road-map-cinema-4d).
Nikola
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Thanks Nikola. Does that mean there wont be any more dailies until the Q3 release? EDIT: just realised Q3 is technically only a few weeks away. heres hoping for early Q3 release!
Really like the look of Beta 2. All three of those features are going to make such a difference. Also looking forward to the material responsiveness update. Bring on the end of the year!
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When volume material in an environment (global volume) is used, it gets removed after "remove unused materials" command (materials - function, dropdown menu). That should not be happening.
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Hi,
I moved all posts connected to slow rendering of high-resolution images to https://forum.corona-renderer.com/index.php/topic,16553.0.html (https://forum.corona-renderer.com/index.php/topic,16553.0.html), so please add new posts there.
Nikola
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Hi I have been using the daily build from 2017-05-17 fro a while but now I am getting the message that I don't have a valid license? Is there a way to fix this, I have tried removing the plugin and reinstalling it but I get the same message.
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Eeek. Sorry cant help you there but mine is due to expire on the 30th. Hope we get a new release/extension soon. I imagine we are all in the same boat.
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Thanks Rhodesy, I though I had broken it. I guess we just wait :)
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Before I report the bug, did anyone else try to disable "Cast Shadows" in the Corona Compositing tag? It doesn't appear to be working for me.
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Yes just done a test - I have the same problem. Must be a bug.
EDIT: try also disabling GI - that works but maybe not the effect your after.
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Yes just done a test - I have the same problem. Must be a bug.
EDIT: try also disabling GI - that works but maybe not the effect your after.
Indeed, looks like a bug. Thanks for helping & confirming Rhodesy! I'll make a bug report later.
Disabling GI, like you said, ain't quite going to cut it :P
One extra thing. Saving Tone Mapping settings from the VFB doesn't really work as expected. It only affects a few attributes instead of the entire Post tab. I'll make a bug report for that too.
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Confirming above... 'Cast Shadows' doesn't work.
Disabling 'Seen by GI' only, in any case disables shadows.
Yup... an old bug, already reported: ID#2226 Turning off shadows... not working (https://corona-renderer.com/bugs/view.php?id=2226)
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Confirming above... 'Cast Shadows' doesn't work.
Disabling 'Seen by GI' only, in any case disables shadows.
Yup... an old bug, already reported: ID#2226 Turning off shadows... not working (https://corona-renderer.com/bugs/view.php?id=2226)
Thanks for letting me know burnin, didn't know it was already reported :)
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Hi guys,
I'm using the latest daily build and just started experimenting with Team Render and noticed some things I just wanted to clarify (I'm aware TR is not fully implemented yet, just want to know if I'm doing something wrong or these are known bugs):
- Some settings in the Corona Camera Tag seem to get ignored. I definietly see Exposure and White Balance being ignored.
- Bloom & Glare aren't working.
- Denoising isn't working.
- Image saving isn't working.
Sorry if all this should have been discussed before, but I only found infos regarding Image Saving in the Bug Report forum. :)
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Hi all,
the next daily build (2017-06-27) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg104390.html#msg104390 (https://forum.corona-renderer.com/index.php/topic,15602.msg104390.html#msg104390)
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Thanks! I'll try it now!
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please dont forget to update the roundedge with all the functions max have, right now is not possible to use it for some situations... because the missing features.
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Problem with license on the latest daily build (6-27). See attachment. I've tried completely removing the plugin and reinstalling.
When hitting Next on the Activate testing license button, I just get an error dialog. Using MacOS with Cinema 4D version R18.041.
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Hi, would it be possible to just release an archive for the daily builds? As for my case there is an administrative restriction to execute installers of any sort. And since the installer is just unpacking files to certain locations wouldnt it just be easier to just make a zip containing all necesary files? I always use unpack files in the installer anyways - and i guess everyone who deals with 3rd party plugins and beta builds knows where to copy all files anyway.
On a sidenote. Since i use the copy method - i have some issues with the Lut library. Its always not finding it by itself. Wouldnt it be easier if there is a default path relative to the plugin folder? That way no matter which way you install corona - the Luts will always be correctly detected? Other way i could thing of is to have a folder path setting in c4d>preferences>corona tab.
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Corona Image Editor, OSX El Capitan, numerical input via keyboard is not possible, only by using up/down arrows (shift-clicking arrows doesn't work either - to allow for changing the values in larger steps). Frustrating if you want to change values fast.
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Problem with license on the latest daily build (6-27). See attachment. I've tried completely removing the plugin and reinstalling.
When hitting Next on the Activate testing license button, I just get an error dialog. Using MacOS with Cinema 4D version R18.041.
Hi Matt,
This problem has already appeared in the previous version, and I still can find the cause of it. I sent you a personal message to get more information about your problem.
Nikola
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Problem with license on the latest daily build (6-27). See attachment. I've tried completely removing the plugin and reinstalling.
When hitting Next on the Activate testing license button, I just get an error dialog. Using MacOS with Cinema 4D version R18.041.
Same problem ... it does not work C4D R16.050 OS X 10.12.5.... help me :/
Leo
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I do not know what happened .... but now everything works without me doing anything .... No error message ... all regular
Leo
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I do not know what happened .... but now everything works without me doing anything .... No error message ... all regular
Leo
Nikola happened, I guess ;-)
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I do not know what happened .... but now everything works without me doing anything .... No error message ... all regular
Leo
Nikola happened, I guess ;-)
Actually I found the cause of this bug today (mrittman helped me a lot to find the cause) but fix will be released in next daily build :-) What happened is that processing of activation request took less time than before because the bug was caused by too low value of request timeout (accidentally set).
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Nikola for president.... mrittman... vice!! ;-)
Leo
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Haha! I didn't really do much, just ran a program Nikola made and gave him the output :P
If I knew coding, I'd totally help though! Corona just keeps getting better!
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Has anyone managed to get any results out of the bloom and glare pass yet? Its been in for a few releases but it only ever comes out as black for me. Am I doing something wrong or is this an on going issue? Cheers
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Has anyone managed to get any results out of the bloom and glare pass yet? Its been in for a few releases but it only ever comes out as black for me. Am I doing something wrong or is this an on going issue? Cheers
Yeah, same here. Been asking same question, to no avail. Complete mystery. I'd guess it is safe to say it still doesn't work. And yet, perhaps we're doing something wrong ;)
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Corona Image Editor, OSX El Capitan, numerical input via keyboard is not possible, only by using up/down arrows (shift-clicking arrows doesn't work either - to allow for changing the values in larger steps). Frustrating if you want to change values fast.
I also have the same problem with OS X Sierra. When is there a correction?
Leo
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Hi All,
I have been using the most recent daily build plus the one before it for about three weeks. I am a mac user and I getting exactly the same issues across three macs (A 12 month old top spec 27inch imac, 12 month top of the range 21inch iMac, and a couple of years old mac mini). I am having issues with just random freezes causing Cinema to crash. The scenes I am render are complicated as they are architectural visualisations but no displacement is used anywhere. The crash can happen at any time, there is no pattern to it.
The other issue I have is corona also crash 100% every time before it gets below around 2% noise level, what ever version of corona I use so I have to set it to stop before then.
Finally the latest daily build is a lot slower than the alpha version on the downloads page. Also it absolutely hammers the processor, 100% activity during renders, a lot higher than other renderers I have used in the past.
Not complaining at all, loving the simplicity of corona, just thought I would report back with my issues as two out of the three macs I am using where the highest spec you could buy at the time of purchase.
If anyone has any thoughts, let me know.
Thanks,
Phil
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Been using the latest build a lot lately. Working great. I ran into an issue reading .png alphas with some SketchUp files recently... Gonna keep testing...
Keep it up guys! Corona is the best render engine for C4D hands down! Still having the massive computer slow down at higher render resolutions...
- Shawn
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Been using the latest build a lot lately. Working great. I ran into an issue reading .png alphas with some SketchUp files recently... Gonna keep testing...
Keep it up guys! Corona is the best render engine for C4D hands down! Still having the massive computer slow down at higher render resolutions...
- Shawn
I just took the 3ds max 2018 demo with Corona for a spin. There is really no comparison as to how smooth the VFB is in 3ds max compared to what I get in Cinema 4D so that part could indeed be optimized.
I am really excited about how things are being developed so keep it up devs! :)
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I've not tried the Max one but the C4D VFB is quite slow when you get to large frame sizes, especially with bloom and glare still. I've had a couple of B&G no shows on the latest beta this week even with tweaking the VFB window to refresh. Fortunately I could save to CIE and get a lightmix pass with bloom out to comp back in with the rest of the multipass in PS. Is having to sync with the PV an issue perhaps? Im still hopeing to get native 16bit PSD as an output from the VFB. I still struggle to work out why the VFB would be different in Max as it would seem like a 99% pure corona controlled environment. But like Nkilar says, Im excited about the develpment too.
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I've not tried the Max one but the C4D VFB is quite slow when you get to large frame sizes, especially with bloom and glare still. I've had a couple of B&G no shows on the latest beta this week even with tweaking the VFB window to refresh. Fortunately I could save to CIE and get a lightmix pass with bloom out to comp back in with the rest of the multipass in PS. Is having to sync with the PV an issue perhaps? Im still hopeing to get native 16bit PSD as an output from the VFB. I still struggle to work out why the VFB would be different in Max as it would seem like a 99% pure corona controlled environment. But like Nkilar says, Im excited about the develpment too.
Are you talking about the refresh until PostProcess-Settings are applied? Or are you referring to high response times in PV (e.g. lagging while panning, etc.)
The latter might be caused by a custom monitor profile which is set in preferences. If it differs from sRGB, PV will slow down.
edit: Misread your post. You're talking about VFB, not PV. Yes, it is slower than Max.
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Hi All,
I have been using the most recent daily build plus the one before it for about three weeks. I am a mac user and I getting exactly the same issues across three macs (A 12 month old top spec 27inch imac, 12 month top of the range 21inch iMac, and a couple of years old mac mini). I am having issues with just random freezes causing Cinema to crash. The scenes I am render are complicated as they are architectural visualisations but no displacement is used anywhere. The crash can happen at any time, there is no pattern to it.
The other issue I have is corona also crash 100% every time before it gets below around 2% noise level, what ever version of corona I use so I have to set it to stop before then.
Finally the latest daily build is a lot slower than the alpha version on the downloads page. Also it absolutely hammers the processor, 100% activity during renders, a lot higher than other renderers I have used in the past.
Not complaining at all, loving the simplicity of corona, just thought I would report back with my issues as two out of the three macs I am using where the highest spec you could buy at the time of purchase.
If anyone has any thoughts, let me know.
Thanks,
Phil
Well, personally, I prefer all of my 80 cores to work at 100% while rendering and as far as I'm concerned, this is the way it should behave. There should be feature for adjusting how many cores you'd like to dedicate to rendering, though. Not sure if that is present right now.
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Hi guys, with teamrender does not work surface spread?
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Well, personally, I prefer all of my 80 cores to work at 100% while rendering and as far as I'm concerned, this is the way it should behave. There should be feature for adjusting how many cores you'd like to dedicate to rendering, though. Not sure if that is present right now.
[/quote]
As I said none of my comments where complaints, mealy feeding back my experiences. I understand these are daily builds and part of us using them is to give feedback. The results from Corona are fantastic, I am just finding it a bit unstable at times.
Thanks,
Phil
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Well, personally, I prefer all of my 80 cores to work at 100% while rendering and as far as I'm concerned, this is the way it should behave. There should be feature for adjusting how many cores you'd like to dedicate to rendering, though. Not sure if that is present right now.
Simply set Thread limit in preferences. Corona also uses the C4D thread limit.
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Simply set Thread limit in preferences. Corona also uses the C4D thread limit.
That thing is great but it doesn't appear to work if you have more than 36 cores.
Its kind of weird because if I set it to 36 threads (half of all the threads) it works - 50% of all the threads my CPUs have are utilized. When I set it to anything higher than that it basically defaults to all the 72 threads so at that points its kind of a moot point to use it.
I generally want 100% utilization but there are times where something could render slower while I continue working on other scenes. C4D is great like that because it really makes managing multiple scenes easy.
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Hi all,
the next daily build (2017-07-11) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg105333.html#msg105333 (https://forum.corona-renderer.com/index.php/topic,15602.msg105333.html#msg105333)
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Hi all,
the next daily build (2017-07-11) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg105333.html#msg105333 (https://forum.corona-renderer.com/index.php/topic,15602.msg105333.html#msg105333)
Awesome! Going to test a very complex map scene I'm working on for a client tomorrow. Thanks much!!!
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Just rendered this scene out with the latest version and it seems good. This scene is a mess geometrically speaking... A bunch a Sketchup models imported... Triangle madness... Still having massive computer slowdown when rendering at higher resolutions...
I was testing Redshift for this project but it very quickly became apparent that Redshift could not handle this scene very well... Corona ate it up for breakfast, and looks better... Corona for the win!
- Shawn
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Thank you for testing Shawn. So is it better now? Do you use Picture Viewer or Corona Framebuffer for rendering? Could you please also send us a screenshot of Task manager's "Performance" tab and Corona Framebuffer's "Stats" tab during rendering? Thank you
Nikola
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Thank you for testing Shawn. So is it better now? Do you use Picture Viewer or Corona Framebuffer for rendering? Could you please also send us a screenshot of Task manager's "Performance" tab and Corona Framebuffer's "Stats" tab during rendering? Thank you
Nikola
Sure thing I will first thing Monday... Out of town till then. Thanks guys!
- Shawn
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Hi guys, newest daily build crash with multipass and VFB, but not if start render inside cinema's picture viewer.
Thanks for your works!
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Hi all,
the next daily build (2017-07-24) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037 (https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037)
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So, rendering is supposed to be faster, or what?
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Really appreciate you guys putting this core upgrade in so quickly. Great to get our hands on that impressive speed boost at the same time as the Max guys. Really going to help animation work.
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Hi all,
the next daily build (2017-07-24) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037 (https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037)
Hello, thanks for the new version. Just to clear something up and to avoid confusion, here, after installation, it says "Build timestamp: Jul 18 2017 22:20:00
Version: B1 daily Jul 18 2017 (core 1.7 DailyBuild Jul 18 2017)", not "2017-07-24" as Nikola put it above (same is in the Changelog). That is OK?
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Hi all,
the next daily build (2017-07-24) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037 (https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037)
Hello, thanks for new version. Just to clear something up and to avoid confusion, here, after installation, it says "Build timestamp: Jul 18 2017 22:20:00
Version: B1 daily Jul 18 2017 (core 1.7 DailyBuild Jul 18 2017)", not "2017-07-24" as Nikola put it above (same is in the Changelog). That is OK?
Yes,
That is OK. I built it on Jul 18 2017, but I managed to release it (so everything was tested and I was back at work) yesterday.
Nikola
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Hi all,
the next daily build (2017-07-24) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037 (https://forum.corona-renderer.com/index.php/topic,15602.msg106037.html#msg106037)
Hello, thanks for new version. Just to clear something up and to avoid confusion, here, after installation, it says "Build timestamp: Jul 18 2017 22:20:00
Version: B1 daily Jul 18 2017 (core 1.7 DailyBuild Jul 18 2017)", not "2017-07-24" as Nikola put it above (same is in the Changelog). That is OK?
Yes,
That is OK. I built it on Jul 18 2017, but I managed to release it (so everything was tested and I was back at work) yesterday.
Nikola
Thanks for the quick reply!
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Getting consistent crashes with material override in the 24/7/2017 beta. Seems to be fine with a blank material but one with textures in it crashes shortly after pressing render. Tried it with a couple of scenes and with a few different materials. Anyone else able to reproduce this?
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Getting consistent crashes with material override in the 24/7/2017 beta. Seems to be fine with a blank material but one with textures in it crashes shortly after pressing render. Tried it with a couple of scenes and with a few different materials. Anyone else able to reproduce this?
Thank you for testing. I can confirm the bug. It should not be the problem to fix it so the fix will be available in next daily build.
Nikola
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Thanks. Love the speed on the latest daily.
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Seems like the Rounded edges shader is not working as it should in the bump channel...
- Shawn
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Picture Viewer and Corona VFB goes black while rendering, after reaching a random number of passes. The render can be restored from a dumped EXR, and then exceeds the previously mentioned pass number without crashing there again. No memory peaks occured, neither was it full, and the CPU was showing normal workload as well.
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I am having major problems rendering animations via TeamRender with the latest build (2017-07-24) the client machines will not stay running. They get close to the end and error out with "out of memory or unknown error".
I need to go back to the previous build to get my project complete but all of the old build links have been broken and only lead back to build 07-24. Can we get the links fixed or can I get build 2017-07-11 for Mac.
Thanks,
-Shane
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Seems like the Rounded edges shader is not working as it should in the bump channel...
- Shawn
indeed... i reported it already for some time, the corona team knows there is missing some functions (already in max) to be able to work correctly with the shader. so lets hope they had it soon as possible.
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round edges not working?
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round edges not working?
it works, but some functions are missing, and in my case i cant use it because the missing functions... since they changed something in the round edges in the last builds.
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Hi,
Pretty sure that I've been able to layer a secondary reflection over a material with the layered material in previous builds. Does not work for me in 17-07-24.
The way I've done it before is set to enable "thin, no refraction" on the coat material. In the latest build the refraction is getting added to the base material. Just like the opacity is if that channel is used.
Maybe I am doing it wrong? what is the proper way to add a secondary reflection?
Cheers,
-
Thank you all for testing. It looks update to new core brought some problems in latest daily. The situation is as follows: Ales is working on material part of the Interactive rendering, Cestmir is working on geometry part of interactive rendering (especially on instancing - to make IR work with instances took us unexpectedly more time and it has delayed us little bit), and I am working on stabilization of Team rendering now. So I need to finish some work in Team rendering, and I am going to look at the problems from latest daily by the end of this week.
Nikola
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Thank you all for testing. It looks update to new core brought some problems in latest daily. The situation is as follows: Ales is working on material part of the Interactive rendering, Cestmir is working on geometry part of interactive rendering (especially on instancing - to make IR work with instances took us unexpectedly more time and it has delayed us little bit), and I am working on stabilization of Team rendering now. So I need to finish some work in Team rendering, and I am going to look at the problems from latest daily by the end of this week.
Nikola
Nikola any feedback when Round edge shader will have the missing functions? it was reported some time ago and confirmed by the corona team, but the shader never got updated with the missing functions.
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Hi,
Not pushing or anything, but do we have an estimation on the next update release ?
We basically have a big animation render coming at the end of next week and and after a lot of test i think that we can't make without a stable team render.
Again, not pushing, just need to start planning a bit and weighting the options :)
Thanks in advance
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Hi Aenard,
This week, there will be new daily build with stability improvements and fixes for bugs which were reported on forum and Mantis and bugs I found during intensive testing of Team render last two weeks. Denoising and adaptivity will be implemented in some next daily build.
Nikola
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Great news Nikola, were you able to fix the issue where a Team render client won't render a job submitted as a single frame? Mantis ID 0002206
Thanks,
-Shane
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I keep getting Corona crashes straight after i adjust the Multipass settings. Like if i go in and add some lightmix passes, or zdepth, or Material ID, or whatever..... during the scene parsing stage, Corona crashes and Cinema shuts down. Is this a common bug? It seems to be happening across my 3 machines.
Cheers,
Brad
-
I keep getting Corona crashes straight after i adjust the Multipass settings. Like if i go in and add some lightmix passes, or zdepth, or Material ID, or whatever..... during the scene parsing stage, Corona crashes and Cinema shuts down. Is this a common bug? It seems to be happening across my 3 machines.
Cheers,
Brad
Not been able to duplicate here - Build dated Jul 18th, Windows, C4D R18, I tried rendering, stopping, adding Multipass elements, rendering - no problem. Then tried rendering, and while in the scene parsing, adding some new multipass elements (as I wasn't sure from your description when you were adding the multipass elements), and also no problem. I was rendering in the Corona VFB. Could you share what Corona build you are using, what C4D version, whether it's with every scene, what steps you follow to reproduce?
-
Hi,
Not pushing or anything, but do we have an estimation on the next update release ?
We basically have a big animation render coming at the end of next week and and after a lot of test i think that we can't make without a stable team render.
Again, not pushing, just need to start planning a bit and weighting the options :)
Thanks in advance
Yeah...seems like the development pace has been pretty slow for the C4D version :/ Interactive Rendering seems to be getting delayed a lot. I definitely don't see it getting finished by the end of September, unfortunately. With ProRender coming out for R19, it's very tempting to resort to this route...
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I have had the same crash issues using the last few builds. It happens when I add a new light to the scene and the subsequent lightmix element. It only occurs if I have previously rendered the view without this new element. It is also known to happen when I change the resolution of the image under render settings before rendering in VFB. Tom - please let me know if you're able to reproduce. Thanks.
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Not been able to duplicate in my initial testing, admittedly just in one scene
- Open scene, add LightMix, LightSelect, add one light to the LightSelect (other lights in the scene not added to anything), render, stop render, add light, add new LightSelect, add the new light to the new LightSelect, render - all ok.
- Continuing directly from the above, changed the render resolution, hit render - all ok
-
Thanks for checking. May be something specific to my machine as I can reproduce it consistently. I can send a file if directed to the right place. It will have to be a few days, but am willing if that will help.
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A sample scene where the problem is known to occur is always useful! There's the private uploader for such things if the scene can't be shared publicly - https://corona-renderer.com/upload/ (https://corona-renderer.com/upload/) Thanks!
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Thanks for checking. May be something specific to my machine as I can reproduce it consistently. I can send a file if directed to the right place. It will have to be a few days, but am willing if that will help.
Are you Windows or Mac?
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Sorry, should have mentioned I am using a PC w/ Windows 7 Pro.
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Yep. I'm Windows 7 Ultimate with C4D R18 (latest update)... it happens most often with Lightmix updates to multipass. It seems as if corona has to crash once before it can go forward after making an update. Once i crash and restart c4d and reload the scene it behave as normal until i need to add more passes.
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bgolds99 - same exact situation here. I have been restarting C4D after such a change to lightmix. I am also using R18 with the latest Corona build. I'll send the file to support in the next couple of days.
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Rendering at 11811x8105 resolutions when applying the denoising C4D crash, these happened in 2 different and complex scenes at this high resolutions.
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I had this problem before. The only solution i found is to render it in two parts and merge them in photoshop.
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For the crash during denoising, how much memory do your machines have? I tested on a 12K x 8.5K render, just 2 passes, which used 27Gb on rendering, and peaked at about 52Gb during Denoising (varying between 31Gb and 50Gb for most of the Denoising). This was on a 64Gb machine, and it completed with no crashes.
One possible option for large images is to save as CXR with denoising set to gather for later, and use the Corona Image Editor to do the Denoising outside of the 3D application (as then there is much less memory overhead required without C4D running and the scene loaded etc).
-
One possible option for large images is to save as CXR with denoising set to gather for later, and use the Corona Image Editor to do the Denoising outside of the 3D application (as then there is much less memory overhead required without C4D running and the scene loaded etc).
Nice, I didn't know about this option. I'm struggling with 32 GB all the time and this could be nice workaround...
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One possible option for large images is to save as CXR with denoising set to gather for later, and use the Corona Image Editor to do the Denoising outside of the 3D application (as then there is much less memory overhead required without C4D running and the scene loaded etc).
So its working (super :) ), but it isn't for batch rendering. Option to save it as CXR is only in Corona VFB, so I cant put files into render queue....
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it saves CXR if you use Dump to EXR from Picture Viewer
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Could you show screenshot or be more specific please...
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it saves CXR if you use Dump to EXR from Picture Viewer
Found it. But still, you cant put couple files into render queue and select output as CXR (or dump exr)
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For the crash during denoising, how much memory do your machines have? I tested on a 12K x 8.5K render, just 2 passes, which used 27Gb on rendering, and peaked at about 52Gb during Denoising (varying between 31Gb and 50Gb for most of the Denoising). This was on a 64Gb machine, and it completed with no crashes.
One possible option for large images is to save as CXR with denoising set to gather for later, and use the Corona Image Editor to do the Denoising outside of the 3D application (as then there is much less memory overhead required without C4D running and the scene loaded etc).
My machine have 128gb memory and the scene was using about 90gb of memory.
Thanks for the info about the CXR i will use it for sure!
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Any idea when a new daily will be available? Thought there was supposed to be one last week?
Also, do you guys still think Interactive Rendering will still be ready by end of September? Looking like it may be pushed back again :/
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Removed post as I was going too quick and not paying attention to which subforum I was in, sorry.
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Anyone having shading problems with latest daily? I get vertical lines along edges. Related to nornals/phong interpretation maybe?
Cheers,
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cathor, this looks like the typical artifact caused by SSS. Look here: https://coronarenderer.freshdesk.com/support/solutions/articles/12000012390-my-sss-objects-are-faceted-
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cathor, this looks like the typical artifact caused by SSS. Look here: https://coronarenderer.freshdesk.com/support/solutions/articles/12000012390-my-sss-objects-are-faceted-
Thanks, Indeed, that solved it.
Cheers,
-
Still no daily?
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GI is greyed out... can not change...?
And VFB type can't find to set...?
Thanks.
p.s.
ahhhh.... some file was wrong... GI mode is ok, can change GI mode.
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GI is greyed out... can not change...?
And VFB type can't find to set...?
Thanks.
VFB Settings were moved to general c4d preferences in one of the latest dailies
-
Thanks for update.
In GI mode, no more path tracing, and where I can find update features/ report ...?
Thanks.
...
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Hi All,
I would like to apologize for the daily build delay. Implementation of saving the render took a whole last week because Cinema does saving in the local render on its own, but in TeamRender we must reimplement whole saving logic ourselves for some reason. So it is not rocket science, but it is very time-consuming to test implement and check all possible combinations of saving options, but we are developers so it is our job and I don't want to make excuses. Fortunately, it is ready. Today I am fixing some bugs in edge cases which I found during testing of Teamrender and tomorrow I would like to test and to fix rendering of animations in Teamrender. This should be enough to release the next daily build.
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Thanks for the update Nikola. Assuming you manage to catch all the bugs you know about and there are no new ones. Do you anticipate this will be a fully featured release for DR? I gave it a try ages ago but have steered clear since as I just couldnt take the risk with errors.
Does it support multiple nodes working on a single image?
If so can we use the VFB with it to adjust tone mapping on the fly?
Cheers
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Thanks Nikola for update.
What other feature are update or enhanced, in feature list...?
Thanks.
...
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Hey guys, is anybody here who has the same issue with round edges in the last daily build? Its not apllying...
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Same problem.
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Hey guys, is anybody here who has the same issue with round edges in the last daily build? Its not apllying...
The devs are aware of this already, unfortunately all available builds (latest daily and A6.4) are affected. So unless you're having an installer of a slightly older build on your hdd, there's no workaround right now.
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Hi All,
I would like to apologize for the daily build delay. Implementation of saving the render took a whole last week because Cinema does saving in the local render on its own, but in TeamRender we must reimplement whole saving logic ourselves for some reason. So it is not rocket science, but it is very time-consuming to test implement and check all possible combinations of saving options, but we are developers so it is our job and I don't want to make excuses. Fortunately, it is ready. Today I am fixing some bugs in edge cases which I found during testing of Teamrender and tomorrow I would like to test and to fix rendering of animations in Teamrender. This should be enough to release the next daily build.
Thanks for letting us know you're progressing from week to week. Really looking forward to your next build!
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Adding a multi-pass (compositing tag) in scene, at render command c4d quits.
Please check this also in new beta... if possible.
Thanks.
...
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i somehow cannot activate the current beta.. when i go to the link "https://corona-renderer.com/customer-zone/alpha" i get a 404 return.. is this a temp problem on your end or did i mess up something !? im in the middle of a project and cant renew the activation :S
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i somehow cannot activate the current beta.. when i go to the link "https://corona-renderer.com/customer-zone/alpha" i get a 404 return.. is this a temp problem on your end or did i mess up something !? im in the middle of a project and cant renew the activation :S
Hi and sorry about that! We know about this issue and our IT guy is working on it! It should be fixed soon. We'll let you know when the C4D activation page is back online.
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thanks a lot ;)
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It's online again! Thanks for your patience
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Still no daily build 0_o
C4D is supposed to get interactive rendering by September 15... that ain't happenin.
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Still no daily build 0_o
C4D is supposed to get interactive rendering by September 15... that ain't happenin.
Hey Matt!
We understand that you are a bit disappointed with the recent lack of daily builds in the C4D plugin, but rest assured that we're working hard on making the interactive functional by the deadline that we set. We managed to overcome the biggest hurdle and that is the C4D part of the IR and currently are working on updating the Corona side - scene data, lights, etc... This means that we already have a semi-functional prototype, which restarts the renderer every time you make a change in the IR but of course we want it to only update the changed objects. I think that the September 15th deadline is pretty realistic for a first release candidate.
Believe me that we would love to give you guys something to play with ASAP, but please look at it this way - if there's too many bugs and if it does not work the way the final version is planned to, many people would only be disappointed and we don't want that. We rather want to give you something more decent, which in turn also helps us get more constructive criticism.
Cestmir
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Hello Cestmir. Sounds great! Thanks!
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Thanks for the update houska :) That makes me feel a lot better. I just have high hopes for Corona, unlike a lot of other software out there right now. Really looking forward to the rebuilt material system. Thanks again!
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Thanks for the update Cestmir. Is it possible to use the optimised ipr system with the c4d material preview ball / scene? It's a bit sluggish at the moment as I'm sure you are aware, especially when you create a larger window of it, so I'm hoping it's possible to just update the changes made by the particular channel whilst keeping the rest in ram?
Thanks for all your efforts
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Hi all,
the next daily build (2017-08-29) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg108206#msg108206 (https://forum.corona-renderer.com/index.php?topic=15602.msg108206#msg108206)
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Getting consistent crashes with material override in the 24/7/2017 beta. Seems to be fine with a blank material but one with textures in it crashes shortly after pressing render. Tried it with a couple of scenes and with a few different materials. Anyone else able to reproduce this?
Hi Rob,
I am consolidating the bugs since the 2017-07-24 daily build right now, and it looks this bug is solved in 2017-08-29 (today's) daily build. Can you please confirm it? Thank you
Nikola
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I keep getting Corona crashes straight after i adjust the Multipass settings. Like if i go in and add some lightmix passes, or zdepth, or Material ID, or whatever..... during the scene parsing stage, Corona crashes and Cinema shuts down. Is this a common bug? It seems to be happening across my 3 machines.
Cheers,
Brad
Hi Brad,
I can't reproduce the problem. Can you please test it in the 2017-08-29 (today's) daily build? Thank you.
Nikola
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yes work! thanks :)
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Windows 10 - ok
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I looked further in details while working on current project. The changes are very pleasant!!! Thank you PPL!
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Thanks Nikola for latest beta (29/8). working well.
1st crash:
Corona Bitmap Shader:
1- If image already have in texture slot and selected Corona Bitmap, C4D halt.
2- first select Corona Bitmap.... then place texture, works well.
please confirm if anyone tested this.
compositing image tag/ multi-pass works well till now, in older beta (24/7) it was quitting.
few days off... I will do more tests.
thanks.
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Thanks for the update Cestmir. Is it possible to use the optimised ipr system with the c4d material preview ball / scene? It's a bit sluggish at the moment as I'm sure you are aware, especially when you create a larger window of it, so I'm hoping it's possible to just update the changes made by the particular channel whilst keeping the rest in ram?
Thanks for all your efforts
We know about the material preview sluggishness and will try to fix it in the upcoming release. That said, the IPR is primarily meant for large scenes where it makes sense to unly update the changed objects. With the material preview however, recreating the whole scene is not such a big deal and it's not what makes the preview unresponsive. What does slow it down is Cinema4D's threading system, which is kind of limited to say the least. But we'll try to find a way around this :-)
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I keep getting Corona crashes straight after i adjust the Multipass settings. Like if i go in and add some lightmix passes, or zdepth, or Material ID, or whatever..... during the scene parsing stage, Corona crashes and Cinema shuts down. Is this a common bug? It seems to be happening across my 3 machines.
Cheers,
Brad
Hi Brad,
I can't reproduce the problem. Can you please test it in the 2017-08-29 (today's) daily build? Thank you.
Nikola
No problems Nikola. I will try the latest daily and report back.
Regarding the sluggish material viewport - I'm not sure if this has been mentioned around here, but a while back i read somewhere a tip to disable the windows automatic updates service, and that fixed the problem for me. I'm on Windows 7 for all my machines... not sure if it helps in Win 8 or 10 though.
Cheers,
Brad
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I like everything.
But
1) I can see increased time for render start
2) Memory usage for precalculaton increased aprox. twice
When I'll render my project in final quality I will update my point of view
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Thanks for the update Cestmir. Is it possible to use the optimised ipr system with the c4d material preview ball / scene? It's a bit sluggish at the moment as I'm sure you are aware, especially when you create a larger window of it, so I'm hoping it's possible to just update the changes made by the particular channel whilst keeping the rest in ram?
Thanks for all your efforts
We know about the material preview sluggishness and will try to fix it in the upcoming release. That said, the IPR is primarily meant for large scenes where it makes sense to unly update the changed objects. With the material preview however, recreating the whole scene is not such a big deal and it's not what makes the preview unresponsive. What does slow it down is Cinema4D's threading system, which is kind of limited to say the least. But we'll try to find a way around this :-)
Thanks Cestmir. I was hoping for that continuous refreshing style of adjustments. I'm more thinking of when you have detached a larger window for refining the material with a big preview ball. Currently it's wait wait wait, there you go. If there was a way to get it to live resolve that would be satisfying and if you think it's looking ok you can wait for the clean result but if you can see there are things that need adjusting you don't need to wait for ages to see them. If there is any way to wrestle texture loading / storing in cache away from c4d that would be nice too.
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Thanks Nikola for latest beta (29/8). working well.
1st crash:
Corona Bitmap Shader:
1- If image already have in texture slot and selected Corona Bitmap, C4D halt.
2- first select Corona Bitmap.... then place texture, works well.
please confirm if anyone tested this.
Ran exactly into the same issue with the Bitmap Shader, luckily the crashdump saves well but it's kinda annoying.
I also had several crashes trying to render files done with the previous builds.(especially with increased resolution..it seems)
But it's more of a roulette thing. Usually at 2-3. render after changing camera position or as mentioned image size. Sometimes it doesn't.
The recovery files in the bugreports directory(appdata/roaming/maxon/c4d ...) seem to work better after the first crash.
OpenGL Editor preview sometimes won't show the textures after opening file from previous build. recalculating materials, switching on/off, changing preview res. and reapplying didn't work, then crash on render. (using an nvidia gtx 1080, latest drivers for viewport, can post dxdiag if it helps)
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Thanks Nikola for latest beta (29/8). working well.
1st crash:
Corona Bitmap Shader:
1- If image already have in texture slot and selected Corona Bitmap, C4D halt.
2- first select Corona Bitmap.... then place texture, works well.
please confirm if anyone tested this.
compositing image tag/ multi-pass works well till now, in older beta (24/7) it was quitting.
few days off... I will do more tests.
thanks.
This may be a regression then. Same appeared on R19 but was then fixed.
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Thanks Cestmir. I was hoping for that continuous refreshing style of adjustments. I'm more thinking of when you have detached a larger window for refining the material with a big preview ball. Currently it's wait wait wait, there you go. If there was a way to get it to live resolve that would be satisfying and if you think it's looking ok you can wait for the clean result but if you can see there are things that need adjusting you don't need to wait for ages to see them. If there is any way to wrestle texture loading / storing in cache away from c4d that would be nice too.
I can see now how that can be useful. As I said, we know about the issue and will be looking into it in the near future. Thanks for your thoughts! :-)
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Hi all,
the next daily build (2017-08-31) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg108474#msg108474 (https://forum.corona-renderer.com/index.php?topic=15602.msg108474#msg108474)
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Is this using the latest core? with dispersion!??
When will we see the IPR?
Looking so close!!!
Thanks so much!!!
- Shawn
-
We understand that you are a bit disappointed with the recent lack of daily builds in the C4D plugin, but rest assured that we're working hard on making the interactive functional by the deadline that we set. We managed to overcome the biggest hurdle and that is the C4D part of the IR and currently are working on updating the Corona side - scene data, lights, etc... This means that we already have a semi-functional prototype, which restarts the renderer every time you make a change in the IR but of course we want it to only update the changed objects. I think that the September 15th deadline is pretty realistic for a first release candidate.
Cestmir
-
We understand that you are a bit disappointed with the recent lack of daily builds in the C4D plugin, but rest assured that we're working hard on making the interactive functional by the deadline that we set. We managed to overcome the biggest hurdle and that is the C4D part of the IR and currently are working on updating the Corona side - scene data, lights, etc... This means that we already have a semi-functional prototype, which restarts the renderer every time you make a change in the IR but of course we want it to only update the changed objects. I think that the September 15th deadline is pretty realistic for a first release candidate.
Cestmir
That is great!!!!
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i have 2 questions related to the latest beta:
1. whats the "standalone" in install? i cannot find it after installation - what does it do? - is it needed on "slaves" for DR ?
2. teamrender is there, yes but what about corona DR? am i missing something here or how can i enable corona DR?
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Thanks! Doing great!
Where can I find "autosave on render end" option? It seems like gone?
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i have 2 questions related to the latest beta:
1. whats the "standalone" in install? i cannot find it after installation - what does it do? - is it needed on "slaves" for DR ?
2. teamrender is there, yes but what about corona DR? am i missing something here or how can i enable corona DR?
Yep. Mind giving us a quick answer to this question?
UPDATE: Found this, but it is for Max. Looks like the same applies to C4D: https://coronarenderer.freshdesk.com/support/solutions/articles/5000547357-how-to-render-using-corona-standalone-
Still not sure what the regular C4D user would use it for.
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SA is for rendering without c4d & corona plugin (usually on the node). But it seems there's no option to export the scene (neither in dev./experimental stuff)?
TeamRender is C4D specific & a bit problematic.
Tho much less if you have Bonjour (https://support.apple.com/kb/DL999?viewlocale=en_US&locale=en_US) installed.
Q: With the merger some of VRay's DR tech will be used?
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I donn know ppl... I'm having really loooong render this time, comparing to hotfix 4. Has anyone noticed the same?
-
Hi all,
the next daily build (2017-09-04) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg108734#msg108734 (https://forum.corona-renderer.com/index.php?topic=15602.msg108734#msg108734)
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i have 2 questions related to the latest beta:
1. whats the "standalone" in install? i cannot find it after installation - what does it do? - is it needed on "slaves" for DR ?
2. teamrender is there, yes but what about corona DR? am i missing something here or how can i enable corona DR?
Hi,
You can find the Corona Standalone in "/Applications/Corona Standalone". It is standalone rendering solution which can open scenes in Corona Standalone format (*.scn files). Export to this format is not implemented in Cinema 4D yet (will be implemented in Beta 2). I just added it into the installer because macOS version was not distributed in any way (some people use it for their exporter scripts, e.g. Blender exporter to Corona Standalone format). It is not needed on slaves for TR. DR is not implemented in Corona for Cinema 4D plugin because it duplicates the functionality of TR and because TR is integrated solution we prefer to improve its integration with Corona.
Nikola
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SA is for rendering without c4d & corona plugin (usually on the node). But it seems there's no option to export the scene (neither in dev./experimental stuff)?
TeamRender is C4D specific & a bit problematic.
Tho much less if you have Bonjour (https://support.apple.com/kb/DL999?viewlocale=en_US&locale=en_US) installed.
Q: With the merger some of VRay's DR tech will be used?
Hi,
We haven't discussed this question yet. Now the plan is to improve the Team Rendering to be usable as much as possible.
Nikola
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I donn know ppl... I'm having really loooong render this time, comparing to hotfix 4. Has anyone noticed the same?
Hi,
would it be possible to send us the minimal scene which renders fast in Hotfix 4 and still causes the slow rendering in the latest Beta (it can be a simple cube with one material if it will still cause the slowdown)?
Nikola
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Hi,
Pretty sure that I've been able to layer a secondary reflection over a material with the layered material in previous builds. Does not work for me in 17-07-24.
The way I've done it before is set to enable "thin, no refraction" on the coat material. In the latest build the refraction is getting added to the base material. Just like the opacity is if that channel is used.
Maybe I am doing it wrong? what is the proper way to add a secondary reflection?
Cheers,
Sorry but need to bump my own question from a couple of pages back. Maybe someone can help me out with this.
Cheers,
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@cathor
would you mind sharing a scene file? or even better yet, create a thread with an example and everything described (so anyone after can observe & solve an issue)
@Nikola
Thank you
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Thanks Nikola for latest beta (29/8). working well.
crash:
Corona Bitmap Shader:
If image already have in texture slot and selected Corona Bitmap, C4D halt.
After this two beta released and still not fixed, I think this did not noticed or this crash only I have, other user dont have this crash.
...
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Thanks Nikola for latest beta (29/8). working well.
crash:
Corona Bitmap Shader:
If image already have in texture slot and selected Corona Bitmap, C4D halt.
After this two beta released and still not fixed, I think this did not noticed or this crash only I have, other user dont have this crash.
...
Hi iacdxb,
I created new material, added image to Diffuse texture slot by clicking on ( ... ) button and then I replaced Cinema bitmap shader with Corona bitmap shader by clicking on ( |> ) button and selecting the Corona -> Bitmap (this is what I understand from your description) and it works on my computer. So I would like to ask you what is the exact procedure to reproduce the bug? Thank you
Nikola
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when will it be integrated the automated save of the CXR file? so you can use render queues.
thanks
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when will it be integrated the automated save of the CXR file? so you can use render queues.
thanks
Hi Fabio,
I will look on it next week, but I can't promise you when it will be ready because we never used this part of Cinema API before.
Nikola
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when will it be integrated the automated save of the CXR file? so you can use render queues.
thanks
Hi Fabio,
I will look on it next week, but I can't promise you when it will be ready because we never used this part of Cinema API before.
Nikola
ok I hope soon, because now it is impossible to program a render queue with crx files.
thanks a lot of good work!
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Nikola - I can confirm the crash when switching to Corona Bitmap shader. It happens every time. It does not happen if you select Corona Bitmap Shader first and then add your image.
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Nikola - I can confirm the crash when switching to Corona Bitmap shader. It happens every time. It does not happen if you select Corona Bitmap Shader first and then add your image.
Thanks for testing, so I am not alone in this crash.
...
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Thanks Nikola for latest beta (29/8). working well.
crash:
Corona Bitmap Shader:
If image already have in texture slot and selected Corona Bitmap, C4D halt.
After this two beta released and still not fixed, I think this did not noticed or this crash only I have, other user dont have this crash.
...
Hi iacdxb,
I created new material, added image to Diffuse texture slot by clicking on ( ... ) button and then I replaced Cinema bitmap shader with Corona bitmap shader by clicking on ( |> ) button and selecting the Corona -> Bitmap (this is what I understand from your description) and it works on my computer. So I would like to ask you what is the exact procedure to reproduce the bug? Thank you
Nikola
@Nikola, kmwhitt tested it also.
...
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Finally I successfully reproduced the bug. Looking what is the problem now.
Nikola
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Hi all,
the next daily build (2017-09-05) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg108831#msg108831 (https://forum.corona-renderer.com/index.php?topic=15602.msg108831#msg108831)
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Hi,
there is some problem with the statistics, the noise level decreases and then increases, it does so many times. Even the estimated time is not true
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Hi all,
the next daily build (2017-09-05) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg108831#msg108831 (https://forum.corona-renderer.com/index.php?topic=15602.msg108831#msg108831)
WOW.... that's why I love "Corona"
Thanks Nikola for update.
...
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Yeah, thx for sure! Fast reaction!
*text censored by myself*.
I am glad the Corona team will keep developing the bridge to C4D.
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Hi All,
I am a mac user and have been testing daily builds every time they come out and have to keep reverting to the Alpha version that is on the downloads page of the main site. I understand that these versions may be unstable. Are any other mac users having similar problems?
I am keeping displacement off on all materials but I do use lightmix.
Phil
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Hi All,
I am a mac user and have been testing daily builds every time they come out and have to keep reverting to the Alpha version that is on the downloads page of the main site. I understand that these versions may be unstable. Are any other mac users having similar problems?
I am keeping displacement off on all materials but I do use lightmix.
Phil
Mixed user here. Love working on mac and it crashes with large scenes (typically when trying to move camera), but ONLY occasionally whereas with the same scene Win machine does not. I do think it has something to do with the fact the scene is large and Mac machine has 16 Gb of RAM, whereas win machine has 64. When working on smaller scenes I don't have such problems with Corona. Pretty stable so far (except for few known issues). Worth mentioning I'm still on 10.11.6. Have had problems with Sierra, so I'll stay with El Crap for the time being (or until I switch completely to win machines - a lot of field work - waiting to see whether good win laptops with latest AMD (perhaps threadripper) or latest core i9 mobile versions will appear - which may never happen due to the power consumption of such beasts).
-
it the latest beta daily built working with the latest R19 c4d studio osx??
i'd like to test it with the new c4d version...
-
Hi All,
I am a mac user and have been testing daily builds every time they come out and have to keep reverting to the Alpha version that is on the downloads page of the main site. I understand that these versions may be unstable. Are any other mac users having similar problems?
I am keeping displacement off on all materials but I do use lightmix.
Phil
i'm a mac users and I'm still using the a6.1 version cause i find it more stable than other.. so it still have the normal bump problem, and now i'd like to procede in this way:
- using the latest a6.4 alpha version that you mention with r17 for doing the actual project
- testing the latest daily beta built with the latest c4d r19 version but i'd like to know if the daily built are compatible with r19 c4d..
thanks
-
i'm a mac users and I'm still using the a6.1 version cause i find it more stable than other.. so it still have the normal bump problem, and now i'd like to procede in this way:
- using the latest a6.4 alpha version that you mention with r17 for doing the actual project
- testing the latest daily beta built with the latest c4d r19 version but i'd like to know if the daily built are compatible with r19 c4d..
thanks
That is pretty much how I am working, would be good to get a more stable version that has the normal/bump problem solved.
-
i'm a mac users and I'm still using the a6.1 version cause i find it more stable than other.. so it still have the normal bump problem, and now i'd like to procede in this way:
- using the latest a6.4 alpha version that you mention with r17 for doing the actual project
- testing the latest daily beta built with the latest c4d r19 version but i'd like to know if the daily built are compatible with r19 c4d..
thanks
in the alpha a6.4 the normal bump is solved... as someone told me they works in the same way of the beta daily built...
That is pretty much how I am working, would be good to get a more stable version that has the normal/bump problem solved.
do you know if the latest daily built or the alpha 6.4 is compatible with R19 c4d ??
-
Hi All,
I am a mac user and have been testing daily builds every time they come out and have to keep reverting to the Alpha version that is on the downloads page of the main site. I understand that these versions may be unstable. Are any other mac users having similar problems?
I am keeping displacement off on all materials but I do use lightmix.
Phil
Mixed user here. Love working on mac and it crashes with large scenes (typically when trying to move camera), but ONLY occasionally whereas with the same scene Win machine does not. I do think it has something to do with the fact the scene is large and Mac machine has 16 Gb of RAM, whereas win machine has 64. When working on smaller scenes I don't have such problems with Corona. Pretty stable so far (except for few known issues). Worth mentioning I'm still on 10.11.6. Have had problems with Sierra, so I'll stay with El Crap for the time being (or until I switch completely to win machines - a lot of field work - waiting to see whether good win laptops with latest AMD (perhaps threadripper) or latest core i9 mobile versions will appear - which may never happen due to the power consumption of such beasts).
Hi,
I am sorry for the crashes but to be able to fix them we must reproduce the problem. I will try to create a scene with a lot of geometry, materials and lights (it does not have to be a meaningful scene only the count of objects matters) and I will try to reproduce it. Could I ask you to do the same to see if you can reliably reproduce the crash? Thank You
Nikola
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I am sorry for the crashes but to be able to fix them we must reproduce the problem. I will try to create a scene with a lot of geometry, materials and lights (it does not have to be a meaningful scene only the count of objects matters) and I will try to reproduce it. Could I ask you to do the same to see if you can reliably reproduce the crash? Thank You
Nikola
hi nicola, what about the compatibility of A6.4 and the daily beta built with c4d R19 ???
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i'm a mac users and I'm still using the a6.1 version cause i find it more stable than other.. so it still have the normal bump problem, and now i'd like to procede in this way:
- using the latest a6.4 alpha version that you mention with r17 for doing the actual project
- testing the latest daily beta built with the latest c4d r19 version but i'd like to know if the daily built are compatible with r19 c4d..
thanks
in the alpha a6.4 the normal bump is solved... as someone told me they works in the same way of the beta daily built...
That is pretty much how I am working, would be good to get a more stable version that has the normal/bump problem solved.
do you know if the latest daily built or the alpha 6.4 is compatible with R19 c4d ??
Hi walterfog,
Yes it is compatible, please see the changelog https://forum.corona-renderer.com/index.php?topic=15602.msg108734#msg108734 (https://forum.corona-renderer.com/index.php?topic=15602.msg108734#msg108734). Normal mapping and bump mapping works in Alpha and Beta in the same way and we think that Normal mapping works correctly. Bump mapping is now discussed in separate topic https://forum.corona-renderer.com/index.php?topic=17216.0 (https://forum.corona-renderer.com/index.php?topic=17216.0) and if you believe that normal mapping doesn't work correctly could I ask you to create a new separate topic also for normal mapping problem with examples what is your expectation how the normal mapping should work? Thank you
Nikola
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Hi walterfog,
Yes it is compatible, please see the changelog https://forum.corona-renderer.com/index.php?topic=15602.msg108734#msg108734 (https://forum.corona-renderer.com/index.php?topic=15602.msg108734#msg108734). Normal mapping and bump mapping works in Alpha and Beta in the same way and we think that Normal mapping works correctly. Bump mapping is now discussed in separate topic https://forum.corona-renderer.com/index.php?topic=17216.0 (https://forum.corona-renderer.com/index.php?topic=17216.0) and if you believe that normal mapping doesn't work correctly could I ask you to create a new separate topic also for normal mapping problem with examples what is your expectation how the normal mapping should work? Thank you
Nikola
hi nikola... thanks for your reply... i believe that normal and bump maps works fine... but I don't test it yet cause first i would like to know if latest alpha and ultimate dally built beta are compatible with c4d r19... now after your reply I could try to test it... thanks again... walter
-
Hi All,
I am a mac user and have been testing daily builds every time they come out and have to keep reverting to the Alpha version that is on the downloads page of the main site. I understand that these versions may be unstable. Are any other mac users having similar problems?
I am keeping displacement off on all materials but I do use lightmix.
Phil
Mixed user here. Love working on mac and it crashes with large scenes (typically when trying to move camera), but ONLY occasionally whereas with the same scene Win machine does not. I do think it has something to do with the fact the scene is large and Mac machine has 16 Gb of RAM, whereas win machine has 64. When working on smaller scenes I don't have such problems with Corona. Pretty stable so far (except for few known issues). Worth mentioning I'm still on 10.11.6. Have had problems with Sierra, so I'll stay with El Crap for the time being (or until I switch completely to win machines - a lot of field work - waiting to see whether good win laptops with latest AMD (perhaps threadripper) or latest core i9 mobile versions will appear - which may never happen due to the power consumption of such beasts).
Hi,
I am sorry for the crashes but to be able to fix them we must reproduce the problem. I will try to create a scene with a lot of geometry, materials and lights (it does not have to be a meaningful scene only the count of objects matters) and I will try to reproduce it. Could I ask you to do the same to see if you can reliably reproduce the crash? Thank You
Nikola
It is OK, no need to be sorry. You're doing great so far. I cannot reproduce crashes reliably myself, unfortunately. For example, the scene I was working on yesterday was a massive one - not a single crash. So go figure. Could be that the new daily build fixed something or it just decided not to crash on me. Btw, while working on that same massive scene I noticed that Region render doesn't work properly or at least, the way it worked before. Now when starting render and marking render region, it doesn't start to render just that region but keeps rendering the whole thing. I have to restart render for render region to have effect. Conversely, when disabling/removing render region while rendering, whole scene doesn't start to render, it keeps rendering just the render region. Hope this won't be the way it is going to work from now on, because for big scenes it does matter it to behave as before. Thanks.
P.S. It is a real pity shadow catcher is not implemented yet. Include/Exclude tab in the light material is not functional yet?
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Hi Nikola,
Beta one is in testing, any idea when "Shadow Catcher" is going to be added...?
Thanks.
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Hi all, doing some test with the latest build and Cinema R19. There's a problem with the render region in VFB: it doesn't work, the rendering process ignores the region.
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Hi all, doing some test with the latest build and Cinema R19. There's a problem with the render region in VFB: it doesn't work, the rendering process ignores the region.
Hi, read what I wrote above (second post above). Perhaps you need to restart the render.
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Thanks Nesha, I'll try that way.
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Hi all, doing some test with the latest build and Cinema R19. There's a problem with the render region in VFB: it doesn't work, the rendering process ignores the region.
Works fine on r18
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and if you believe that normal mapping doesn't work correctly could I ask you to create a new separate topic also for normal mapping problem with examples what is your expectation how the normal mapping should work? Thank you
Nikola
hi niKola,
I made some test with normal map in the last daily beta built, and as you ask me I opened this thread to discuss the results:
https://forum.corona-renderer.com/index.php?topic=17406.0
in my opinion normal map, with shader corona normal, still have serious problem and don't work in the right way. take a look and let me know you opinion. I attach the JPG results in highres and also the scene with the normal I used.
best
walter
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Hi Devs,
Just wanting to ask what operating system you are using on your development machines? I'm still having big issues with lots of crashes when multipass is enabled (on big scenes). There is no mention of these issues for most people and i would imagine if you were getting them, you would have fixed the issue by now.... so I'm figuring that maybe my older operating system (windows 7) may be the problem? is this likely?
I have 3 machines all running windows 7 ultimate, and the issue is consistent between them.
Cheers,
Brad
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Hi Devs,
Just wanting to ask what operating system you are using on your development machines? I'm still having big issues with lots of crashes when multipass is enabled (on big scenes). There is no mention of these issues for most people and i would imagine if you were getting them, you would have fixed the issue by now.... so I'm figuring that maybe my older operating system (windows 7) may be the problem? is this likely?
I have 3 machines all running windows 7 ultimate, and the issue is consistent between them.
Cheers,
Brad
Hi Brad,
I use MacBook Pro (2,2 GHz Intel Core i7, 4 Cores) with macOS Sierra, Cestmir uses (3,2 GHz Intel Core i7, 8 Cores) with Windows 10 and Ales uses some powerful Core i7 notebook with Windows 10. I will try to reproduce the bug on Windows 7 virtual machine to see if it is the problem.
Nikola
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OK cool.
Thanks Nikola
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Hi,
Just a quick one, is there any plans to support Substance materials without having to rebuild them as a corona material now cinema supports then natively?
Thanks,
Phil
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++++++++++++++++++++++++++++++++++++++++1
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Just a quick one, is there any plans to support Substance materials without having to rebuild them as a corona material now cinema supports then natively?
Well, the problem is that this would only work for people, who have C4D 18 and higher, whereas Corona supports versions back to C4D 14. But we'll think about it...
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There's the substance official plugin for c4d with the exact same tools. That came out before the adoption into the new release.
https://www.allegorithmic.com/substance-cinema4d
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Quick question :) Are the new image sampler and other performance updates going to be present in the upcoming dailies as well? The speed improvements on the 3ds Max side are something else :)
Thanks!
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Quick question :) Are the new image sampler and other performance updates going to be present in the upcoming dailies as well? The speed improvements on the 3ds Max side are something else :)
Thanks!
Agree! Looks like 3ds Max version is faster!
-
With some scenes i tested daily before the new image sampler was added and after and couldnt find much speed improvements even in scenes that are just lit by hdri. Tried different lighting and scene types and there is no real benefit. Surely sth to investigate on.
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With some scenes i tested daily before the new image sampler was added and after and couldnt find much speed improvements even in scenes that are just lit by hdri. Tried different lighting and scene types and there is no real benefit. Surely sth to investigate on.
Really? My God! Why is this all sooo 3ds-oriented?! Can't those ppl see that Cinema 4d has way MORE faster and intuitive worlflow?! Please, RL, give us full-speed version of you great product!
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i wasnt talking about 3ds. I just compared the daily c4d builds pre and after they added the new sampler and cant realy notice much of a difference.. has nothing todo with 3ds ;)
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i wasnt talking about 3ds. I just compared the daily c4d builds pre and after they added the new sampler and cant realy notice much of a difference.. has nothing todo with 3ds ;)
I understand this. But I was looking some videos of 3ds/Corona and it looks much faster. I guess some comoare test woukd be useful.
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From my "observation" the 3ds Max version is noticeably faster since they implemented all the new stuff :) I wonder how these core updates are going to be handled for the c4d plugin...
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i wasnt talking about 3ds. I just compared the daily c4d builds pre and after they added the new sampler and cant realy notice much of a difference.. has nothing todo with 3ds ;)
DMC was never faster for me either.
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Me neither. Part of me wishes DMC never came into the picture. Seems like it has introduced more noise into my scenes.
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but there must be sth wrong .. they claim improvements up to 2x not seeing even a slight improvement makes no sense to me. And they also demo'd the differences and it should be faster in certain cases.
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On the other hand, I just tried to render some scene in 3ds/Corona, and if not compare to heavy c4d secenes, in simple workflows I cant see speed difference. So I am confused :(
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Funny how that works :) I've seen speedups in most of my renders... Noticeable speedups! There is a thing that you can't just blindly set the pass amount / noise limit but look at the image visually after a set amount of time. I believe thats what Ondra said in the Daily Build thread too.
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Funny how that works :) I've seen speedups in most of my renders... Noticeable speedups! There is a thing that you can't just blindly set the pass amount / noise limit but look at the image visually after a set amount of time. I believe thats what Ondra said in the Daily Build thread too.
Yes, I must agree! Usually I render to get 4% of noise, but after installing daily build of August, 28 it seems that we get less noise even at 6%. That is why I am confused. For now my decision is to stay with C4d and Corona.
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Funny how that works :) I've seen speedups in most of my renders... Noticeable speedups! There is a thing that you can't just blindly set the pass amount / noise limit but look at the image visually after a set amount of time. I believe thats what Ondra said in the Daily Build thread too.
Yes, I must agree! Usually I render to get 4% of noise, but after installing daily build of August, 28 it seems that we get less noise even at 6%. That is why I am confused. For now my decision is to stay with C4d and Corona.
Yup, it has caused some confusion in the 3ds Max part of the forums too. Bottom line is the new performance updated should make the render clear up visible noise faster but overall, time : time, it doesn't change much. So basically you need to put in a higher noise value (from 4% to 6%) and that will still produce a clearer image faster.
I am guessing its because the new image sampler focuses on the "visible" areas more and so whatever is in the dark / should not be visible still is noisey but overall the image looks clearer.
My 5 cents ;)
edit:
Turns out the new sampler is already in.
"Changes in 2017-07-24 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8):
Added new and improved image sampler, capable up to 100% speedups, on by default for all new and old scenes"
I do wonder if the adaptive lights thing is coming / is over too :)
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I must agree, but it would be intetesting to hear the develooer's ideas!
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Yup, it has caused some confusion in the 3ds Max part of the forums too. Bottom line is the new performance updated should make the render clear up visible noise faster but overall, time : time, it doesn't change much. So basically you need to put in a higher noise value (from 4% to 6%) and that will still produce a clearer image faster.
Hi Nejc,
You are right. The new sampler produces visible clearer image for the same value of noise limit than older samplers so when you want to make renderer clear up visible noise faster simple increase the value of noise limit exactly as you wrote.
Nikola
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Will we be getting a fix for rounded edges not working in the upcoming beta? Im really missing it with the latest release. Thanks
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+1 for rounded edges working again, this feature is missing with the latest alpha and beta.
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+1 for rounded edges
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Have you guys already fixed the rounded edges issue internally but waiting to release the next beta? If you have is there any chance you can release it as a daily? Or is there a way to roll back that part of the material editor but keep all the new sampler enhancements? Just till you can figure out whats going on with the new beta and we can still have our rounded edges. Horrible losing functionality especially when it effects the quality of the final image so much.
Failing that what was the last beta that had them working? I really need them for a project I'm working on.
Thanks
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Hi Forum,
As far as using Corona for any URGENT projects or PRODUCTION... Just don't go there! Give the guys a break. We are in BETA and doing a FANTASTIC job :-) X. A full production version is way off yet. We are all keen to have the full version but come on guys
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Certainly not knocking the efforts of the guys, they are doing a fantastic job indeed. I'm also happy to wait for all the new features I just wasn't expecting to lose such a well established one like round edge a few versions ago as it has been in for ages. I've been using corona in production for a couple of years and it's always delivered aside from a few work arounds here and there. Fortunately the bevel deformer is working its magic on the major elements in this scene so I might get away with it in this case. But thought if there was a fix for this already done, I for one wouldn't be disappointed if the next daily wasn't 'the big one'! ;-)
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i'm doing tests with the latest beta built available but i have to say that the VFB just does not work .. we are talking about c4d R19 and osx 10.9.5 mavericks ... the problems they encounter are essentially interface. Once the render is launched, and trying to play with lightmix, the interface goes wrong almost immediately ... after a while the lighmix is no longer updated ... set a value of a light but the VFB does not update ... if you use the TAB to move from one light to another, it does not work ... if it stops rendering then it is no longer possible to relaunch it because the button makes it stays GRAY and you can not click it ... you have to always go out and come back on C4D until at some point cinema is being crashed and even you have to turn off your computer because even if forced output, corona and cinema do not close … I try to made a new scene and using corona but the same things happens…
anyone OSX users have the same problems with the latest beta built??
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i'm doing tests with the latest beta built available but i have to say that the VFB just does not work .. we are talking about c4d R19 and osx 10.9.5 mavericks ... the problems they encounter are essentially interface. Once the render is launched, and trying to play with lightmix, the interface goes wrong almost immediately ... after a while the lighmix is no longer updated ... set a value of a light but the VFB does not update ... if you use the TAB to move from one light to another, it does not work ... if it stops rendering then it is no longer possible to relaunch it because the button makes it stays GRAY and you can not click it ... you have to always go out and come back on C4D until at some point cinema is being crashed and even you have to turn off your computer because even if forced output, corona and cinema do not close … I try to made a new scene and using corona but the same things happens…
anyone OSX users have the same problems with the latest beta built??
Hi, same problem here, on MacOs Sierra and Cinema 4d R18 (latest beta of Corona). The rest seems to work fine.
Thanks to the Corona team for the great work.
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Same VFB problems here OS X 10.12.6 & Cinema R19
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Was there ever a version of Corona for C4D with a stable VFB on OSX? I remember trying to use VFB on multiple versions of corona (R18 on Sierra. 10.12.4) and never having much luck.. Always buggy. On one version i remember not being able to close VFB once i opened it, without quitting C4D. I've just stuck with the picture viewer.
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.
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+1 for roundedges and please update it with all the functions of max, because few betas back something changed on it and is not working correctly for some situations because of missing features.
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I can't get it to work at all now, even with default settings. Fingers crossed it's an easy fix.
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I can't get it to work at all now, even with default settings. Fingers crossed it's an easy fix.
yes Rhodesy right now just dont work in any way... but when it worked they changed something few betas back in roundedges and they didn´t make all the option roundedges have in max, means for some situation roundedges didn´t dont work correctly in c4d...
anyway this was reported and confirmed by the corona team, now lets hope when roundeges come back again, lets hope it comes 100% ready for all situations like the max version.
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For your information: "all the option roundedges have in max" has gone even in Max. Hope this will be solved son in both Max and C4D :)
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Hi all,
the next daily build (2017-09-29) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg110636#msg110636 (https://forum.corona-renderer.com/index.php?topic=15602.msg110636#msg110636)
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Awesome work guys, you've beat the deadline! Kudos... As always :)
I do have a question though. Is the stuttering present only on my computer (the Xeon "thread scheduling issue") or is it like that for now?
Link to an example video:
https://www.dropbox.com/s/aiyergt5u7uwr3k/Corona%20C4D%20BETA%2C%20IPR%20Stuttering.mp4?dl=0
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Installed the daily, loaded a scene, called "interactive rendering" and got an instant crash.
It can only get better ...
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Thanks for the implementation of IR, Finally! :D
I am wondering how to use a frontal mapped background which I am using as the shadow catcher?
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It looks as if Corona got serious refresh problems with C4D noise shaders in the bump channel that lead to crashes under certain circumstances.
I need to investigate more tomorrow.
I could also upload the crash scene somewhere "safe"?
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Yeah I tried the shadow catcher as well, but don’t really know what I’m doing haha. Is there a way to get just the shadow to show up on a plane?
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The IR works pretty well and fast, no problems with the example scenes I tested.
But I noticed some problems with the volumes.
Simple scene: 3 spheres (ground, one cloud layer, and atmosphere vol. with multiple bounces)
Only one direct light (cor sun at 0° with color temp, no sky), the nightside texture is not emitting light and in a crn layer shader with a lumas shader as the mask.
uhd and pt gave the same result
Left- normal render, right- IR:
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I got crash at same moment i hit the interactive render, the scene is not complex...
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Hi Guys,
Great work for getting this to where it is. I've tested it on a small studio setup with some furniture and only a few materials. It works really well and quite smooth on my Ryzen 1700x. My comments/bugs report:
- initially textures were not showing in viewport.. so i adjusted the viewport preview size and they became visible again, however the viewport is not responding to setting a higher resolution of preview size.
- in IR, instances don't seem to be textured properly. when i untick render instance in the properties, the textures appear as they should.
- lighting changes slightly between IR and normal render when using corona lights (area lights in this case). HDRI lighting, when used by itself, is consistent for both though.
- any non-corona lights in the scene appear in the IR, whether or not they are turned on or off.
- when i add a round edges shader to bump channel, it comes up with a texture error icon....
So far I'm loving it. It will completely change the way I texture and light a scene! Thankyou!
Thats all for now. I will do further testing over the weekend.
Cheers,
Brad
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Hi,
great work.
Lightmix problem. Corona crash if i render after inserting a light in lightselect multipass.
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First impressions: On macbook pro IR is pretty good. On two xeons rig (80 cores) it's blazing fast. So for this initial release with IR, seems like a good job. Shadow catcher is working as it should, as well. Didn't try IR on complex scenes. Will report back as I go.
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Cinema crashes on render when adding an image to the background plate slot in the shadow catcher.
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Great Job!!!
after tested, i got some bugs:
1,Bump Strength don't work in IR with realtime change parameter. It need to restart IR.
2,Displacement's all parameter don't work in IR with realtime change parameter, It need to restart IR.
3,The parameter in VFB will reset when you navigation viewport in IR mode.
Great job Corona team.
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Sometimes the new build (29/09/2017) crashes. The same scene works well with the previous build. I attach the bug report.
Cinema 4d on MacOs Sierra
Thanks to Corona Team for your great work
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Sometimes the new build (29/09/2017) crashes. The same scene works well with the previous build. I attach the bug report.
Cinema 4d on MacOs Sierra
Thanks to Corona Team for your great work
I am having same problem but i am on Windows10, working with the same scene i was working with the previews build right now i have alot of crashes... for exemple i start rendering the scene and then i stop the render, after that second time i hit render c4d crashes... without any reason, things like that are happening right now. I need to go back to the previous build right now.
thanks for the work corona team. i hope you can fix it soon
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Thanks Corona Team for your work. Realy !!
This is a big step forward for Coronaforc4d.
Thanks !!!
Rémi
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Aside from the fact that I cannot activate bump in this scene without any crashes, IR shows a pretty different result from a "standard render" in the VP.
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switching between cameras and stopping render causes crash .. I'm returning to 2017-09-05 :(
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Aside from the fact that I cannot activate bump in this scene without any crashes, IR shows a pretty different result from a "standard render" in the VP.
Hi Cinemike,
a quick test reveals that the huge different result in your test is not a matter of fact. One image is rendered in the PV the other in the IPR.
There are some minor differences, but barley noticeable imho.
I used R19 on Win10.
Overall, I like the beta.
Good Job guys!
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instant crash on rendering when opening scenes made in 29 of august build
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Hello! Just my 5 cents...
1) Thanks for release!
2) It really has speedup!
---
3) IR - it seems that it can'n see the opacity (alpha-channel) when using instances (i tried to render fir forest and all the instances were off needles). Usual renderer in VFB does ok.
4) Both IR and usual renderer don't render volumes (godrays/fog are missed from forest scene)
5) When I switched back to 2017-09-04 release all was ok
__
Your are doing great job! Keep updating!
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Hi Cinemike,
a quick test reveals that the huge different result in your test is not a matter of fact. One image is rendered in the PV the other in the IPR.
There are some minor differences, but barley noticeable imho.
I used R19 on Win10.
I can assure you I did not paint my sample images in Photoshop, there ARE actual differences that are pretty severe.
They MAY be related to specifics in my scene, but they are definitely there.
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Hi Cinemike,
a quick test reveals that the huge different result in your test is not a matter of fact. One image is rendered in the PV the other in the IPR.
There are some minor differences, but barley noticeable imho.
I used R19 on Win10.
I can assure you I did not paint my sample images in Photoshop, there ARE actual differences that are pretty severe.
They MAY be related to specifics in my scene, but they are definitely there.
Small differences we can stand! But look my post above? it is really strange. We must give developers some more time!
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No doubt. But to make their work in that time more effective, pointing them at severe and even small issues is our contribution to help make Corona better and better.
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I can assure you I did not paint my sample images in Photoshop, there ARE actual differences that are pretty severe.
They MAY be related to specifics in my scene, but they are definitely there.
Im´sure you did not paint anything in Photoshop and it wasn't my intention to blame you. :)
It looks like your IP is missing any bump and you said you have problems with crashes related to bump.
Maybe it is not the scene but something with your installation? Some old DLL left over from a previous install/uninstall?
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No, I think the installation is ok (I do "fresh ones" with every new beta), I rather suppose it is a problem of IR with this very scene.
I am still looking for the URL where one could upload scenes for the Corona team to look at.
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No doubt. But to make their work in that time more effective, pointing them at severe and even small issues is our contribution to help make Corona better and better.
Yes, agree! I am sure they will react in the nearest time!
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Just for the fun of it I recorded a bit from my screen.
I especially love the part when the color changes after converting the boole object ;)
The object is made for a tutorial, it is fully made from unconverted objects, so there might be something in this scene the IR does not like (yet).
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Looks like an overlapping geo.
& It doesn't help to have Object manager covered up.
Would you share a scene to check what's wrong with it?
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Looks like an overlapping geo.
& It doesn't help to have Object manager covered up.
Would you share a scene to check what's wrong with it?
Definitely no overlapping geometry and everything renders fine without IR.
Since the object is for an upcoming tutorial, I would not want to share either a scene nor the OM here.
Still looking for the URL to upload scenes for bugs for the developers, I know there is one, I had seen it once ...
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Whats the problem? This one looks very good!
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Whats the problem? This one looks very good!
This one did not use IR :)
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Whats the problem? This one looks very good!
This one did not use IR :)
Now, guys, LOL I feel more and more like I don't really need it!
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LOL.
Found the bad guy - a deactivated deformer! Deleted it and it did neither crash (for now) nor render crappy.
The sun is shining again but it is leaving me sitting in the shadow and wondering WTF ;)
Investigating further ...
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No, I think the installation is ok (I do "fresh ones" with every new beta), I rather suppose it is a problem of IR with this very scene.
I am still looking for the URL where one could upload scenes for the Corona team to look at.
The Private Uploader can be found here - https://corona-renderer.com/upload (https://corona-renderer.com/upload)
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The Private Uploader can be found here - https://corona-renderer.com/upload (https://corona-renderer.com/upload)
Thanks a lot!
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Here's a stripped scene, now that I found the culprit for some of the trouble.
Load it, run the Interactive Renderer, enjoy the view ;)
Delete the Correction Deformer.
Enjoy the now correct view.
I really love the IR already :)
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I really love the IR already :)
Me too :)
This funny as*#!§ deformer, even if it is switched off it has an influence.
Very interesting and thanks for letting us know. The Corona Devs will love and hate that scene ;-)
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From Corona Support - Helpdesk (https://coronarenderer.freshdesk.com/support/home)
For bug reports: Mantis - Corona Bug Tracker (https://coronarenderer.freshdesk.com/support/solutions/articles/5000528641-mantis-corona-bug-tracker) (there's also C4D section)
For uploading files/scenes: Corona Uploader (https://coronarenderer.freshdesk.com/support/solutions/articles/5000528642-corona-uploader)
Noticed that IR window needs to be closed after changes in Render settings have been made, otherwise errors start to appear.
In short, advised workflow (for now to prevent bugs; if hunting for bugs, disregard the following):
1. create & set a scene (geo, lighting, materials, render settings...)
2. activate IR & refine the scene
3. render away
PS
Where can i read about functions supported in IR?
For example C4D Lights are not rendered in IR while are present in final render.
eg.
(https://i.imgur.com/2Plt316.gif)
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The Corona Devs will love and hate that scene ;-)
It almost drove me to madness, but it not such a long way there ;)
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IR is great - still some stability issues but overall nice.
Idea Time:
-add resolution option in corona rendersettings for IR
-add checkbox item in corona rendersettings to use VFB resolution for IR
-add checkbox to cinema corona settings to be able to use pathTracing for IR no matter what rendersettings are setup
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Hi all,
Thank you for testing of Interactive rendering. IR should support everything that is supported in the non-interactive renderer. If something doesn't work, it is a bug, and we will fix it. So I would like to ask you to send us minimal scenes with a short description how to reproduce the bug (Cinemike's "color pencil 1a lower poly - IR bug.c4d" is an excellent example of the good bug report, thank you for it).
Nikola
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More than one object grouped in null under symmetry (A) will not show in IR (B). When ungrouped (C) it renders fine (D).
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Attached is the file...
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Attached is the file...
Thanks, kmwhitt! This is a perfect scene for reproduction!
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Hello, I have a problem with ... gamma ?
Left interacting rendering result, right final vfb result
(http://image.noelshack.com/fichiers/2017/40/1/1506940491-gammabug.jpg)
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...
I am having same problem but i am on Windows10, working with the same scene i was working with the previews build right now i have alot of crashes... for exemple i start rendering the scene and then i stop the render, after that second time i hit render c4d crashes... without any reason, things like that are happening right now. I need to go back to the previous build right now.
thanks for the work corona team. i hope you can fix it soon
Hi, Marvey!
If it is not too much of a hassle for you, could we ask you to upload the scene for us so that we can have a lok at it? You can use our private uploader here: https://corona-renderer.com/upload and noone will be able to access your scene except for the developers. Of course, we'll never share your scenes anywhere.
Thanks
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Hello, I have a problem with ... gamma ?
Left interacting rendering result, right final vfb result
(http://image.noelshack.com/fichiers/2017/40/1/1506940491-gammabug.jpg)
This could be due to some missing lights. Some people reported issues with lights. How many lights does your scene have and how many lights does IR report (including copies and render instances) in the VFB? Note that there will be one extra light reported for the environment light even if you don't use any environment map...
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Hi,
great work.
Lightmix problem. Corona crash if i render after inserting a light in lightselect multipass.
Hi synolog! When does this happen? In normal rendering or in IR?
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Cinema crashes on render when adding an image to the background plate slot in the shadow catcher.
This doesn't happen to me. I can change the texture in IR too and nothing crashes. See my setup in the attachment...
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switching between cameras and stopping render causes crash .. I'm returning to 2017-09-05 :(
Hello and thanks for the report! However, I was not able to successfully reproduce it. There must be some special circumstances that make it crash in your case. Could you try to reproduce this crash again and help us reproduce it too, so that we can fix it? Thank you!
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Hello, I have a problem with ... gamma ?
Left interacting rendering result, right final vfb result
(http://image.noelshack.com/fichiers/2017/40/1/1506940491-gammabug.jpg)
This could be due to some missing lights. Some people reported issues with lights. How many lights does your scene have and how many lights does IR report (including copies and render instances) in the VFB? Note that there will be one extra light reported for the environment light even if you don't use any environment map...
Thank you for your reply.
i don't know if the same problem. Below 3 very simple tests.
1 : just one hdr ... no problem, ir and final vfb show the same result.
(http://image.noelshack.com/fichiers/2017/40/1/1506943503-hdr.jpg)
2 : just 1 corona light (sphere sector) ... gamma ? between difference. Left Ir, right final vfb (that seems to have another gamma)
(http://image.noelshack.com/fichiers/2017/40/1/1506943551-onelight.jpg)
3 : and last ... a sphere with emi light replace the corona light of test 2. Strangely here it works
(http://image.noelshack.com/fichiers/2017/40/1/1506943574-textureemilight.jpg)
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Thank you for your reply.
i don't know if the same problem. Below 3 very simple tests.
1 : just one hdr ... no problem, ir and final vfb show the same result. [...]
2 : just 1 corona light (sphere sector) ... gamma ? between difference. Left Ir, right final vfb (that seems to have another gamma) [...]
3 : and last ... a sphere with emi light replace the corona light of test 2. Strangely here it works [...]
Ok, this seems like a problem with corona lights! Thanks for the additional tests, we'll try it too!
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C4D Area Light is rendered in final render (PV & VFB) but not in Interactive Rendering.
(https://i.imgur.com/uipM8W7.gif)
Scene file "cIR-LightRenderBug" attached bellow (just press Play :)
Also, Interactive rendering stays active even after it is stopped & buffer window closed.
Symptoms:
1. Stop Rendering button (icon) stays active (in color).
2. Starting Interactive rendering brings up the following message: "The external renderer is calculating an image. Do you want to stop it?"
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Scene file "cIR-LightRenderBug" attached bellow (just press Play :)
You're top notch, burnin! Thanks for the scene!
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^ no problem ;)
More than one object grouped in null under symmetry (A) will not show in IR (B). When ungrouped (C) it renders fine (D).
IIRC, had seen it somewhere, but can't remember nor find it now... some other engines also showed such inaccuracies / flaws.
To prevent such behavior start using Connect object (https://help.maxon.net/us/#OCONNECTOR). Also solves your issues within Corona.
ps
Don't underestimate the complexity of procedural generators & keep in mind the hierarchy of the processes is ruled by the construct / organization / structure in Object manager.
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so basically for those crashing on older build scenes - should we use this new build only on fresh ones? or is there fix upcoming?
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Cinema crashes on render when adding an image to the background plate slot in the shadow catcher.
This doesn't happen to me. I can change the texture in IR too and nothing crashes. See my setup in the attachment...
Cheers houska I'll take another look shortly.
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advised practice:
a) don't switch tools/builds/versions while in production - follow through from start to finish
b) unless something breaks - then it's necessary to run a 'test scene' & compare with 'master' to see if it achieves desired result
c) no experiments in production, unless you master the skill as if it's of your own creation or you have a planB/intervention standing by
With Corona use same build from start to finish to prevent any problems, inconsistencies, breakages...
"You never know what ya gonna get."
PS@kmwhitt
example of Connect object use
(https://i.imgur.com/nLpcSad.jpg)
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so basically for those crashing on older build scenes - should we use this new build only on fresh ones? or is there fix upcoming?
We also have some older scenes at the office, but we don't experience any crashes. The best would be if we could get a crashing scene from any of you guys and we could have a look at it.
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advised practice:
a) don't switch tools/builds/versions while in production - follow through from start to finish
b) unless something breaks - then it's necessary to run a 'test scene' & compare with 'master' to see if it achieves desired result
c) no experiments in production, unless you master the skill as if it's of your own creation or you have a planB/intervention standing by
Thank you burnin, this is what I'd advise too! Not only with Corona, but with any piece of software that is under development. Also, all the development versions (daily builds, nightly builds, release candidates) are expected to have crashes or bugs, no matter how hard the devs try.
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To add a note on the difference in lighting between IR and offline, seems like the Object Manager setting "Visible in render" has an effect.
Took a scene with one Sun in it, and it rendered too bright as if there was additional light with no shadows (first image). By turning off the "Visible in render" parameter (second little red circle) the IR then rendered correctly. Note that offline rendering to the VFB worked correctly no matter what this was set to.
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To add a note on the difference in lighting between IR and offline, seems like the Object Manager setting "Visible in render" has an effect.
Took a scene with one Sun in it, and it rendered too bright as if there was additional light with no shadows (first image). By turning off the "Visible in render" parameter (second little red circle) the IR then rendered correctly. Note that offline rendering to the VFB worked correctly no matter what this was set to.
Yes, we observe the setting and try to apply it consistently with C4D's renderer. That said, there can be discrepancies, but I was really surprised by the claim that some lights don't obey the setting. We'll check it nevertheless. Thanks for all the reports, guys! Keep them coming!
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burnin - thanks for the workaround. ; )
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Global Volumetrics no longer render (offline, or in IR).
In a test with an object with a volumetric material applied, it rendered in offline, but if I changed the absorption distance in the material and rendered in offline again, it crashed (can send crash report if useful, let me know!). It's not the value, as if I change the value before rendering, it renders fine first time. I can re-render so long as I don't change the value, too. Interestingly, I can change the value while IR is running, and there's no crash and the render updates as expected.
Thanks!
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Global Volumetrics no longer render (offline, or in IR).
In a test with an object with a volumetric material applied, it rendered in offline, but if I changed the absorption distance in the material and rendered in offline again, it crashed (can send crash report if useful, let me know!). It's not the value, as if I change the value before rendering, it renders fine first time. I can re-render so long as I don't change the value, too. Interestingly, I can change the value while IR is running, and there's no crash and the render updates as expected.
Thanks!
So I was right about volumetrics! Please, check opacity channel also if it rendered for instances or not.
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In some of my scenes, Daily build SEP 28 2017 crashes when it starts rendering. With the same scenes the previous version (SEP 5) seems to work properly. Macpro late 2013 and Cinema 4d R18 on MacOS Sierra.
I attach one of these scenes, very simplified but showing the problem, I hope to help you find the bug. Thanks for your great work.
Sorry for my bad English
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hi guys,
I've a problem with the last daily build.
The rendering remains blocked on "preparing scene data" only during the second rendering.
Ex :
open my scene, i clic render. It work
I want to do another render. I clic render and it block on "preparing scene data"
If i stop, everything freeze, and i need to close C4D.
It happens on "big" scene. I've test with a very simple scene, i dont have the problem.
very embarrassing... I'm the only one ?
MacOS Sierra10.12.6
Full-speed non-debug version
Build timestamp: Sep 29 2017 21:39:28
Version: B1 daily Sep 29 2017 (core 1.7 DailyBuild Sep 29 2017)
Cinema version: CINEMA 4D Studio R17.055 S
Plugin status: initialized successfully
-
Does anyone have problems with texture resolution in the materials?
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Yes, some textures were blue, or green, or red. (random color) in the picture viewer.
If u open the material editor, preview, check and uncheck override preview preferences. Back to normal ...
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for now, I'm using the ir for material study with the Shader ball.c4d file and it works fine! In small scenes the Ir works but is not fluid as the 3ds max version.
When the IR is active, the Cinema Interface is slowed down and shots. In heavy scenes it is very difficult to use IR On the same computer last year I had tried the IR of 3dsmax and it was much faster.
I hope that they will solve this in the future.
-
Does anyone have problems with texture resolution in the materials?
yes, viewport size does not work in higher scenes for me
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Consistent crashing when trying to use / render a simple scene with lightmix. At first I thought it may have been my file but after creating a new scene the error persists. Scene file and bug report are attached. Thanks
-
hi guys,
I've a problem with the last daily build.
The rendering remains blocked on "preparing scene data" only during the second rendering.
Ex :
open my scene, i clic render. It work
I want to do another render. I clic render and it block on "preparing scene data"
If i stop, everything freeze, and i need to close C4D.
It happens on "big" scene. I've test with a very simple scene, i dont have the problem.
very embarrassing... I'm the only one ?
MacOS Sierra10.12.6
Full-speed non-debug version
Build timestamp: Sep 29 2017 21:39:28
Version: B1 daily Sep 29 2017 (core 1.7 DailyBuild Sep 29 2017)
Cinema version: CINEMA 4D Studio R17.055 S
Plugin status: initialized successfully
yes, the same problem for me. In addition to the big scenes I wrote earlier, switching between cameras and stopping and starting render causes crash.
It does not work for me in IR color mix yet, and when turning HDRI the lighting does not change, but it's not important yet :)
-
+1 for HDRI not update.
- Instance with render instance check not visible in IR
-
- Instance with render instance check not visible in IR
Could you elaborate please? What type of an object is it? When exactly does this happen? Can you provide a simple scene? Thanks
-
Can confirm IR crashes immediately on my current project's existing scenes. I'm near the end of production anyway (as you say, a bad idea to change) so I quickly went back but hopefully I'll get a chance to test properly after the deadline. If it helps, my scene isn't massive, but does have a few alembic files in it. Not sure if that makes a difference.
-
- hdri not updating in IR when I rotate the hdri texture. The hdri itself is rotating but it’s not updating the lighting. Works fine in vfb.
- in the IR window I can’t zoom out, the furthest I can zoom out is 100%, not sure this is as designed?
Loving it otherwise, big step towards me dropping any other gpu render :p
-
IBL (Sky w/ HDR texture)
- While creating materials (HDRI) for the Sky the response is very, very slow. After, it starts behaving normally.
- Switching materials runs & shows fine in IR.
- Rotating the texture doesn't change the direction of lighting.
- "Viewport preview size" has no effect.
- Another showstoppers is use with Compositing tag. It glitches on it. For example:
1. uncheck "Seen by camera" - OFF, no change
2. uncheck "Seen by GI" - OFF, texture mapping changes* (image attached)
3. check "Seen by GI" - ON, starts working, as it should be at start
4. check "Seen by camera" - ON, back at start... repeat first 3 steps to make Sky invisible to camera (black) again.
If "Seen by GI" is deactivated/unchecked, then "Seen by camera" works as it should. But also "Seen by GI" :D... messy, messy... basically, to have any "Seen by..." working, one needs another "Seen by..." turn OFF & ON again.
- On objects the Compositing tag seem to work fine.
- Instances & Cloner with "Render Instance" checked show fine in IR.
- Compositing Tag doesn't work on Instances if "Render instances" is checked/activated.
*Example shows what happens on second step using Compositing tag on the Sky
(https://i.imgur.com/8mzmTFK.jpg)
-
hi guys,
I've a problem with the last daily build.
The rendering remains blocked on "preparing scene data" only during the second rendering.
Ex :
open my scene, i clic render. It work
I want to do another render. I clic render and it block on "preparing scene data"
If i stop, everything freeze, and i need to close C4D.
It happens on "big" scene. I've test with a very simple scene, i dont have the problem.
very embarrassing... I'm the only one ?
MacOS Sierra10.12.6
Full-speed non-debug version
Build timestamp: Sep 29 2017 21:39:28
Version: B1 daily Sep 29 2017 (core 1.7 DailyBuild Sep 29 2017)
Cinema version: CINEMA 4D Studio R17.055 S
Plugin status: initialized successfully
No, you're not alone. Happens to me as well (MacOS El Crap 10.11.6 and Windows 10). Problem is that IR doesn't show everything as it should (bump) so previous way of working has to be used (make changes & render procedure). On second render start it gets stuck on "preparing scene data", requiring restart of the C4D, which gets irritating pretty fast. Since this prevents proper usage of the plugin, it imposes itself as FIRST issue that should be addressed ASAP in order to make use of corona plugin.
EDIT: Restarting Corona VFB after EACH render seems to "solve" the issue. Not very efficient way of working, but there you go.
-
hi guys,
I've a problem with the last daily build.
The rendering remains blocked on "preparing scene data" only during the second rendering.
Ex :
open my scene, i clic render. It work
I want to do another render. I clic render and it block on "preparing scene data"
If i stop, everything freeze, and i need to close C4D.
It happens on "big" scene. I've test with a very simple scene, i dont have the problem.
very embarrassing... I'm the only one ?
MacOS Sierra10.12.6
Full-speed non-debug version
Build timestamp: Sep 29 2017 21:39:28
Version: B1 daily Sep 29 2017 (core 1.7 DailyBuild Sep 29 2017)
Cinema version: CINEMA 4D Studio R17.055 S
Plugin status: initialized successfully
No, you're not alone. Happens to me as well (MacOS El Crap 10.11.6 and Windows 10). Problem is that IR doesn't show everything as it should (bump) so previous way of working has to be used (make changes & render procedure). On second render start it gets stuck on "preparing scene data", requiring restart of the C4D, which gets irritating pretty fast. Since this prevents proper usage of the plugin, it imposes itself as FIRST issue that should be addressed ASAP in order to make use of corona plugin.
EDIT: Restarting Corona VFB after EACH render seems to "solve" the issue. Not very efficient way of working, but there you go.
Hi nesha_2,
I agree this is an annoying problem and should be fixed ASAP, but we need to reproduce it to be able to solve it because we didn't find this issue during testing even on big scenes. Can you please simplify your scene step by step by deleting half of the objects in each step until it will work. By this, you can find the cause of the freeze, e.g. some instanced object or some object with a complicated material, displacement etc. Alternatively, you can send us your scene and I will try to find the cause of the bug myself if the scene freezes during second rendering on my computer. Thank you.
Nikola
-
also came across this, maybe similar bug as described above (although i'm on W7)
in my case IR flashes as if in limbo, endless loop between render-stop-render... preparing-parsing... on&off&...
will try to isolate and send a scene, otherwise will make a screen recording
-
Hi Nikola,
I attach a fast scene to play this crash. It happens as the multipass is activated.
I hope this can serve, thank you
-
I agree this is an annoying problem and should be fixed ASAP, but we need to reproduce it to be able to solve it because we didn't find this issue during testing even on big scenes. Can you please simplify your scene step by step by deleting half of the objects in each step until it will work. By this, you can find the cause of the freeze, e.g. some instanced object or some object with a complicated material, displacement etc. Alternatively, you can send us your scene and I will try to find the cause of the bug myself if the scene freezes during second rendering on my computer. Thank you.
Nikola
Mac User - Latest build is more more stable that any of the previous daily build. Some issues with IR but good to see the potential in it. One note, with other daily build I would get random crashing of the plugin during renders but now after a few days of using this version that problem appears to gone. The new issue as mentioned in a few posts already is the plugin crashing at the start of a render. Strange one this though as Iv'e had a couple of days with absolutely no crashes but today I am having to restart cinema to do a new render. Seems to be quite a random issue.
Plugin is really coming on though, love using it!!
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Hi all,
the next daily build (2017-10-04) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg111041#msg111041 (https://forum.corona-renderer.com/index.php?topic=15602.msg111041#msg111041)
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Hi all,
the next daily build (2017-10-04) of Corona for Cinema 4D Beta 1 is out.
Thank you! Looking forward to crashing trying it ;)
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Corona Team, you also fixed the Correction Deformer issue, thx!
I'll have to find something else to complain about now - started looking already! ;)
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With Cloner geometry IR falls in limbo... loops, flashes, flickers, stutters... :)
Tested on previous & latest versions. In previous version it stopped once you start to look around.
Scene (attached): 1x cloner (with 18 x capsules), sun, sky, camera
- If IR is started from the menu bug may not appear on the first run.
- The problem appears always if IR is started from the toolbar.
Anyone can confirm?
Just open & start IR...
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Let's talk about displacement and IR.
If you start IR, displacement is calculated once and later you can move through your scene without having it re-calculated all the time. Fine so far, but: only the displacement in the viewport that is visible at the time you start IR is calculated - which shows as soon as you move to formerly not seen areas in the VP.
I appreciate it that Corona tries to calculate as little overhead as possible to speed up things, but well, this is something I wanted to mention at least :)
PS:
Changing noise in the material still is not reflected by the IR.
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Hi. Regarding displacement in IR, then this is how it works in Max to. IIRC this is "wanted behavior" by design to speed things up in IR.
Just to inform you and other C4D users :)
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i still got my C4D crash after i stop a render and then when i am going to render again he just crash (i am not talking about IR)
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Hi. Regarding displacement in IR, then this is how it works in Max to. IIRC this is "wanted behavior" by design to speed things up in IR.
Just to inform you and other C4D users :)
Appreciated! Thank you!
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I'm not sure if this has been reported before but the symmetry stuff isn't showing up in the IPR correctly.
Screenshots attached, its a really simple scene :)
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Hi,
Thank you for your work.
but now with 4 October build i can't stop and after resume a render (all scene, also just one light), C4D freeze at 'preparing scene data', IR render and final vfb render, no bug report ...
i have to go back to the old version.
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Hi. Regarding displacement in IR, then this is how it works in Max to. IIRC this is "wanted behavior" by design to speed things up in IR.
Just to inform you and other C4D users :)
Yeah, this is intentionaly left out, because often displacement is what constitues the majority of the build time in some renders...
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I'm not sure if this has been reported before but the symmetry stuff isn't showing up in the IPR correctly.
Screenshots attached, its a really simple scene :)
Working on it. It's not such an easy fix, as this is a bug in C4D itself...
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Hi,
Thank you for your work.
but now with 4 October build i can't stop and after resume a render (all scene, also just one light), C4D freeze at 'preparing scene data', IR render and final vfb render, no bug report ...
i have to go back to the old version.
Could you be more specific, please? What's your system specifics? When you say "i can't stop", do you mean that the stop button is greyed out or it's not doing anything for you? What do you mean by "resume a render"?
Thanks
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hi,
thanks for answer.
so sorry for my English,
for exemple, i start a render, after a little time i stop it. when i am going to render again vfb freeze at 'preparing scene data', no crash of c4D, i can close vfb-IR render, but i can't render again ... kind of like the post of Marvey (Reply #593), no crash like him, but i can't render again after stop a render ...
my system specifics windows 10 (all update), 32g ram, nvidia gtx 1090, intel i7, C4D 18 (all update)
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hi,
thanks for answer.
so sorry for my English,
for exemple, i start a render, after a little time i stop it. when i am going to render again vfb freeze at 'preparing scene data', no crash of c4D, i can close vfb-IR render, but i can't render again ... kind of like the post of Marvey (Reply #593), no crash like him, but i can't render again after stop a render ...
my system specifics windows 10 (all update), 32g ram, nvidia gtx 1090, intel i7, C4D 18 (all update)
Is it a complex scene ?
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Is it a complex scene ?
No, this happen also with the 'Shader-Ball scene'
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No, this happen also with the 'Shader-Ball scene'
This is really strange...
Your system isn't anything unusual. We have very similar systems here in Corona and we didn't encounter the issue that you are describing. Thanks for the additional information though! The problem is not your language, your English is OK. We just needed more information :-)
Well, we'll keep hunting, I guess...
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How about global volume? I don't seem to be getting any volumetrics from these last 2 builds
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How about global volume? I don't seem to be getting any volumetrics from these last 2 builds
We had no report of that. Some people complained about volumetrics, but we tried volumetric material on simple objects and that worked fine. GLOBAL volume, however, hasn't been tried. I'll check it right now...
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How about global volume? I don't seem to be getting any volumetrics from these last 2 builds
We had no report of that. Some people complained about volumetrics, but we tried volumetric material on simple objects and that worked fine. GLOBAL volume, however, hasn't been tried. I'll check it right now...
volumetric material on an object seems to be working fine ... when placed it global volume it doesn't do anything. ^_^ In love with corona's volumetrics so i had to mention this little issue...
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No, this happen also with the 'Shader-Ball scene'
This is really strange...
Your system isn't anything unusual. We have very similar systems here in Corona and we didn't encounter the issue that you are describing. Thanks for the additional information though! The problem is not your language, your English is OK. We just needed more information :-)
Well, we'll keep hunting, I guess...
ok, i 'resolved' the issue. A clean install. Uninstall Corona, and also 2 files in the plugin folder that remained. Install the last build and now it's work. I can stop render and render again.
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ok, i 'resolved' the issue. A clean install. Uninstall Corona, and also 2 files in the plugin folder that remained. Install the last build and now it's work. I can stop render and render again.
Wow, thanks for this information! I'm glad that it worked for you, but we still need to find out why this is happening.
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Hi,
If you are using a scene you set up in an older version of corona, select everything, lights geometry, everything and copy it all over to a new scene. Select corona as the renderer and setup multipass (if you need to).
I know this sounds like a bit of a pain but I have found that it cuts out nearly all of my random crashes.
Phil
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maybe just a new object sky?
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Hi,
If you are using a scene you set up in an older version of corona, select everything, lights geometry, everything and copy it all over to a new scene. Select corona as the renderer and setup multipass (if you need to).
I know this sounds like a bit of a pain but I have found that it cuts out nearly all of my random crashes.
Phil
What about IPR?
That may work. I felt light speed decrease when switched to with old scene to some new build in mid-august.
I will give it a try!
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seems like global volume aint working
still love it! thank you devs, you are the best!
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Hello!
Yes, still no global volumetrics, but please take a time to read my investigation.
1) In old heavy scene rendering in PV is ok, but global volumetrics (GV) in not visible
2) The same scene in IR is shown with no GV and no needles in firs, which were made by opacity channel
3) In new similar scene PV and IR with no GV works just perfect!
4) If I place whole scene in giant cube and apply volumetric material to the cube then IR shows no needes (opacity channel problem?)
5) PV shows firs and volumetrics
So it is only the global volumetrics problem left to solve... just from my point of view.
Thank you developers. My next project I will try to do using this build!
Please see attached files below. The last one is final image rendered with 2017-09-04 build
Update. For now I can't receive a godrays if making volumetrics of giant cube + volumetrics material
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Open a dosch car from the browser.
Launch IR. Some parts of the car don't appear in IR. In the picture viewer. It's ok.
If we replace a c4d material by a corona material, these parts appear in IR.
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I'm not sure if this has been reported before but the symmetry stuff isn't showing up in the IPR correctly.
Screenshots attached, its a really simple scene :)
:)
Again, no bug here.
Sure, as houska stated: "... this is a bug in C4D itself..." and should be resolved from their side.
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Lared material does not work correctly. "Amunt" does not work. "Displaciment" is not working through the mask.
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Cinema crashes on render when adding an image to the background plate slot in the shadow catcher.
This doesn't happen to me. I can change the texture in IR too and nothing crashes. See my setup in the attachment...
Cheers houska I'll take another look shortly.
Hi Ben,
any luck with this one?
Cestmir
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Viewport Preview size dont work in latest beta!
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Hello, I have done some tests with new version, I think it is pretty close to stabile and production use, I have found few things that needs to be solved before serious use of IR and this version in everyday usage.
Some bugs I have encountered (some of them are maybe mentioned here already but I had to point it again cause they are making this unusable in production):
HDRI - Changes does not update in IR window
Post effects in IR window reset to default after changing for example light intensity in corona light or moving object and for many other situations.
Override materials gives some errors in preview, some object does not display correctly (if I put white material in override some object remains grey).
Other stuff that are maybe not bugs but would be nice to have are:
IR window size(resolution) not dependent on output size
Option to stack ir view to side by side view in viewport or any other viewport window (Like in 3DS max)
I will test more these days and write down my thoughts. Beside these I think developers have done great job in this version and it is a huge step forward. Good luck in future work guys :)
Rajko
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Cinema crashes on render when adding an image to the background plate slot in the shadow catcher.
This doesn't happen to me. I can change the texture in IR too and nothing crashes. See my setup in the attachment...
Cheers houska I'll take another look shortly.
Hi Ben,
any luck with this one?
Cestmir
Yeah man I've had a look at it and there has been no further crashing. :)
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No. It is still useless on large scenes!
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Am I the only one getting blurred textures when using the Corona Bitmap as texture input.
Textures becomes super blurred out!
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Am I the only one getting blurred textures when using the Corona Bitmap as texture input.
Textures becomes super blurred out!
Rendering for 6 month only with Corona, and still cant understand why should I use Corona bitmap instead of standart c4d bitmap?
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Am I the only one getting blurred textures when using the Corona Bitmap as texture input.
Textures becomes super blurred out!
Seems to be working alright here. Did you up the texture resolution in the preview tab?
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Is it me or is it not possible to zoom out with the IR window running? I have a camera locked into position and would like zoom out past actual size (the minus bottom stops there), when rendering large images it's hard to use.
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Is it me or is it not possible to zoom out with the IR window running? I have a camera locked into position and would like zoom out past actual size (the minus bottom stops there), when rendering large images it's hard to use.
The same here. Confirmed.
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Hi all,
the next daily build (2017-10-09) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg111409#msg111409 (https://forum.corona-renderer.com/index.php?topic=15602.msg111409#msg111409)
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Is it me or is it not possible to zoom out with the IR window running? I have a camera locked into position and would like zoom out past actual size (the minus bottom stops there), when rendering large images it's hard to use.
In 3DSMax, the rendering resolution for IR is set based on the VFB size. When you resize the VFB, the rendering is restarted.
So given that the resolution of IR will be base on the VFB size (currently it's not in C4D), zooming out does not make much sense.
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Hi there!
I have just installed latest build 10.09 (on Mac Pro, C4D R18)
And I feel that the previous version of IR was faster. Besides, in the current version I can only navigate the viewport and change the materials. All operations on objects: moving, hiding/unhiding etc. are always make Cinema crash :(
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I think the 9 oct build is very slow. Also, I think the preview of the materials is not good in the viewport. I attach an image as an example (I do not know if it is my mistake).
Sorry for my bad English.
Cinema 4d R18 and MacOs Sierra
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(https://i.imgur.com/bMNTPOr.jpg)
Still Artifacts. :D & In this case, subdividing makes it even more pronounced.
Basically, wherever there's a pole there's an issue.
Of all engines, Corona is worst handling this.
Please, deal with it soon (vray hint)...
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Hi there!
I have just installed latest build 10.09 (on Mac Pro, C4D R18)
And I feel that the previous version of IR was faster. Besides, in the current version I can only navigate the viewport and change the materials. All operations on objects: moving, hiding/unhiding etc. are always make Cinema crash :(
Hi Mac_Mac,
These are very strange problems, and you are not alone. Unfortunately, I don't have these issues on my computers. Can you please delete corona subdirectory from plugins directory and install 2017-10-09 again? Thank you
Nikola
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Hi there!
I have just installed latest build 10.09 (on Mac Pro, C4D R18)
And I feel that the previous version of IR was faster. Besides, in the current version I can only navigate the viewport and change the materials. All operations on objects: moving, hiding/unhiding etc. are always make Cinema crash :(
Hi Mac_Mac,
These are very strange problems, and you are not alone. Unfortunately, I don't have these issues on my computers. Can you please delete corona subdirectory from plugins directory and install 2017-10-09 again? Thank you
Nikola
I just did it.... but it didn't help :(
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Maybe you can replicate it like this Nikola - simple cube with beveled edges and corona material on it with just diffuse and reflection checked. It does appear through IR and normal render as well (not only IR like for MacMac).
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hi all,
i don't now if this is the last build, but in bump layer, a texture through the C4D 'Filter' don't work. C4D Filter always works with other layer
bitmap directly in bump layer : ok
(http://image.noelshack.com/fichiers/2017/41/2/1507631224-bumpgood.jpg)
bitmap through Filter C4D : no bump
(http://image.noelshack.com/fichiers/2017/41/2/1507631308-nobump.jpg)
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Maybe you can replicate it like this Nikola - simple cube with beveled edges and corona material on it with just diffuse and reflection checked. It does appear through IR and normal render as well (not only IR like for MacMac).
Thank you for testing Tomislavn. Could I ask you what the problem with this scene is? I created it according to your description, and it works on my both Macs without crashes, and I can edit it in any way, and changes are visible in IR.
Nikola
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hi all,
i don't now if this is the last build, but in bump layer, a texture through the C4D 'Filter' don't work. C4D Filter always works with other layer
bitmap directly in bump layer : ok
What about if we use noise in bump layer? Tried it?
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What about if we use noise in bump layer? Tried it?
noise works.
Corona Bitmap through C4D Filter don't works.
a texture in C4D Filter without Corona Bitmap it's ok
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What about if we use noise in bump layer? Tried it?
noise works.
Corona Bitmap through C4D Filter don't works.
a texture in C4D Filter without Corona Bitmap it's ok
Please? can someone explane me what are benefits of CoronaBitmap at all?
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What about if we use noise in bump layer? Tried it?
noise works.
Corona Bitmap through C4D Filter don't works.
a texture in C4D Filter without Corona Bitmap it's ok
Hi draekser,
Thank you for the report. I am sorry for the problems. We know about bugs in bump mapping, and I will get back to fix them when the most of the bugs in IR are fixed.
Nikola
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What about if we use noise in bump layer? Tried it?
noise works.
Corona Bitmap through C4D Filter don't works.
a texture in C4D Filter without Corona Bitmap it's ok
Please? can someone explane me what are benefits of CoronaBitmap at all?
normally like Vray bitmap, Rendering speed.
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What about if we use noise in bump layer? Tried it?
noise works.
Corona Bitmap through C4D Filter don't works.
a texture in C4D Filter without Corona Bitmap it's ok
Please? can someone explane me what are benefits of CoronaBitmap at all?
normally like Vray bitmap, Rendering speed.
Thank you! I will give it a try!
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What about if we use noise in bump layer? Tried it?
noise works.
Corona Bitmap through C4D Filter don't works.
a texture in C4D Filter without Corona Bitmap it's ok
Please? can someone explane me what are benefits of CoronaBitmap at all?
Hi Kost4d,
You can simply use C4D bitmap. Corona bitmap should be faster, and it also helps us to debug problems in materials, and we can add new functionality to it in the future (as opposite to C4D bitmap).
Nikola
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What about if we use noise in bump layer? Tried it?
noise works.
Corona Bitmap through C4D Filter don't works.
a texture in C4D Filter without Corona Bitmap it's ok
Please? can someone explane me what are benefits of CoronaBitmap at all?
Hi Kost4d,
You can simply use C4D bitmap. Corona bitmap should be faster, and it also helps us to debug problems in materials, and we can add new functionality to it in the future (as opposite to C4D bitmap).
Nikola
Thank you, Nikola!
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Maybe you can replicate it like this Nikola - simple cube with beveled edges and corona material on it with just diffuse and reflection checked. It does appear through IR and normal render as well (not only IR like for MacMac).
Thank you for testing Tomislavn. Could I ask you what the problem with this scene is? I created it according to your description, and it works on my both Macs without crashes, and I can edit it in any way, and changes are visible in IR.
Nikola
Hey Nikola, notice the weird reflection artifacts on bevel? I think it is the same behaviour as MacMac mentioned on his sphere object.
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Maybe you can replicate it like this Nikola - simple cube with beveled edges and corona material on it with just diffuse and reflection checked. It does appear through IR and normal render as well (not only IR like for MacMac).
Thank you for testing Tomislavn. Could I ask you what the problem with this scene is? I created it according to your description, and it works on my both Macs without crashes, and I can edit it in any way, and changes are visible in IR.
Nikola
Hey Nikola, notice the weird reflection artifacts on bevel? I think it is the same behaviour as MacMac mentioned on his sphere object.
Aha, you mean the problem of the burnin's sphere. I can reproduce that problem, but Mac_mac has a really strange problem with crashes and slow rendering speed, so I want to fix this first, then I will try to fix the problem with artifacts.
Nikola
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Maybe you can replicate it like this Nikola - simple cube with beveled edges and corona material on it with just diffuse and reflection checked. It does appear through IR and normal render as well (not only IR like for MacMac).
Thank you for testing Tomislavn. Could I ask you what the problem with this scene is? I created it according to your description, and it works on my both Macs without crashes, and I can edit it in any way, and changes are visible in IR.
Nikola
Hey Nikola, notice the weird reflection artifacts on bevel? I think it is the same behaviour as MacMac mentioned on his sphere object.
Aha, you mean the problem of the burnin's sphere. I can reproduce that problem, but Mac_mac has a really strange problem with crashes and slow rendering speed, so I want to fix this first, then I will try to fix the problem with artifacts.
Nikola
Thanks Nikola :)
This is how it looks on my MacPro 2xQuadCore Intel Xeon...previous IR was faster on this machine.
https://drive.google.com/open?id=0B9QObP0EzFT7ZVZ6TDZ5TEQ1ZTg
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Aha, you mean the problem of the burnin's sphere. I can reproduce that problem, but Mac_mac has a really strange problem with crashes and slow rendering speed, so I want to fix this first, then I will try to fix the problem with artifacts.
Nikola
Damn, yes sorry, it was burnin not Mac_Mac. Sorry for the confusion caused :)
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Thanks Nikola :)
This is how it looks on my MacPro 2xQuadCore Intel Xeon...previous IR was faster on this machine.
https://drive.google.com/open?id=0B9QObP0EzFT7ZVZ6TDZ5TEQ1ZTg
Thank you for the video. Was there the "Computing sec. GI" render phase in the previous build during IR? And when you change the "Render Settings -> Corona -> General settings -> Global illumination -> GI Solver" from "UHD Cache" to "Path tracing" does it improve the speed to the speed of previous build? Can you please send me the _BugReport.txt file please?
Nikola
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Not sure if it was reported - if I have an animated scene, when I change frames in the timeline with IR running, IR doesn't udpate (it does redraw, but the scene doesn't update - in this case it was a simple object rotating via keyframed animation).
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IR with path tracer works awesome :)
But I definitely need option for IR window size.
When my final output is 4k I don't want to change this res only for speed up IR.
I think percentage button would be the best option.
Thanks!
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IR with path tracer works awesome :)
But I definitely need option for IR window size.
When my final output is 4k I don't want to change this res only for speed up IR.
I think percentage button would be the best option.
Thanks!
Yes, you are right. This is planned to work exactly as in 3DSMax version - the IR resolution will be set automatically according to the VFB size
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For my regret even in this version IR can't see C4d noise shader in color channel. PV is ok!
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Hi all,
the next daily build (2017-10-11) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg111687#msg111687 (https://forum.corona-renderer.com/index.php?topic=15602.msg111687#msg111687)
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thank you, the new build looks very good! HDRI with sky does not crash and preview size works very well !! But I can't test this build anymore because I use kendo shaders on every scene. He's causing a crash in the last two releases. Please try it as much as possible, try to fix it :) I want to try the new release :) Otherwise I have found out that IR does not change HDRI with the sky when rotating the sky .. thanks guys
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in this last build when i select various objects and apply a new shader to it, viewport dont update the new material.
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Hi,
in Corona A6.3 you can render using Hardware OpenGL or Software OpenGL mode just fine. But in the latest beta (2017-10-11) you get empty object when you render in this mode in C4D R19. In C4D R18 you get black object instead. Strange, because in OpenGL viewport you can see materials just fine.
It is unfortunate as HW OpenGL renders are great for animatics and quick animation previews.
Stan
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Just found out that it has something to do with Projection side type in Texture tag settings - if you choose Front or Back instead of Both, it does render in HW OpenGL!
EDIT: it looks like Corona swaps Front and Back and this creates some mess ...
Stan
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More than one object grouped in null under symmetry (A) will not show in IR (B). When ungrouped (C) it renders fine (D).
What about now with the newest version, is symmetry working for you? (it should be :-) ) I know Nejc Kilar also reported it...
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How does Autosave work?
In corona preferences I have autosave enabled, but it does not work, corona preference folder is empty. I tried to change folder but can not do it: once i chose the autosave folder it can not go any further, but i can only click on cancel.
Did I miss or forgot some passage? Is a bug or is this feature not yet active?
Sorry for my bad English
Corona build 2017-10-11 - Cinema 4d R18 - MacOs Sierra
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More than one object grouped in null under symmetry (A) will not show in IR (B). When ungrouped (C) it renders fine (D).
What about now with the newest version, is symmetry working for you? (it should be :-) ) I know Nejc Kilar also reported it...
Symmetry is working great. IR seems much faster too!
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Kudos to the devs, they are continuing to impress in various ways... Hats off :)
That said, Symmetry does appear to be a tiiinny bit buggy still. I've attached two screenshots.
In the first SS I have the non-edible parametric Symmetry with two cubes - works great.
In the second SS I have the Symmetry object converted into an editable object (and the cubes pushed back a little bit) - it creates duplicates in the IR.
For me this isn't a deal breaker and I don't consider it urgent for my workflow at least. If I restart the IR everything is showing correctly so thats ok.
I gotta say, from playing around with the IR in the latest daily build (2017-10-11) the stability of it is much MUCH better than it was before. Impressive! :)
edit: forgot to post the actual screenshots.
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How does Autosave work?
In corona preferences I have autosave enabled, but it does not work, corona preference folder is empty. I tried to change folder but can not do it: once i chose the autosave folder it can not go any further, but i can only click on cancel.
Did I miss or forgot some passage? Is a bug or is this feature not yet active?
Sorry for my bad English
Corona build 2017-10-11 - Cinema 4d R18 - MacOs Sierra
Doesn't work here on the PC. There may be two issues:
- Trying to set the save destination is actually a "File Open" dialog so needs you to select a file that already exists, rather than pick a destination folder and file name
- I tried to overcome that by just typing in folder and filename into the parameter rather than choosing one through the OS file select dialog, but even then nothing was saved when rendering, or after 60 seconds when I set autosave to 1 min intervals. Of course, could be that entering the folder and filename directly prevented this from working, so it may just be one issue :)
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Yep, big thumbs up to the devs. I used the latest version this afternoon for a couple of hrs without a single crash. Plenty of playing with geometry, variation shader, uv editing, etc and it was flawless and really fun using the IR.
I've found a bug I haven't seen elsewhere but might have missed it.
The environment tab in settings with the overrides for background, etc doesn't work when using the IR. Still seems to work fine when doing a final render as before.
Well looking forward to the next build.
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Yep, big thumbs up to the devs. I used the latest version this afternoon for a couple of hrs without a single crash. Plenty of playing with geometry, variation shader, uv editing, etc and it was flawless and really fun using the IR.
I've found a bug I haven't seen elsewhere but might have missed it.
The environment tab in settings with the overrides for background, etc doesn't work when using the IR. Still seems to work fine when doing a final render as before.
Well looking forward to the next build.
Something to add on to this. Global material override does not work correctly on objects that use selection tags.
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Doesn't work here on the PC. There may be two issues:
- Trying to set the save destination is actually a "File Open" dialog so needs you to select a file that already exists, rather than pick a destination folder and file name
- I tried to overcome that by just typing in folder and filename into the parameter rather than choosing one through the OS file select dialog, but even then nothing was saved when rendering, or after 60 seconds when I set autosave to 1 min intervals. Of course, could be that entering the folder and filename directly prevented this from working, so it may just be one issue :)
Thanks for the tests, I tried it too, but it does not work. I did not understand if the files are saved in some other unknown folder.
I did not find on the forum other users who have had such a problem.
I hope this is a problem that can be easily resolved in one of the next builds.
Thanks to the Corona Team for your great work.
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Confirming,
autosave doesn't work since 2017-10-04 build.
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Guys, when are you going to add IES file full support, so it appears as a file instead of a path? I requested this bug to be fixed multiple times.
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I think somebody (perhaps even from your team) mentioned here that IR doesn't register camera animation at all. It starts upon camera movement over and over again, but renders only the first frame. I'm talking about latest daily build. This behavior is consistent on both Win 10 and OSX (El Crap). Please check video in the attachment.
P.S. IR is now waaay more responsive.
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Global volume, when using render view seems to only be working if i have the volume material window open, and change the absorption distance value...
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Global volume, when using render view seems to only be working if i have the volume material window open, and change the absorption distance value...
If you mean in an offline render (global doesn't seem to be working in IR), it's not a bug as such as the Absorption distance in a Corona Volume material starts at a default of 0, which would indeed give no effect in the rendered scene. This is the same in 3ds Max, and most likely by design as the actual distance required will be unique and wildly varied for each scene, so there's no "good" default value and best to set it to 0 to encourage / remind people to set a value that works for that scene :)
Let me know if you meant something different, though! For example, once you have set an absorption distance, there's no need to keep the material window open, as it would be a bug if that was happening for you (it isn't happening here).
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Hi all,
the next daily build (2017-10-13) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg111902#msg111902 (https://forum.corona-renderer.com/index.php?topic=15602.msg111902#msg111902)
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Nikola I could kiss you! Thanks for the rounded edges fix. Not tried it yet but I'm sure it's back to being brilliant. Awesome job and thanks for all your and the teams hard work. No doubt corona is the best..... just the bump mapping to go 😬
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Thanks for the new build. So far I have noticed that reflection glossiness does not update in IR. You can change glossiness and turn off the entire channel and there's no effect.
I feel like an idiot - sorry, my mistake. I have two very similar materials and I was changing the wrong one! Everything is great so far and things seem to be getting much, much faster.
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The LUT's have disappeared. Restarting Cinema does not bring them back.
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sort of confirming the above, basically what happened is that with first IR everything in VFB got reset... didn't explore further
also,
if Instances have Render Instance checked, materials from the original object are disregarded (default diffuse gets used)
&
Interactive VS Final rendering comparison for the kicks, to feed the curiosity & help resolving any issues arising from not knowing "Are there any differences between regular and interactive rendering?" (https://coronarenderer.freshdesk.com/support/solutions/articles/5000520620-how-to-use-interactive-rendering-)...
(https://s1.postimg.org/8qzxyx8t6n/Corona_C4_D_Release_Scene-_IRvs_FINAL.gif)
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First of all, Congrats to the developers for all those fast updates & fixes.
Testing on MacOS with the latest build and I can confirm that
all of the following:
low resolution of textures in Viewport
nonworking render regions on macOS
round edges shader
instances not updating materials if their parent updates
have been fixed with the latest two versions
The thing is that since yesterday I am having some weird crashes ( and that pretty much never happened before )
on a large outdoor scene I am testing and since I couldn't replicate the problem in other scenes at first I thought there was something wrong with the specific scene. I tested with both 13/OCT & 11/OCT build and they were both crashing every time.
Unfortunately! Going back to the build of 9/OCT seems to solve the problem but without all those nice fixes you introduced, so maybe it is a combination of problems.
Anyone else having the same problem?
I've attached one of the bugreports in case it could be of use.
Cheers!
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The thing is that since yesterday I am having some weird crashes ( and that pretty much never happened before )
on a large outdoor scene I am testing and since I couldn't replicate the problem in other scenes at first I thought there was something wrong with the specific scene. I tested with both 13/OCT & 11/OCT build and they were both crashing every time.
...
Anyone else having the same problem?...
Can't disapprove or confirm... Would you care to describe the scene & steps to reproduce the crash or make an exemplary file? How complex is it? Have you done any exploring, reset on render settings, cameras, lights...?
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Of course anything you might need.
It is an outdoor scene, no vegetation yet, large in scale but very few polygons, file size is 70mb in c4d. I was also using round corners if this is significant.
I tried exporting everything and setting up from the beginning nothing changed it kept crushing at pass 6. I have heard in the forums of some adaptive algorithm after pass 6 but cant find it, maybe this is a clue? The only solution that worked for now was going back to the previous build.
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The LUT's have disappeared. Restarting Cinema does not bring them back.
Just click on top emty field and navigate to folder where luts are installed and you will have them again...
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Hi there, this is my first post here since a while.
If I rather should post that into the bug section, feel free to move it there!
First of all thank you for your development and your time. Corona is a great and promising product.
When trying interactive rendering with my material test scene I noticed that CoronaC4D Lights behave different in the interactive rendering then in the final rendering.
The brightens of the lights seems on spot when using interactive (like what I had setup in previous versions of Corona (without interactive) in terms of brightness) When final rendering they become brighter.
When using polygons with a "light material" on them interactive and final rendering are looking exactly the same! (as expected)
Also note that there is still a problem with UV´s and on the latest built (10.13.2017) also can be seen in the File.
So in essence: There is something wrong with the Corona C4D Lights so they show up to bright in the final rendering. (This problem seems to be existent since interactive was introduced)
In the attached scene I have also a setup with the light material polys. So you can switch back and forth and see the difference.
Cheers,
Raphael
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Corona Lights are brighter in Final rendering.
Confirming non-consistency issue.
Instanced objects: Render Instance activated does not pick up original materials.
Textures missing from the inner ball are caused by having Render Instance active on Sphere instance. You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")
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Have you tried unchecking 'render perfect' in the sphere settings?
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Roundedge shader is not working correctly, right now he create a round edge shader in all my edges of the mesh, even if i connect all objects to one he still does it, there are some options in this shader no idea if they fix it or not "affected only by, not affected by, same object only, same material only" but seems they are not working, i tested one by one and nothing happens. i will attach a printscreen of whats going on right now. thanks
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You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")
Thanks, I did not know that! C4D-Render-Instances were recognized as Corona Instances before. Was that reverted?
If that´s not the case I +1 that feature request.
p.s. even though it might be doing nothing, UV´s should work nevertheless if on C4D Instance or not!
Have you tried unchecking 'render perfect' in the sphere settings?
Thanks for your input. Unfortunately it´s already a poly object, not a primitive. So "perfect sphere" is not the cause!
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Just my 5 cents.
Large cottage scene which was crushing C4d before is now rendering ok in both IR and PV. For now all is fine.
I did not notice any brighter lights, coz I mostly use Corona Sky/Sun, HDRI and Light material.
Special thanks to developers!
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I did not notice any brighter lights, coz I mostly use Corona Sky/Sun, HDRI and Light material.
Indeed, only Corona Light object renders in different brightness, other lighting objects/shaders/materials work fine.
You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")
Thanks, I did not know that! C4D-Render-Instances were recognized as Corona Instances before. Was that reverted?
If that´s not the case I +1 that feature request.
It's VRayForC4D that has proxies behave in such way -> V-Ray Proxy 2 – Render Instances (http://vrayc4d.com/live/vrayforc4d-manual/vray-proxy/) (manual)
p.s. even though it might be doing nothing, UV´s should work nevertheless if on C4D Instance or not!
I absolutely agree, i only offered a temp. solution - you can use it, if you choose so ;)
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... caused by having Render Instance active on Sphere instance. You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")
Whoa man, where did you get that from!? I mean - sure, some things might not work correctly with render instances in IR, but overall, using render instances does have a significant beneficial effect on memory usage in your scenes, so if possible you should use them.
Sorry for jumping into the conversation like this, but would you mind elaborating why you think that render instances "have no role with Corona"? Thanks
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Roundedge shader is not working correctly, right now he create a round edge shader in all my edges of the mesh, even if i connect all objects to one he still does it, there are some options in this shader no idea if they fix it or not "affected only by, not affected by, same object only, same material only" but seems they are not working, i tested one by one and nothing happens. i will attach a printscreen of whats going on right now. thanks
Hi Marvey,
Thank you for the bug report. The "Affected only by" and "Not affected by" options don't work in IR. I am fixing it right now.
Nikola
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Roundedge shader is not working correctly, right now he create a round edge shader in all my edges of the mesh, even if i connect all objects to one he still does it, there are some options in this shader no idea if they fix it or not "affected only by, not affected by, same object only, same material only" but seems they are not working, i tested one by one and nothing happens. i will attach a printscreen of whats going on right now. thanks
Hi Marvey,
Thank you for the bug report. The "Affected only by" and "Not affected by" options don't work in IR. I am fixing it right now.
Nikola
Nice Nicola, please check too non IR because i wasn´t using IR, thanks for your hard work!!
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Global volume, when using render view seems to only be working if i have the volume material window open, and change the absorption distance value...
If you mean in an offline render (global doesn't seem to be working in IR), it's not a bug as such as the Absorption distance in a Corona Volume material starts at a default of 0, which would indeed give no effect in the rendered scene. This is the same in 3ds Max, and most likely by design as the actual distance required will be unique and wildly varied for each scene, so there's no "good" default value and best to set it to 0 to encourage / remind people to set a value that works for that scene :)
Let me know if you meant something different, though! For example, once you have set an absorption distance, there's no need to keep the material window open, as it would be a bug if that was happening for you (it isn't happening here).
I understand how global volume works... I'ts all correctly set up (3500 value distance for example) ... its just that i need to have the volume material window open and click anything inside for it to work in **render view again (you know...the quick rendering of any viewport which im sure most here use often). Regular rendering in picture viewer works fine though...
So, when i click render view first time after setting up my volume material, placing it in global volume...it's gonna render just fine... but if i click renderview again...it will render without volumetrics. Changing any value (for example clicking and unclicking single bounce) fixes the volume material rendering for the moment...then i have to change something in the volume material options menu again
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Aha I see what you mean now - I never use Render View myself (I use a Corona VFB on my second monitor for quick preview renders, more than ever now that IR is working, though that doesn't work with volumetrics at the moment unfortunately). Now I know where you are rendering, I can confirm this, same happens here - first use of Render View shows Volumetrics as expected, but stopping it and restarting the Render View does not show the volumetrics. My tests on a PC, C4D R19, Corona Oct 13th build.
TY for the report and follow up info!
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I can verify that the last version has some stability issues.
Reading the bug report there seems to be something going on with the PathTracer.
I attach the new bug report.
Thank you for all your great effort
First of all, Congrats to the developers for all those fast updates & fixes.
Testing on MacOS with the latest build and I can confirm that
all of the following:
low resolution of textures in Viewport
nonworking render regions on macOS
round edges shader
instances not updating materials if their parent updates
have been fixed with the latest two versions
The thing is that since yesterday I am having some weird crashes ( and that pretty much never happened before )
on a large outdoor scene I am testing and since I couldn't replicate the problem in other scenes at first I thought there was something wrong with the specific scene. I tested with both 13/OCT & 11/OCT build and they were both crashing every time.
Unfortunately! Going back to the build of 9/OCT seems to solve the problem but without all those nice fixes you introduced, so maybe it is a combination of problems.
Anyone else having the same problem?
I've attached one of the bugreports in case it could be of use.
Cheers!
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the new core (RC8) looks much faster! am I right?
great job guys !!
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I can verify that the last version has some stability issues.
Reading the bug report there seems to be something going on with the PathTracer.
I attach the new bug report.
Thank you for all your great effort
First of all, Congrats to the developers for all those fast updates & fixes.
Testing on MacOS with the latest build and I can confirm that
all of the following:
low resolution of textures in Viewport
nonworking render regions on macOS
round edges shader
instances not updating materials if their parent updates
have been fixed with the latest two versions
The thing is that since yesterday I am having some weird crashes ( and that pretty much never happened before )
on a large outdoor scene I am testing and since I couldn't replicate the problem in other scenes at first I thought there was something wrong with the specific scene. I tested with both 13/OCT & 11/OCT build and they were both crashing every time.
Unfortunately! Going back to the build of 9/OCT seems to solve the problem but without all those nice fixes you introduced, so maybe it is a combination of problems.
Anyone else having the same problem?
I've attached one of the bugreports in case it could be of use.
Cheers!
Thank you for the bug report. I am trying to reproduce the crash now. There is a new light solver in the new core, and it looks the crash is connected to it. Next time, I will release the build only with updated core without any other changes to be able to better determine what causes the crashes.
Nikola
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... caused by having Render Instance active on Sphere instance. You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")
Whoa man, where did you get that from!? I mean - sure, some things might not work correctly with render instances in IR, but overall, using render instances does have a significant beneficial effect on memory usage in your scenes, so if possible you should use them.
Sorry for jumping into the conversation like this, but would you mind elaborating why you think that render instances "have no role with Corona"? Thanks
Hehe...
Thanks for jumping in. Honestly I really had no clue until now. Was a gut feeling - an assumption, based on older tests when proxies was first introduced to Corona4D last year. At that time it felt like it did nothing & only manually made proxies had proven to be efficient (excluding time to set it all up).
I did test again just now & it has quite an impact.
In a scene i had prepared for these tests, it 'shaves off' more than ~50% of data.
Render Instances OFF
Viewport = 2 GB; Rendering = 6.5 GB
Render Instances ON
Viewport = 1.5 GB; Rendering = 3 GB
Really great!
Apologies for my ignorance & thanks again for pointing it out :)
Also, is there a list of what will not be displayed/rendered with IR (like mograph effectors, deformers, particles...)? If not, would you care to make one? To get better prepared and prevent any futile tests.
PS
IR starts to behave erratic after some time of continuous use - Exposure resets more & more frequently.
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Global volume, when using render view seems to only be working if i have the volume material window open, and change the absorption distance value...
If you mean in an offline render (global doesn't seem to be working in IR), it's not a bug as such as the Absorption distance in a Corona Volume material starts at a default of 0, which would indeed give no effect in the rendered scene. This is the same in 3ds Max, and most likely by design as the actual distance required will be unique and wildly varied for each scene, so there's no "good" default value and best to set it to 0 to encourage / remind people to set a value that works for that scene :)
Let me know if you meant something different, though! For example, once you have set an absorption distance, there's no need to keep the material window open, as it would be a bug if that was happening for you (it isn't happening here).
I understand how global volume works... I'ts all correctly set up (3500 value distance for example) ... its just that i need to have the volume material window open and click anything inside for it to work in **render view again (you know...the quick rendering of any viewport which im sure most here use often). Regular rendering in picture viewer works fine though...
So, when i click render view first time after setting up my volume material, placing it in global volume...it's gonna render just fine... but if i click renderview again...it will render without volumetrics. Changing any value (for example clicking and unclicking single bounce) fixes the volume material rendering for the moment...then i have to change something in the volume material options menu again
Similar problem here too. Renders just fine but disappears on the next render. I have re-enter the volume distance again and its back to rendering just fine.
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The last build is just unbelievable stable.
0 crash, really ! Large scene with cloners, ipr, proxy, etc..
Thank you very much Corona Team !
Rémi
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Seems there is a bug in uvw mapping, when i reduce de scale size of the uvw mapping for a short number i get some artifacts in the render, with cubic mapping i can reduce the scale for the value i want without any problem.
please check the attach printscreen.
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This doesn't look like a corona but a uv mapping issue. If the object's UVs weren't flattened & straightened, you can't just scale and transform without risking the map to get into a region of different texel densities.
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It would seem more a problem of geometries, normal invert or phong ...
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humm thanks for the answer guys, i remember there was a bug in uvw mapping in the early corona versions no idea if the bug came back again.
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Seems there is a bug in uvw mapping, when i reduce de scale size of the uvw mapping for a short number i get some artifacts in the render, with cubic mapping i can reduce the scale for the value i want without any problem.
please check the attach printscreen.
Hi, what exactly do you mean by the "short number" - what are the values? Also, what does your setup in general look like, for example, what does your material contain? It would be great if you could send us the scene - maybe just the problematic object - so that we could try it out and fix the bug. Thank you!
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I'm doing some test with a simple new scene under OSX 10.9.5 and cinema 4d r19 studio... it seems to work fine.. but only one question: why when i stop render under corona VFB, he does not save anything?? no light mix saved... no multi pass.... nothing.... this happen with all new scenes and older a6.4 scene..
unbelievable... :-(
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I'm doing some test with a simple new scene under OSX 10.9.5 and cinema 4d r19 studio... it seems to work fine.. but only one question: why when i stop render under corona VFB, he does not save anything?? no light mix saved... no multi pass.... nothing.... this happen with all new scenes and older a6.4 scene..
If you stop a render early, it won't save, you'd have to manually save it. Could be by design, as if stopping early maybe it's because there was something wrong with it.
If you enable Automatic saving on render end in the Corona Preferences, then if the render completes normally (reaches the time, noise or pass limit) then it will automatically save to the files specified in the rendering settings Save section.
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I'm doing some test with a simple new scene under OSX 10.9.5 and cinema 4d r19 studio... it seems to work fine.. but only one question: why when i stop render under corona VFB, he does not save anything?? no light mix saved... no multi pass.... nothing.... this happen with all new scenes and older a6.4 scene..
If you stop a render early, it won't save, you'd have to manually save it. Could be by design, as if stopping early maybe it's because there was something wrong with it.
If you enable Automatic saving on render end in the Corona Preferences, then if the render completes normally (reaches the time, noise or pass limit) then it will automatically save to the files specified in the rendering settings Save section.
thanks a lot for your reply, but in the last alpha a6.4 he does not work like this... usually when i launch render, i put 9999 passes, and then, when i see a good for me, i manually stop render and he save as specified in the render setting....i could not save before how many passes or time he need to be ok...
this is very important not for the beauty... i could save it manually... but how could I save the multi passes .PSD level file of photoshop manually??? i try to save it manually, ma no level compare in the PSD file....
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Been a long time since I have had the Alpha installed, but in the latest daily there are several ways to save the file if you stop it early:
The first is the Save All option (dropdown from the Save) in the Corona VFB, this will save one image for each multipass layer. You can also use Save CXR to save it in Corona EXR format. This contains all the layers in one file, and can be opened for adjustment in the Corona Image Editor (or you can rename it to .exr and it will open in any software that opens EXRs).
From the Picture Viewer, under the Corona menu there is the "Dump to EXR" option that does the same thing as "Save CXR" from the VFB.
The CXRs can also be used to resume rendering from where they left off too (https://help.c4d.corona-renderer.com/support/solutions/articles/12000035761-how-to-pause-and-resume-rendering-with-corona-renderer-for-cinema-4d- (https://help.c4d.corona-renderer.com/support/solutions/articles/12000035761-how-to-pause-and-resume-rendering-with-corona-renderer-for-cinema-4d-))
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Been a long time since I have had the Alpha installed, but in the latest daily there are several ways to save the file if you stop it early:
The first is the Save All option (dropdown from the Save) in the Corona VFB, this will save one image for each multipass layer. You can also use Save CXR to save it in Corona EXR format. This contains all the layers in one file, and can be opened for adjustment in the Corona Image Editor (or you can rename it to .exr and it will open in any software that opens EXRs).
From the Picture Viewer, under the Corona menu there is the "Dump to EXR" option that does the same thing as "Save CXR" from the VFB.
The CXRs can also be used to resume rendering from where they left off too (https://help.c4d.corona-renderer.com/support/solutions/articles/12000035761-how-to-pause-and-resume-rendering-with-corona-renderer-for-cinema-4d- (https://help.c4d.corona-renderer.com/support/solutions/articles/12000035761-how-to-pause-and-resume-rendering-with-corona-renderer-for-cinema-4d-))
thanks for reply.... How could i save a .PSD files with all the layers separated in one file???
renaming the CXR in EXR and open it in photoshop, give one file, with one layer.... I need the .PSD file with all the layer, separated...
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From the Picture Viewer, drop into the Layer tab, ensure Multi-Pass is selected, then use File, Save as, choose PSD format, and ensure Layers is checked (I believe the same process as for any renderer). Hope this helps!
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From the Picture Viewer, drop into the Layer tab, ensure Multi-Pass is selected, then use File, Save as, choose PSD format, and ensure Layers is checked (I believe the same process as for any renderer). Hope this helps!
more complicated than the alpha version but it is ok like this... thanks... :-)
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Most welcome! Not sure if the addition of PSD format to saving from the VFB is planned or not, that would be one for the developers, but at least it has you up and running in the meantime :)
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Dear developers,
I have found that a scene I'm working on causes Corona to crash without any crash report since the 5 of September build, consistently until the latest version.
More specifically, the VFB, Picture Viewer or even the Cinema 4d Viewport go completely black after pass 6 without any error reported.
This happens both in MacOS Sierra and High Sierra and is consistent therefore I suppose that this is a deep bug carried on from early to late versions.
As the scene is zipped 200mb please message me in pm to send you a download link. Thank you for your great effort!
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[...] please message me in pm to send you a download link. Thank you for your great effort!
Hi and thank you for wanting to help us with making Corona for C4D better! You can use our private uploader: https://corona-renderer.com/upload
But if you insist, you can send me a download link through PM.
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Seems there is a bug in uvw mapping, when i reduce de scale size of the uvw mapping for a short number i get some artifacts in the render, with cubic mapping i can reduce the scale for the value i want without any problem.
please check the attach printscreen.
Hi, what exactly do you mean by the "short number" - what are the values? Also, what does your setup in general look like, for example, what does your material contain? It would be great if you could send us the scene - maybe just the problematic object - so that we could try it out and fix the bug. Thank you!
Hi Houska
I attach the file with the material inside, anyway i found the bug is related to the uvw mapping scale and bump mapping, if i uncheck the bump the bug disapear, anyway check the file please. thanks!
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Seems there is a bug in uvw mapping, when i reduce de scale size of the uvw mapping for a short number i get some artifacts in the render, with cubic mapping i can reduce the scale for the value i want without any problem.
please check the attach printscreen.
Hi, what exactly do you mean by the "short number" - what are the values? Also, what does your setup in general look like, for example, what does your material contain? It would be great if you could send us the scene - maybe just the problematic object - so that we could try it out and fix the bug. Thank you!
Hi Houska
I attach the file with the material inside, anyway i found the bug is related to the uvw mapping scale and bump mapping, if i uncheck the bump the bug disapear, anyway check the file please. thanks!
Fixed it for you!
I wasn't in the mood to reproject all the uvs, that's better done before any deformation is applied and so I played a bit with the settings. Since it worked properly in the diffuse channel, I thought that there could be something with the map.
Solution: I just put it in a corona bitmap shader.(result on the right)
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I fixed your scene. It was just a quick and dirty run over but I optimized the topology to quads and a lower polycount, flattened UVs to a single island.
I made a normal and height map, so you don't lose the detail.(the original mesh was a bit choppy at the ends).
The material is the same that you created, I just added two projector shaders for normal or displacement, so you can scale your map up and down without having to realign the new maps.
It's by far not perfect but it should be easier to work with.
Since the uploader allows only max 15MB individual files, I put it into my dropbox: https://www.dropbox.com/s/0ak3h3tza8ioi48/bed-fixed.rar?dl=0
edit 2: c4d projection shader doesn't seem to work properly when the crn bitmap shader inside.
Fixed it without and uploaded again.
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is there any info when is about to release fixed version of volumetric fog working with IPR?
love your work
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what about the last daily built compatibility with OSX yosemite???
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is there any info when is about to release fixed version of volumetric fog working with IPR?
love your work
Hi karklinskarlis1993! Unfortunately there's still some more work needed to be done in this regard. We fixed the global volume in normal render, but IPR will need some more love.
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Last update not installing for Windows 7 !
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Last update not installing for Windows 7 !
Hi and sorry for your troubles. Can you please describe the problem a little bit more? What does it mean that the update is not installing? Does the .exe refuse to run or does it crash? How far can you get with the install? Etc...
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Last update not installing for Windows 7 !
Hi and sorry for your troubles. Can you please describe the problem a little bit more? What does it mean that the update is not installing? Does the .exe refuse to run or does it crash? How far can you get with the install? Etc...
I had the same problem with Windows 7. It seemed the executable would not run at all, but eventually it did. For some reason it took an extraordinary amount of time on both of my machines - more so than previous releases.
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I had the same problem with Windows 7. It seemed the executable would not run at all, but eventually it did. For some reason it took an extraordinary amount of time on both of my machines - more so than previous releases.
That's strange. Could it be the antivirus software?
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Sure, it could have been the anti-virus, but I've had no problem using your installers in the past with anti-virus running. I didn't think it was that big of a deal. I thought he might be having the same problem and was advising that he wait a little longer to see what happens.
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Yeah, and thanks for helping him :-) I just wondered what we as Corona can do about it to fix this issue...
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I had "this" on Win 10 several times in the past, Avast told me it needed to send the installer home for inspection and refused to install Corona, I told it to go to hell (since I trust the Corona guys) and forced an installation.
Lately, Avast does no longer complain about the Corona installer.
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what about the last daily built compatibility with OSX yosemite???
i'm sorry for the up... but i need to know if there is any incompatibility with OSX yosemite and the last daily built of corona under cinema r19... i need to update actual mavericks to yosemite at least due to other software compatibility...
anyone who use yosemite and the last daily built with c4d r19 could give me some feed back?
thanks
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It is screen shots of the error during installation :
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I would also like to say thank you to the Corona team. Although Corona crashes with the IR always again, but this is not so important to me. Thankfully, I am that the RoundEdges work again, as one sees here:
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It is screen shots of the error during installation :
Please try:
1) Running Windows Update and installing all available updates (this may need to be done a few times, after a few reboots)
2) If that does not help, then try installing the updates included in the installer manually - here is a 3ds Max version, but the steps are the same - https://coronarenderer.freshdesk.com/support/solutions/articles/12000019570
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It is screen shots of the error during installation :
Please try:
1) Running Windows Update and installing all available updates (this may need to be done a few times, after a few reboots)
2) If that does not help, then try installing the updates included in the installer manually - here is a 3ds Max version, but the steps are the same - https://coronarenderer.freshdesk.com/support/solutions/articles/12000019570
I made an update for Windows. And Corona was installed to PC. I took the activation code from the main corona site. But it does not working with cinema 4d because my work station is not connecting to the internet!
-
Hi all,
the next daily build (2017-10-24) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg112760#msg112760 (https://forum.corona-renderer.com/index.php?topic=15602.msg112760#msg112760)
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Thank you for that last point! <3
-
Hi all,
the next daily build (2017-10-24) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg112760#msg112760 (https://forum.corona-renderer.com/index.php?topic=15602.msg112760#msg112760)
Hi Nikola
Thank you for the update alot of fixes! nice!! Can you please check again if roundedges "include/exclude" is working? here still not work, still got the same problem. thank you
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Hi Nikola,
Thanks for the new Build, great job!!
I do not know if it was already reported, but using sky with HDRI, IR does not work properly: rotating the sky, the HDRI position does not change in IR (the same thing in previous build).
It also appears to be incompatible with the Greyscalegorilla Hdrlink plugin: in this case, turning the sky, Corona crashes.
Sorry for my bad English
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Thanks for the update !
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Great new build! I can confirm that I had a couple crashes using a 12K HDRI when using the IPR.
Also, any likelihood of hair being supported soon? I could definitely use it for an upcoming project.
Thanks again guys!
- Shawn
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Thanks for the updates!
When the sky rotates in IR mode, HDRI will normally change its position. The rotation was made by the texture of the sky, and not by the object
of the sky itself.
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Thanks for the updates!
When the sky rotates in IR mode, HDRI will normally change its position. The rotation was made by the texture of the sky, and not by the object of the sky itself.
Here it does not work, I rotate the sky object (not the texture of the sky) but in IR nothing changes.
I can confirm that rotating only texture, IR works fine.
MacOS Sierra and Cinema 4d R18
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IES files still doesn't work, they need a full path for Corona to be able to read them, like in the picture below (even though IES file is located in current projects tex folder). What would be ideal, when I just drop IES file into path and it adds the file itself to tex folder and shows only its name, in this case - 27.IES. Same way as it works with textures.
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In IR only the reflexion change if u rotate the hdri, not the lightning.
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Not sure if it's mentioned yet. But in the settings of a emission material the advanced tab when i disable Visible direct it still shows in the render.
I can solve it by using a corona compositing tag and disable it there but when the material is added on a specific polygon selection it's useless to use the corona compositing tag because then the entire object will be invisible and not just that selection.
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IR of the latest build still doesn't recognize animated camera movement.
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IR of the latest build still doesn't recognize animated camera movement.
Yes. I don't know if we commented on it somewhere yet or not, but this is a known omission and will be handled later.
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Thanks for the updates!
When the sky rotates in IR mode, HDRI will normally change its position. The rotation was made by the texture of the sky, and not by the object
of the sky itself.
Hi, just out of curiosity - what is that tag that you have on the Sky object?
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Heloo friends, great job, but
1.material ubtades still busy ven use IR.
2. scene environmet: Direct visibility override dont work when use IR
sorry for my english
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Hi, just out of curiosity - what is that tag that you have on the Sky object?
I am pretty sure that is simply the light material (thumbnail from an actual HDR, icon preview) and not a tag :D
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I am pretty sure that is simply the light material (thumbnail from an actual HDR, icon preview) and not a tag :D
That would be the texture tag with Corona Light material then... Aha, of course, now I see it. It's the material preview ball. At a first glance, it looked like a raining cloud or something like that.
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Heloo friends, great job, but
1.material ubtades still busy ven use IR.
sorry for my english
Strangely in my case when i let IR turn continually (with 20 pass max, but don't stop him) work with shaders it's more easy/fluid.
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Hi all,
the next daily build (2017-10-25) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg112911#msg112911 (https://forum.corona-renderer.com/index.php?topic=15602.msg112911#msg112911)
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IES files still doesn't work, they need a full path for Corona to be able to read them, like in the picture below (even though IES file is located in current projects tex folder). What would be ideal, when I just drop IES file into path and it adds the file itself to tex folder and shows only its name, in this case - 27.IES. Same way as it works with textures.
Hi Yurii,
if you add the 27.IES file from tex folder (added file must be located somewhere in "Riverbreeze virtuves" i.e. project folder or its subfolder) again into path slot does the path change to ./tex/27.IES? Later I will implement the same behaviour as textures use but this was just quick fix.
Thank you
Nikola
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Hi, just out of curiosity - what is that tag that you have on the Sky object?
This is the Light material with the HDRI texture for the sky object
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Hi,
Roundedge shader still not working 100%... same problem with the edges... he do the roundedge in all edges even if i connect all objects to one still do it... the functions "same material, same object etc" still dont work. this is not IR realeated. thanks
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Hi,
Sometimes, using IR, texture mapping is inverted.
Build 2017-10-25 on MacOS Sierra and cinema 4d R18
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Hi,
Roundedge shader still not working 100%... same problem with the edges... he do the roundedge in all edges even if i connect all objects to one still do it... the functions "same material, same object etc" still dont work. this is not IR realeated. thanks
I tried it and cannot confirm this. All of the in-/exclude functions work.
could you provide a sample scene?
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Sure here it is the model, i tried everything but i cant use roundedge shader correctly as you see he creates a roundedge in every edge of the model.... all my models are imported from archicad (it allways worked well in some old alphas), the old roudedge shader allways worked very well but seems the corona team changed something in shader and after that i allways got this problem. i attach the mesh
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Hi,
First, Thank you for the great works.
I have two bad issue with Volume.
1 : IR render, Volumetric material in a Cube. The render set black parts on Fur (or hairs, old cloths ... who have lot of plane with alpha channel)
(http://image.noelshack.com/fichiers/2017/43/4/1509015024-ir-fur-error.jpg)
2 : Final render, volumetric material in global volume of render setting. Fur (or hairs, old cloths ... ) are fine rendered ... but the background seems excluded of volume (hdr - Sky object). This is affect the lighting also.
(http://image.noelshack.com/fichiers/2017/43/4/1509015366-final-background-error.jpg)
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Sure here it is the model, i tried everything but i cant use roundedge shader correctly as you see he creates a roundedge in every edge of the model.... all my models are imported from archicad (it allways worked well in some old alphas), the old roudedge shader allways worked very well but seems the corona team changed something in shader and after that i allways got this problem. i attach the mesh
Hi Marvy,
thank you for the scene. Now I can see what you mean and you are right it doesn't work as before in this case and I am trying to find the bug now.
Nikola
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does volume works with IPR with latest build?
edit: found out few posts earlier. sorry for flood
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does volume works with IPR with latest build?
My fix from yesterday evening isn't there yet, so it will come in the next daily build. This is if you mean the volume not being updated when you change it in render settings
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Is dispersion included in latest daily by any chance?
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Not yet, sorry.
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Hey guys. It seems I'm getting completely different mapping in the IPR vs Picture viewer... I think the IPR is actually the correct mapping...
- Shawn
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Are these texture maps, or procedural maps (and if so, are they the native C4D ones?)
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Sure here it is the model, i tried everything but i cant use roundedge shader correctly as you see he creates a roundedge in every edge of the model.... all my models are imported from archicad (it allways worked well in some old alphas), the old roudedge shader allways worked very well but seems the corona team changed something in shader and after that i allways got this problem. i attach the mesh
Hi Marvy,
thank you for the scene. Now I can see what you mean and you are right it doesn't work as before in this case and I am trying to find the bug now.
Nikola
Amazing Nikola, waiting for the fix! :)
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Are these texture maps, or procedural maps (and if so, are they the native C4D ones?)
Sorry! Yes, they are one of the built-in C4D noises with no UV mapping just world space.
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Sorry! Yes, they are one of the built-in C4D noises with no UV mapping just world space.
I've not been able to duplicate here, could you share the scene and steps?
In my test - CoronaMtl with native C4D Noise applied in the Diffuse, I tried many different types of noise in that map, all set to World. Interactive Render in the viewport matched offline render in Corona VFB matched IR render in Corona VFB matched the results shown in the native C4D Picture Viewer and matched results when using Render Viewport. This was C4D R19 with Oct 25th build of Corona.
Thanks!
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Sorry! Yes, they are one of the built-in C4D noises with no UV mapping just world space.
I've not been able to duplicate here, could you share the scene and steps?
In my test - CoronaMtl with native C4D Noise applied in the Diffuse, I tried many different types of noise in that map, all set to World. Interactive Render in the viewport matched offline render in Corona VFB matched IR render in Corona VFB matched the results shown in the native C4D Picture Viewer and matched results when using Render Viewport. This was C4D R19 with Oct 25th build of Corona.
Thanks!
Here's my scene (Attached). I think I've isolated to issue a little more... The different result in the IPR is only showing up when I execute the IPR from the Corona drop-down menu... If I then stop the render in the Corona IPR/VFB then restart it I get a different result (the same result that is showing in Cinema's Picture Viewer...)
Let me know... Thanks, Tom!
- Shawn
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Ty for the scene, yes that happens to me too.
I get an error on loading the scene, about missing Arnold Renderer plugins but I deleted the render settings for that and still got the same result. For me, I can render to IR in the VFB, and get the "smoother" result, render offline in VFB and get the "rougher" result, and repeat that over and over, so both are giving different results.
However, if I create a new sphere and apply the displacement material to it (leaving the old sphere in there too), the new sphere does NOT show this change between IR and offline, while the old sphere continues to render differently.
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Weird! Well, Let me play around a bit more... Yeah... I was testing the new Arnold noise support...
- Shawn
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if you make your sphere editable you get the same results in IPR and viewer.
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Ty for the scene, yes that happens to me too.
I get an error on loading the scene, about missing Arnold Renderer plugins but I deleted the render settings for that and still got the same result. For me, I can render to IR in the VFB, and get the "smoother" result, render offline in VFB and get the "rougher" result, and repeat that over and over, so both are giving different results.
However, if I create a new sphere and apply the displacement material to it (leaving the old sphere in there too), the new sphere does NOT show this change between IR and offline, while the old sphere continues to render differently.
Hey Tom! I think I found the issue! I believe it has to do with the (Render Perfect) Checkbox on the Sphere primitive. With that unchecked, I'm not seeing the different mapping. With it check on though I get different results.
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Confirming that unchecking Render Perfect makes it render the same in IR and offline. However, my new Sphere was also set to Render Perfect and didn't show changes, so still something odd happening :)
If I copy the problem sphere, it inherits the problem.
I can also confirm that making it editable corrects it too.
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When I'm using C4Ds noises I'm trying to create an Autobump effect but I'm getting different mapping within the bump channel and displacement channels... Is this a known issue?
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When I'm using C4Ds noises I'm trying to create an Autobump effect but I'm getting different mapping within the bump channel and displacement channels... Is this a known issue?
After playing around some more this is only an issue with the Sphere primitive. Once a Sphere Primitive is made editable the mapping works as expected.
- Shawn
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Interactive rendering is performing very slow on my Dual Xeon pc. On my Ryzen 1700x is performing much better. I'm testing with the same scene on R17.
On Xeon it takes too much time to update when rotating the scene. Is this normal for now? Thanks
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Interactive rendering is performing very slow on my Dual Xeon pc. On my Ryzen 1700x is performing much better. I'm testing with the same scene on R17.
On Xeon it takes too much time to update when rotating the scene. Is this normal for now? Thanks
Try to enable force path tracing in preferences and check is it faster
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with latest build even on preview (no IPR), volume seems buggy. i have to re-tick something on volume material to do any action when rendering. every second render it feels like volume disables itself.
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with latest build even on preview (no IPR), volume seems buggy. i have to re-tick something on volume material to do any action when rendering. every second render it feels like volume disables itself.
Hi KK1993!
Could you please clarify this? What do you mean by "even on preview"? Also, when you say that the volume is buggy, what does it actually mean? Somehow I understood that when you render, the volume is sometimes OK and sometimes it does not show at all, is that correct?
The reason I'm asking is that I tried to render a simple cube with Corona Volume material and everything is fine, so there must be something that I didn't understand correctly.
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with latest build even on preview (no IPR), volume seems buggy. i have to re-tick something on volume material to do any action when rendering. every second render it feels like volume disables itself.
Hi KK1993!
Could you please clarify this? What do you mean by "even on preview"? Also, when you say that the volume is buggy, what does it actually mean? Somehow I understood that when you render, the volume is sometimes OK and sometimes it does not show at all, is that correct?
The reason I'm asking is that I tried to render a simple cube with Corona Volume material and everything is fine, so there must be something that I didn't understand correctly.
exactly
"Somehow I understood that when you render, the volume is sometimes OK and sometimes it does not show at all, is that correct?"
by preview i meant non-ipr method here- simply by rendering viewport
i applied volume material on environment slot at render settings. that was odd as i cant recall anytime happened before. it was like "oh its ok it rendering with showing visible fog. stop render. *some improvements, click click click, re-render*. visible fog has dissapeared".
sorry for my bad english
best regards
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Greetings,
is there an issue with the Variation shader in the diffuse slot? It works great when one picks a gradient to assign a random colour, but all objects become black when I set an image as a texture in the Texture 1 slot.
thank you
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@kk1993:
Just out of curiosity - what version of C4D are you using?
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Hi all,
the next daily build (2017-10-31) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg113490#msg113490 (https://forum.corona-renderer.com/index.php?topic=15602.msg113490#msg113490)
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@kk1993:
Just out of curiosity - what version of C4D are you using?
r18
edit. just saw release of 31.10. halloween build. is there fixed volume bug? IPR for global volume working?
edit2. it finally works! LOVE YOUR WORK!
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edit2. it finally works! LOVE YOUR WORK!
Wait, so the volume rendering works now even in non-IR render? :-D
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edit2. it finally works! LOVE YOUR WORK!
Wait, so the volume rendering works now even in non-IR render? :-D
for me now global volume works with or without IR!
i am testing at the moment. 10 times in a row, volume is appearing!
edit: it didnt appear on 11th time, lol
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It works for me in IR - without changing anything I stopped and restarted the IR 12 or 13 times and global volumetrics continued to show up in IR, whereas they never showed up at all in IR in previous builds (volumetric materials on an object did, but not global).
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with todays build volume finally showed up in IR for me as well. felt rock solid.
somehow, its still disappears time by time when simply rendering scene, though.
is it bug, or am i only one suffering from this issue?
i cant recall this behaviour on builds from early october, september, etc
i feel like flooding this thread, so my question- would it be possible to pin IR tab somewhere on layout? i cant find any related option for that. it would be really nice touch.
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i feel like flooding this thread, so my question- would it be possible to pin IR tab somewhere on layout? i cant find any related option for that. it would be really nice touch.
it's coming up. currently, there's only the window.
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Hi all,
the next daily build (2017-10-31) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg113490#msg113490 (https://forum.corona-renderer.com/index.php?topic=15602.msg113490#msg113490)
This release was quite a pleasant surprise to say the least :) Great stuff!
From what I can gather in a few quick tests the Color Mix shader doesn't seem to be working while plugged into the reflection glossiness slot while running the IPR.
Not the biggest limitation ever but since we don't have the 3ds Max-esque "Mix Strength" slider for the glossiness it makes things a bit more limiting when controlling reflection glossiness maps.
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Hey Corona Team. I'm seeing some differences between the IR and C4Ds Picture Viewer. See Attached images...
Seems like the Noise shaders are not rendering in the Picture Viewer but they are rendering as expected in the IR (.c4d file attached)
Thanks guys!
- Shawn
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Or more specifically, showing up in IR but not in offline. They show up in IR, but don't show up in offline in the VFB, using Render View, Interactive Render Region in the view (and in both view cases, the smoothing on the geometry doesn't render either but that may be a C4D thing?).
The Picture Viewer actually shows whatever the Corona VFB shows - that is, if you use IR in the VFB, then the PV shows the textures. If you use offline in the VFB, the PV does not show them.
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Hi, I just installed the latest build (10-31) on my Ryzen PC. Five minutes before I had the build 10-13 installed and I had the same scene open.
In IR when rotating the scene it is responding slower and it doesn't fade smoothly as before (In build 10-13 was working great). Also the picture blacks out when trying to update the rotation. That's why I had the same issue with my Xeon PC, cause I had installed the build 10-25. So this problem is after build 10-13 I think (I'm not sure about the build 10-24, didn't try it).
I was testing with and without "Force path tracing". It happens in both cases.
-
Hi,
In Multi-pass, possible to make small triangles active.... foldable...?
and most of time... c4d quits at "Preparing scan data" when start rendering.
Thanks.
...
-
Just a quick one, are IES lights working in this now, did a render overnight yesterday and they don't appear to be.
Thanks,
Phil
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Just a quick one, are IES lights working in this now, did a render overnight yesterday and they don't appear to be.
Thanks,
Phil
Good catch, they aren't working for me, though they did in a previous build (e.g. the examples on https://help.c4d.corona-renderer.com/support/solutions/articles/12000023597-what-kind-of-lights-are-there- (https://help.c4d.corona-renderer.com/support/solutions/articles/12000023597-what-kind-of-lights-are-there-) )
EDIT - tested using a CoronaLight, sharp patterns on and off, using the IES profiles that come with Corona only. No effect was seen from IES in any test. Oct 31st build, C4D R19.
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Good catch, they aren't working for me, though they did in a previous build (e.g. the examples on https://help.c4d.corona-renderer.com/support/solutions/articles/12000023597-what-kind-of-lights-are-there- (https://help.c4d.corona-renderer.com/support/solutions/articles/12000023597-what-kind-of-lights-are-there-) )
EDIT - tested using a CoronaLight, sharp patterns on and off, using the IES profiles that come with Corona only. No effect was seen from IES in any test. Oct 31st build, C4D R19.
Yeah, I had definitely used them in an earlier version as well, seems to be an issue with them in the latest version
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Might be a weird question but how is the Substance support for C4D doing? I can see everything is working but if I recall correctly there was a warning message displayed in the 3ds Max version that the IPR can become unstable if a user is using substances. That is not the case in C4D.
Any thoughts on this?
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Might be a weird question but how is the Substance support for C4D doing? I can see everything is working but if I recall correctly there was a warning message displayed in the 3ds Max version that the IPR can become unstable if a user is using substances. That is not the case in C4D.
Any thoughts on this?
It would be really helpful to have native substance support if at all possible so you don't have to manually setup each texture. Their Library is really good, a substance corona material would be so useful. No idea if this is possible though.
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I keep having a weird bug we're upon doing a undo command the texture preview in the viewport goes blank and I essentially get a wireframe view. This has happened several times to me and different case scenarios when playing around with different noise shaders and layers shaders.
- Shawn
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I keep having a weird bug we're upon doing a undo command the texture preview in the viewport goes blank and I essentially get a wireframe view. This has happened several times to me and different case scenarios when playing around with different noise shaders and layers shaders.
- Shawn
i have the same problem, i reported it few posts back not sure if got noticed or not, this start to happen from the last 3 builds i think, the solution i found for the materials to appear is to select and unselect something in the material editor, like the difusion slot or something. anyway seems a bug yeah!
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I keep having a weird bug we're upon doing a undo command the texture preview in the viewport goes blank and I essentially get a wireframe view. This has happened several times to me and different case scenarios when playing around with different noise shaders and layers shaders.
- Shawn
i have the same problem, i reported it few posts back not sure if got noticed or not, this start to happen from the last 3 builds i think, the solution i found for the materials to appear is to select and unselect something in the material editor, like the difusion slot or something. anyway seems a bug yeah!
Same thing here, I use the same workaround. An easy way to reproduce the problem is paste a material from another scene.
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Hi all,
the next daily build (2017-11-03) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg113736#msg113736 (https://forum.corona-renderer.com/index.php?topic=15602.msg113736#msg113736)
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"Added Subsurface scattering mode into Corona material
Added Dispersion into Corona material"
I could hug you guys right now!
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I like the new SSS mode. It's a lot faster than using the volume.
I'm not quite sure how to handle it yet. That means, I have a baked 16bit gray transmission map and am not sure into which slot it should go. My first thought was to put it into the fraction, but radius and the scatter+ added color worked too. (pic shows scatter without color added, rad. 0,35cm, 85% fr.)
This was just a quick test and I'm sure I'll find out the best settings(in a more neutral env.) but an answer from the devs is faster. ;)
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Amazing effort adding the dispersion feature let alone SSS, I tip my hat to you gents!
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Little quick test with the new dispersion!!! Awesome and super fast as expected! IR is running much smoother too!
- Shawn
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Maybe the Fraction value for SSS should be something else but 0.
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I install the latest beta but not finding new SSS material, where it hidden... wanna give a try. Thanks.
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in the material under volumes, then there's a drop-down menu on top.
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I install the latest beta but not finding new SSS material, where it hidden... wanna give a try. Thanks.
Just gotta look harder ;)
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Thanks for update.
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Great work so far on the IR guys, very well done!, a few kinks to sort out but it's really amazing so far.
would it it be possible to add a restart IR script/button? some features like displacement require a full IR restart
to work again.
Thanks a lot!
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Also, Post Processing , LUT , bloom and glare seem to reset on changes when IR is active, is this intended? (no corona camera tag used)
perhaps there is a way to lock these and contour to work in IR mode in the VFB
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It's hard to believe how amazing each update is, you can definitely tell the difference and the work put in, brilliant job!
Here is a quick light chocolate with the new SSS, still figuring it out, but already loving it
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I really like your model.
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You can find this and other equally amazing scans for free here: http://threedscans.com/
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You can find this and other equally amazing scans for free here: http://threedscans.com/
It looks sweeter in chocolate ;)
Thx for the link :)
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Hi guys.
Having a little problem recently (a few weeks i'd say, not sure) and i have no idea if it comes from me... or something else.
Basically as you can see on this simple scene, when i have a "direct" lighting in front my camera i have weird results in my floor reflection :
01 - Back : No problem
02 - Front : No direct lighting on floor
03 - Front with higher glossiness : weird results
04 - Front, no reflection : Direct lighting is back
I'm afraid i can't find a way around this one, client wants this specific view with direct lighting -_-
Any suggestion appreciated !
Notes : i have tried HDRI and sun / sky with similar results.
Edit : tried path tracing, no diffuse, phong tag removal, geometry check, same results.
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Hi guys.
Having a little problem recently (a few weeks i'd say, not sure) and i have no idea if it comes from me... or something else.
Basically as you can see on this simple scene, when i have a "direct" lighting in front my camera i have weird results in my floor reflection :
01 - Back : No problem
02 - Front : No direct lighting on floor
03 - Front with higher glossiness : weird results
04 - Front, no reflection : Direct lighting is back
I'm afraid i can't find a way around this one, client wants this specific view with direct lighting -_-
Any suggestion appreciated !
Notes : i have tried HDRI and sun / sky with similar results.
Edit : tried path tracing, no diffuse, phong tag removal, geometry check, same results.
Hi! Could you provide the scene via our private uploader, so that we can check it out?
Edit: In any case, it seems to me you (or your client) want to hack the way the natural light transport works, so the solution might not be straightforward.
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Could it have to do with the "occlude other lights" checkbox?
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Hi guys.
Having a little problem recently (a few weeks i'd say, not sure) and i have no idea if it comes from me... or something else.
Basically as you can see on this simple scene, when i have a "direct" lighting in front my camera i have weird results in my floor reflection :
01 - Back : No problem
02 - Front : No direct lighting on floor
03 - Front with higher glossiness : weird results
04 - Front, no reflection : Direct lighting is back
I'm afraid i can't find a way around this one, client wants this specific view with direct lighting -_-
Any suggestion appreciated !
Notes : i have tried HDRI and sun / sky with similar results.
Edit : tried path tracing, no diffuse, phong tag removal, geometry check, same results.
Hi! Could you provide the scene via our private uploader, so that we can check it out?
Edit: In any case, it seems to me you (or your client) want to hack the way the natural light transport works, so the solution might not be straightforward.
Ok so while cleaning the scene for upload i just tried something and TADA, the problem comes from my background (if i delete it, it works).
I went a bit further and tried a few things, and while reworking my background material with the traditional approach (ray switch material) it now work with the sun / sky package, but not with the HDRI. I made a clean scene with clear separation between the two lighting packages for testing purpose and just uploaded it ( 1510060018_v3.7z ).
I might be missing something, in wich case i apologise, but so far i don't see what !
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Hi all,
the next daily build (2017-11-07) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg114025#msg114025 (https://forum.corona-renderer.com/index.php?topic=15602.msg114025#msg114025)
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Hey guys, I've had this issue before with Corona... (See attached renderings) for some reason Corona does not seem to be rendering Cinema's normals correctly... This is a model out of MOI and Fusion 360. Arnold, Redshift, and Physical renderers have no issues with these normals... I have a feeling this has to do with Cinema's (Normal Tag [Normal]) not being read correctly by Corona...
Anyone know how to fix this in C4D or is this a known bug with Corona for Cinema? Really wanted to use Corona on a big upcoming project...
Thanks, guys!!!
- Shawn
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to solve, provide a scene file
if under NDA, prepare so you don't break the contract or send to developers for a look
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This happens only in IR, right? Because in normal renderer, we're not reading the normals from the normal tag at all.
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This happens only in IR, right? Because in normal renderer, we're not reading the normals from the normal tag at all.
No. This happens in both the IR and Final Render... Thanks for the reply, I send you guys a private message with a scene file to check out... Let me know!
Thanks again!
- Shawn
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Anyone having issues with denoising in the latest builds? For me it's seems like it's not working at all
Also finding bloom/glare extremely unreliable as it only works when it feels like it ahah
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Hey guys, I've had this issue before with Corona... (See attached renderings) for some reason Corona does not seem to be rendering Cinema's normals correctly... This is a model out of MOI and Fusion 360. Arnold, Redshift, and Physical renderers have no issues with these normals... I have a feeling this has to do with Cinema's (Normal Tag [Normal]) not being read correctly by Corona...
Anyone know how to fix this in C4D or is this a known bug with Corona for Cinema? Really wanted to use Corona on a big upcoming project...
Thanks, guys!!!
- Shawn
After playing around a bit more I think this is definitely an issue of Corona not interpreting the vertex normals correctly from the normal tag...
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Few questions about team render and Corona, I don't know which of these are known bugs: Denoiser dont work and noise limit does not work.... These are two I have encountered while testing, let me know does previous builds have the same problem.
Thanks
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-misread that it was about team render, the post can be deleted-
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Working on a project now and while moving the default camera around (viewport camera) the IR exposure keeps resetting it's self back to 0.0...
- Shawn
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Working on a project now and while moving the default camera around (viewport camera) the IR exposure keeps resetting it's self back to 0.0...
- Shawn
I've had similar issues when chaining the tone mapping settings in the VFB, seems like its almost locking the settings of the render settings rather than override them?
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Few questions about team render and Corona, I don't know which of these are known bugs: Denoiser dont work and noise limit does not work.... These are two I have encountered while testing, let me know does previous builds have the same problem.
Thanks
Hi,
noise limit and adaptivity doesn't work in TR right now (some changes in core must be implemented to support it in TR). Denoising should work in TR, I will check it.
Nikola
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I have gone back to the November 3rd build. I am experiencing crashes every time I render a new camera view. This has nothing to do with IR as I'm not using it. This build seem to be one of the less stable all around.
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I have gone back to the November 3rd build. I am experiencing crashes every time I render a new camera view. This has nothing to do with IR as I'm not using it. This build seem to be one of the less stable all around.
Hi Kevin,
I am sorry for the crashes. I would like to fix them so could you please better describe how to reproduce your issues?
Thank you
Nikola
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Hi Nikola. No need to apologize. Sorry if I came off as frustrated. I'm not - I think you guys are doing a great job and I realize there are always issues when adding new features. I will upload the scene from home tonight. Thanks!
BTW - All I need to do is switch from one previously rendered camera view to another and it will crash when I attempt the new render.
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Hi all,
the next daily build (2017-11-10) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg114370#msg114370 (https://forum.corona-renderer.com/index.php?topic=15602.msg114370#msg114370)
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Any news on the denoiser? I don't see it mentioned on the log. I don't know it it' universal but I'm not the only one that thinks it doesn't seem to be working at all
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Any news on the denoiser? I don't see it mentioned on the log. I don't know it it' universal but I'm not the only one that thinks it doesn't seem to be working at all
Not sure what you mean by "not working at all" - I'm using it on a daily basis :) The only reports I've seen are that it may have issues with Team Render (which Nikola said he was going to check to see if it is working, but it should be). Can you give an example of it not working, perhaps even share the scene, but certainly screen grabs of your renders with the Denoising parameters shown would be useful. Thanks!
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I mean that in the 2 latest builds my denoiser doesn't seem to have any effect at all, no matter what the parameters. I have checked with someone else that is having the same issue. This is not upsetting to me, as I don't rely on it, but it's a great feature to have obviously and if there is an issue it's good that the team knows.
I am attaching two images, the first has the noise amount set to default 0 and the second one has the maximum value of 1 set, as you can see, there is absolutely no difference between the images.
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TY! Just to check - Full Denoising was used as the setting before rendering? Not "Gather data" or "Fireflies"? The image was saved from the Beauty pass, and not LightMix? (If it was LightMix, was Denoising enabled for each LightSelect)? Does it show "Denoising" in the VFB after rendering, to show it is calculating it? Image was from the Corona VFB and not the PV? Sorry for all the questions, just trying to see what is happening, as I've never had Denoising not work so it is worth checking all these items, thank you for your time reporting!
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I'm happy to answer any questions, thank you for the support!
Yep, full demonising, amount 1, radius 1. I render and save from Corona's VFB, from the Beauty pass, and I can see the denoise calculation but when it ends nothing happens.
I am now testing the same scene with today's build
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Ok awesome let me know how the tests go. If you want to share the scene, you can use the private uploader then we can test on exactly the same scene (https://corona-renderer.com/upload)
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Hi all,
the next daily build (2017-11-10) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg114370#msg114370 (https://forum.corona-renderer.com/index.php?topic=15602.msg114370#msg114370)
Great work! Roundedge working perfect! thanks!
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Ok awesome let me know how the tests go. If you want to share the scene, you can use the private uploader then we can test on exactly the same scene (https://corona-renderer.com/upload)
Everything seems to be fine now, I will let you know if any issue comes back.
Thanks a lot!
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Not sure if im the only one who has the problem now, but the old problem of the IR not updating when rotating a Sky object with a light material & HDRI texture seems to be back since 2-3 builds back?
The actual background texture itself rotates, but the light does not update, or well something is updating, im not sure what it is, maybe just the reflection is updating? Looks odd anyways, and I have to shut down IR and open it up back again.
ive tried to also just rotate the actual texture coordinates, but same problem.
I would be curious if anyone else has this issue..
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Hmmm, strange...
OK. Personal experience...
Rotating Sky object with Corona Material (Self Illumination) works fine here - same results rendered in IR & in final.
Other bugs discovered:
1. Camera: Object: DoF gets locked to certain Distance (last) if Focus Object is used (have to exit & re-enter Camera for focus to refresh & show correctly)
2. Compositing tag still shows issues with activating it's Properties (visibility functions - need to be activated/deactivated in pairs to correctly respond)
3. "Corona Material: Advanced settings: Visibility" don't work at all
4. When procedural Shaders are used on Corona Material: Reflection, IR stops to a halt for 5-10 seconds then it starts working again (not a bug, but a showstopper - too long to compile)
...
looking further
-----------------------------------------------------------------------
Test specs (simple scene by an old machine ;)
Scene description:
- Objects: 5 spheres, 1 plane, 1 Sky, 1 Procedural Backdrop, Corona Lights, Camera, Null
- Materials: 2x Anisotropic Metal, Dispersed Glass, Layered Material (Metal/Metal), Standard PBR (Dielectric w Fresnel on Reflection Roughness)
- Lighting: IBL (Sky object with Room02_hdr from HDRI Sets by FITZFILM (https://gumroad.com/l/eNTPY#), 5x Corona Light: Area (Color: Temperature)
Performed with:
SW: W7sp1x64 pro, C4D R18.041 & R19.024, Corona-c4d-win-2017-11-10 (fullspeed)
HW: 2x intel X5650, 16GB ECC
-----------------------------------------------------------------------
Smooth sailing... :)
thanks & bye-bye
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Not sure if im the only one who has the problem now, but the old problem of the IR not updating when rotating a Sky object with a light material & HDRI texture seems to be back since 2-3 builds back?
The actual background texture itself rotates, but the light does not update, or well something is updating, im not sure what it is, maybe just the reflection is updating? Looks odd anyways, and I have to shut down IR and open it up back again.
ive tried to also just rotate the actual texture coordinates, but same problem.
I would be curious if anyone else has this issue..
Same for me.
a: sun front cam.
(http://image.noelshack.com/fichiers/2017/45/7/1510527046-beforturn.jpg)
b: turn 180 sky hdr, texture rotation ok, but no update of lighting and shadows
(http://image.noelshack.com/fichiers/2017/45/7/1510527121-afterturn.jpg)
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image editor don't open and crash every time on OS X yosemite and c4d r19 studio....
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I have a scene that refuses to render. When I hit the render button "stop" will highlight temporarily and a second later "render" is again highlighted as if the job was done. I am using the 11-10-17 build with R18. Would someone please take a look at this? I have to have 5 or 6 images of this scene by the week's end. If not a simple solution, I am willing to upload the complete file. Thanks!
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I am using some strange texture paths. I have folders within the "tex" folder. Is this allowed? Could this be causing the problem? I have done this in previous versions without any issues.
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I have a scene that refuses to render. When I hit the render button "stop" will highlight temporarily and a second later "render" is again highlighted as if the job was done. I am using the 11-10-17 build with R18. Would someone please take a look at this? I have to have 5 or 6 images of this scene by the week's end. If not a simple solution, I am willing to upload the complete file. Thanks!
I had a similar issue when the renderer couldn't find some of my textures. Go to Corona preferences and enable rendering into the Picture Viewer instead of the Corona VFB. Proceed to render and then you'll probably get a dialog box asking you to confirm that you are rendering without the missing textures.
If you hit OK and it starts rendering then thats your problem right there :)
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nkilar - thanks for the reply. I exported the entire project with assets (which placed all maps in the tex directory) and now it renders fine. I'll have to be more careful with my texture paths in the future. Thanks for your input.
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There's a Texture Manager (http://c4d.cn/help/US/html/52276.html) to view, check, fix, replace...
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Thanks for the video.
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Having a new problem recently but i'm not even sure how to reproduce it properly so i'm gonna throw that in the wind.
Basically the way it feels, if i work on scene for some time, do a 2k+ render, stop it and start my 5k render overnight, the render crash after a few hours.
Checking at the moment, i only use +/- 80% of my ram overall (64gb). Also it's not constant, i rendered 5k last week without any problem...
It's hard to reproduce because it only happens after a few hours on 4k+ renders and i'm the only one in the company to update with every build (we also have different hardware).
I join the error message i had this morning and the mentioned log, if it's of any help.
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Hey guys,
after finally daring to try the daily builds I have to say you're doing an amazing job!
Really loving the quality and speed improvements and the new features added, especially dispersion is a huge one for me!
But unfortunately I might have found a new bug that has not been reported before (at least not in this thread).
When using a camera with parallel projection the result when rendering in picture viewer or IR shows wrong results -> geometry in editor view and rendering don't line up.
When rendering to C4D's picture viewer results are as expected.
https://corona-renderer.com/bugs/view.php?id=2917 (https://corona-renderer.com/bugs/view.php?id=2917)
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DOF doesn't seem to be working in the November 10th build or am I doing something wrong? Attached is the view and the settings used. Although this is a test render, you can see everything is crisp. I am not using a wide angle (36mm) and fStop is at 1.8, so I should be seeing some effect. Ideas?
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NEO-N - thanks for the reply. I am using a 35mm lens. I use this combination of lens, distance and fStop quite often and usually get a decent DOF effect. You may well be right, but I don't remember it being this difficult. Thanks again for taking the time to reply...
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NEO-N - thanks for the reply. I am using a 35mm lens. I use this combination of lens, distance and fStop quite often and usually get a decent DOF effect. You may well be right, but I don't remember it being this difficult. Thanks again for taking the time to reply...
I am actually a bit confused because with your settings the armchair in the foreground should be blurred. Take a look at your Corona settings in the Camera/Postprocessing tab. Since your camera tag does not overwrite them they should be valid for rendering.
Is there still an F-Stop of 16 there? If yes, try 1.8 there. Do you have DOF now?
Since I ALWAYS override the settings, I cannot say for sure if what is shown in the tag is what it should, but I guess displaying a 1.8 there when it is actually set to 16 could be wrong.
CU
Michael
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Michael - that's a good idea. I'll give it a try tonight. I did get a little DOF effect from a render I ran overnight using an fStop of 2.8. It's sublte, but it's there - see attached. I may not have let Corona render long enough...
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Michael - that's a good idea. I'll give it a try tonight. I did get a little DOF effect from a render I ran overnight using an fStop of 2.8. It's sublte, but it's there - see attached. I may not have let Corona render long enough...
Seems pretty clean and the effect coming through, now to increase it just decrease the fstop until you get the effect you desire
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Michael - it seems you were correct. I am getting perfect DOF when I change the fStop under render settings. It appears the individual cameras are not overriding this master setting.
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I have a small suggestion:
Why not render the ZDepth pass and add the DOF later? It would save you a lot of render time and individual tests would not have to take a night.
But if you want to use the CRN DOF and find the right settings I would render out a ZDepth to test the different DOF styles and apply them to the camera later.
It would also make it easier for people to help you with the right settings when they see what you have in mind.
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Eddoron - In my opinion, DOF in post is just not the same. I wasn't asking for help with the settings. I just wanted the effect to work - which it now does when I change the fStop under render settings.
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Albedo channel showing weird in comparison.
Purple is the bottom part of the object... and it should not be purple or I am doing anything wrong. Anyone tested...?
Thanks.
...
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just a quick doubt.. anyone ever had this problem?.. My render ended up showing the noise level at 1%... still.. my image is full of noise...This been happening quite frequently with last updates. (had to use denoise)
(https://scontent.fopo3-1.fna.fbcdn.net/v/t31.0-8/23668752_1473267309406388_6432951209593197146_o.jpg?oh=37b162cb593a06272b226527a5fa23e7&oe=5A8B4FF5)
thanks in advance
cumps
Tiago Saraiva
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^ assuming you're aware of pitfalls in PT rendering (NO - intersections, 100%whites, extra strong lights, improper scale...)
+ provide the scene description & render settings in full
+ or send it (problematic scene or part of) to developers (to investigate)
PS
IIRC, in latest version - noise level using DMC sampler is not 100% reliable (need developer to confirm) -
test: set passes to 256 or unlimited (0), run render only on the problematic part
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there were some occasional noise measurement problems ever since we did the noise level function, we have not been able to figure out why yet... it is not connected to DMC probably
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thanks for the quick answers.
Yes im aware of all that.. I think in this case.. is what Ondra said... a problem while using a noise limit. Since I find it to be quite random.. for example.. after some tests disabling all my glasses/mirrors on my scene.. i still get wrong noise values... especially assuming that when I use a Time limit instead... the noise values are totally different.
About render settings... im using all on default values. as I usually do, unless i've very strong DOF scenes.
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I tested the build version 2017-09-05 ,and C4D's Projector Shader works well.
today i test the last version 2017-11-10, C4D's Projector Shader isn't work anymore...
sorry my English....:)
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thanks for the quick answers.
Yes im aware of all that.. I think in this case.. is what Ondra said... a problem while using a noise limit. Since I find it to be quite random.. for example.. after some tests disabling all my glasses/mirrors on my scene.. i still get wrong noise values... especially assuming that when I use a Time limit instead... the noise values are totally different.
About render settings... im using all on default values. as I usually do, unless i've very strong DOF scenes.
Very strange that at 1% there is so much noise, have you tried leaving all limits to 0? (Time, Noise, Passes)
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@menano
still haven't tried that.. but overnight ill let it rendering. without limits.
probably will work.. since the problem seems to be more like a bug while reading noise values.
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Can someone help me understand why this is happening in my scene? (Attachment: 1)
I'm referring to the light bleed where the ceiling meets the walls.
At first I thought it might be the ceiling positioned too high but it's not, no matter how much I lower it the same keeps happening (Attachment: 2)
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@menano
How did you model your walls? .. remember to allways give them a bit of thickness like in real life.
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I found the issue, you almost guessed it! The ceiling was a plane, that's what was causing the trouble
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yea... with physical based renderings.. you need pay more attention with modeling.. it's a bit different the way light travels on your scene.
glad you found the problem.
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I know, I only placed that temporary ceiling to check something in the lighting, this not the final model, in fact just started!
Cheers
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I was surprised to find that the isometric camera view (native c4d) is not supported. Is that feature on Coronas roadmap? Thanks in advance!
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IES in the latest build is not working. It works for the first render and then the link is broken permanently until I reopen the file. I have tried defining a path in preferences and placing the IES file in the tex folder. Anyone have a workaround for this?
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If it shows something like .tex/27.IES' then it will not work, you should place that IES file somewhere on desktop, for example, and reapply it.
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If it shows something like .tex/27.IES' then it will not work, you should place that IES file somewhere on desktop, for example, and reapply it.
Yes, that is what I am seeing. I just wonder why this is happening all of a sudden. I used the latest build on another project and never ran into it before. Thanks for the reply.
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They changed the IES path, so you dont have to do it manually once you change a computer, but seems like they messed something up as well.
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Each new version is getting worse. Why?
AO shader does not work in layers.
Fresnel does not work.
I think you should go ahead with version 3 and leave it there!!!
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Hi all,
the next daily build (2017-11-27) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg115416#msg115416 (https://forum.corona-renderer.com/index.php?topic=15602.msg115416#msg115416)
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Layered shader?
AO Fresnel?
thx
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Each new version is getting worse. Why?
AO shader does not work in layers.
Fresnel does not work.
I think you should go ahead with version 3 and leave it there!!!
Hi berdus!
We are sorry that you feel this way. The bugs and problems are expected, because we added a lot of very complicated code for Interactive Renderer and other features. If the issues that you are mentioning are not reported on this forum, we would be really grateful to you if you would create a new thread with a description of the bug in our Bug Reports section.
Don't worry, we will fix all the bugs before the final release!
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I'm afraid to upload.
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I'm afraid to upload.
I understand :-) If that is so, you can just describe in words what you are doing to reproduce the bug. A scene is always better, but better no scene than nothing!
Thank you for helping us!
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Thank you for answer, but you can set up a simple scene for very critical events.
Corona is a great render engine. It is useful to keep such critical things one step ahead. We are waiting for the final with four eyes.
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It's a beta. It is supposed to have bugs.
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I added the screen display.
AO and Fresnel Shader.
The biggest problem is very unstable.
The 3rd version was perfect before.
I'm afraid to upload.
I understand :-) If that is so, you can just describe in words what you are doing to reproduce the bug. A scene is always better, but better no scene than nothing!
Thank you for helping us!
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It's a beta. It is supposed to have bugs.
You are absolutely right! Thank you
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I'm glad my experience is the exact opposite, every version is more and more stable, it is now more stable as a Beta than many fully released products out there. The very few bugs and performance issues are completely understandable especially considering the enormous changes that the beta is going through
Thanks for the amazing work, I love this team and this community
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AO and fresnel.
Previous versions.
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My god, all the settings are gone.
I'm going to drink.
Good evening.
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You can always revert back to the build that suits your needs best
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They changed the IES path, so you dont have to do it manually once you change a computer, but seems like they messed something up as well.
Hi Yurii,
I fixed the rendering of IES lights for relative paths right now. Fix will be available in the next daily build.
Nikola
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Congrats on another release :)
Quick question, can somebody try and see if the material override works for them on objects that have selection tags? I am currently having issues with the Corona material override but I'm unsure if its just me or is the thing buggy.
I am using the daily from 2017-11-10.
Thanks!
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They changed the IES path, so you dont have to do it manually once you change a computer, but seems like they messed something up as well.
Hi Yurii,
I fixed the rendering of IES lights for relative paths right now. Fix will be available in the next daily build.
Nikola
Thanks Nikola, looking forward to it!
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Congrats on another release :)
Quick question, can somebody try and see if the material override works for them on objects that have selection tags? I am currently having issues with the Corona material override but I'm unsure if its just me or is the thing buggy.
I am using the daily from 2017-11-10.
Thanks!
Yep, worked for me.
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Everything is noisy after latest update. And GI is greyed out !?
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I had an issue with the IR. It seemed to be stuck in a loop... Just kept flashing and not resolving.
Great work though! Corona for C4D is getting so close!
- Shawn
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I had an issue with the IR. It seemed to be stuck in a loop... Just kept flashing and not resolving.
Great work though! Corona for C4D is getting so close!
- Shawn
Are you using Hdr Corona Studio Tools : Free kit ( https://forum.corona-renderer.com/index.php?topic=18311.0 ) , because i also have it if i change lighting's setting ... only with this studio tools
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Congrats on another release :)
Quick question, can somebody try and see if the material override works for them on objects that have selection tags? I am currently having issues with the Corona material override but I'm unsure if its just me or is the thing buggy.
I am using the daily from 2017-11-10.
Thanks!
Yep, worked for me.
Huh, super baffled. So it worked for you but it doesn't work for me :) Thanks for trying it out... I might have to open another bug report thread.
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Hi,
there are problems with the ir? seems to be different than render. Ir with UHD , no PPT
I'm using the latest build (Nov 27)
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I had an issue with the IR. It seemed to be stuck in a loop... Just kept flashing and not resolving.
Great work though! Corona for C4D is getting so close!
- Shawn
Are you using Hdr Corona Studio Tools : Free kit ( https://forum.corona-renderer.com/index.php?topic=18311.0 ) , because i also have it if i change lighting's setting ... only with this studio tools
No, I was testing and older scene and I don't have the issue with a newer scene so it seems maybe that was the issue...
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Hi,
there are problems with the ir? seems to be different than render. Ir with UHD , no PPT
I'm using the latest build (Nov 27)
Hey man,
Are you by any chance using "Color mix" in the glossiness slot? :)
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the Cinema 4d sun tag on the Corona sun creates problems, it's possible fix it in the future?
-
Thanks, Fabio! By the problem you mean the sun tag restarting the IR all the time?
-
Thanks, Fabio! By the problem you mean the sun tag restarting the IR all the time?
Thanks for the reply
exactly, and it also seems to me that if you do not delete the tag becomes unstable the scene
-
Hi guys, with the latest "Corona for Cinema 4D Beta 1 daily build 2017-11-27" .. ies light dosn't work now. How can i fix it?
Tnx in advance
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Something is wrong with the sun, once I try to rotate it using rotate tool it goes crazy and is reverse direction. Plus sun symbol is detached from angle thing itself, see attachment.
-
Hi YURII!
Could you post a video or describe it in a better way? I could not reproduce it
-
Its not fold-able....?
...
-
Hi all,
the next daily build (2017-12-01) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg115775#msg115775 (https://forum.corona-renderer.com/index.php?topic=15602.msg115775#msg115775)
-
Hi,
with this new build I get an instant crash, if I use a SKY with an HDRI in the LightMaterial assigned to it. This crash is new.
Best regards,
Helge
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Hi Helge,
to eliminate problems with the installer, can you please uninstall Corona and make sure that plugins/corona folder in Cinema folder is removed and then install the Corona again. Does it help?
Best regards
Nikola
-
Changes in 2017-12-01
hello,i just tested new update and some textures from old scenes missing when i render it,then i remowe new ubdate and install (Changes in 2017-11-2) previous version of corona and its works :/
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Hi,
with this new build I get an instant crash, if I use a SKY with an HDRI in the LightMaterial assigned to it. This crash is new.
Best regards,
Helge
Same Here. I deleted corona from the plug-in folder, installed again, but still crash.
Cinema 4d R18, Corona build 2017-12-01 on Mac os Sierra
-
Hi,
with this new build I get an instant crash, if I use a SKY with an HDRI in the LightMaterial assigned to it. This crash is new.
Best regards,
Helge
same here, uninstall Corona, folder's plugins is empty, install last update, but directly crash if a hdr is used. Forced return to previous version
-
Is it planned to implement a function to be able to use a texture for a light source? Using an hdr is crashing and the textures are not shown in the rendering with the newest update from today. :(
-
thanks corona team.
with the build (2017-12-01), i got bugs here.
1 projector shader now work, but with wrong resault.
2 render the old scence will crash.
thank you.
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2 render the old scence will crash.
I have the same problem. I also created new scene and copy/pasted whole content of an old scene (3 days ago it rendered OK on the previous version) and it still crashes. What can cause it?
edit: the scene renders when I remove all the materials...
-
everything is in bad shape.
nikol, what is he trying to do? :))
-
New version is working well for me!
- Shawn
-
New version is working well for me!
- Shawn
Also with old scenes??
-
New version is working well for me!
- Shawn
hdr sky also ? old or new scene crash immediately for me if a use a hdr sky, a empty scene whith a cube and a hdr sky it's ok, but a more complex scene, impossible rendering.
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hdr sky also ? old or new scene crash immediately for me if a use a hdr sky, a empty scene whith a cube and a hdr sky it's ok, but a more complex scene, impossible rendering.
Same here but crahes even on newly created scenes, with just a cube in it.
-
Latest daily build crashes on every render, old scene and new scenes. Most unstable version for a while. I also getting virtually no crashes on previous builds.
-
Well, it feels better here.
Some bugs:
- IBL on the Sky Object crashes (use Sphere instead)
- Environment Fog still disappears after first frame, also Exposure still resets
- Compositing Tag Properties (Visibility) seem to work
My personal advice from practice to those experiencing instant crashes:
Clean your installation (registries, directories, render-, camera-, sun&sky- & other settings, preferences...) before upgrading - using new build.
Since plugin is still in heavy development, code can change in a way that may cause scenes which work on previous builds to produce errors ending with a crash! Is not a must but is sure one of possibilities.
;)
enjoy
-
Hi all,
I am sorry for the latest daily build. There is a quick fix for the Projection shader (in texture projection code) which unfortunately causes the crash when HDRI map is used for the Sky object. We haven't tested it much, but texture projection code really needs a lot of improvements so I am preparing the testing scene for all cases which we should handle in the code and we will fix it, and we will also use this scene for the testing before each next build to be sure that everything works. Please use previous daily build (2017-12-01) for now.
Thank you
Nikola
-
Hi all,
I am sorry for the latest daily build. There is a quick fix for the Projection shader (in texture projection code) which unfortunately causes the crash when HDRI map is used for the Sky object. We haven't tested it much, but texture projection code really needs a lot of improvements so I am preparing the testing scene for all cases which we should handle in the code and we will fix it, and we will also use this scene for the testing before each next build to be sure that everything works. Please use previous daily build (2017-12-01) for now.
Thank you
Nikola
No worries! Overall Corona is working really well for me although I have not been using HDRI's in my current project. Keep up the great work!
- Shawn
-
Lately I worked with animated material parameters and layered materials and found lot's of anomalys in the matrix. Do you have a bug report system, or should we just post every bug in this thread? I'm just asking beforehand.
-
Lately I worked with animated material parameters and layered materials and found lot's of anomalys in the matrix. Do you have a bug report system, or should we just post every bug in this thread? I'm just asking beforehand.
Mantis - Corona Bug Tracker (https://coronarenderer.freshdesk.com/support/solutions/articles/5000528641-mantis-corona-bug-tracker) > "Corona - C4D" section
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Lately I worked with animated material parameters and layered materials and found lot's of anomalys in the matrix. Do you have a bug report system, or should we just post every bug in this thread? I'm just asking beforehand.
Mantis - Corona Bug Tracker (https://coronarenderer.freshdesk.com/support/solutions/articles/5000528641-mantis-corona-bug-tracker) > "Corona - C4D" section
Yep, either that, or you can use the "Bug Reports" section here on the forums. Posting bugs in this thread can be a mess...
-
last version of daily built is crashing always in all simple scenes also
we fall back now 11-27
Kind Regards
-
Version 2017-12-01 crashes also for me.
With version 2017-11-27 I have problem with IR. It stacks in a loop when "Parsing scene" and "Preparing geometry"... Like the gif image below:
http://gph.is/2iYiDIg
-
I think it has already been reported that texture projection will not work on the latest release (01.12.). Here are the examples:
-
Same Problem
-
Hi all,
the next daily build (2017-12-07) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg116126#msg116126 (https://forum.corona-renderer.com/index.php?topic=15602.msg116126#msg116126)
-
look good about texture projection
-
Can we please get the ability to turn off Shadow Terminator? As discussed in this forum post: https://forum.corona-renderer.com/index.php?topic=18509.0
I have desperately been trying to use Corona on a few projects that involve CAD geometry and by turning OFF the Shadow Terminator setting in 3DS Max seems to solve the issues I've been having in Cinema.
Is this something that can be implemented into the C4D plugin?
Thank you, guys!!!
- Shawn
-
Can we please get the ability to turn off Shadow Terminator? [...]
It's something that needs to be fixed in the core, but you can tweak the settings of the terminator handling in the development settings. It should already be there in the current daily.
Just a sidenote: as always if you change anything in Development/Experimental stuff, you are on your own and anything can and will break! It is strongly discouraged to change the settings there to anything other than default settings!
-
Thank you so much houska!!! This is it. All of my CAD problems solved and it was there the whole time! Damn. Thank you.
- Shawn
Can we please get the ability to turn off Shadow Terminator? [...]
It's something that needs to be fixed in the core, but you can tweak the settings of the terminator handling in the development settings. It should already be there in the current daily.
Just a sidenote: as always if you change anything in Development/Experimental stuff, you are on your own and anything can and will break! It is strongly discouraged to change the settings there to anything other than default settings!
-
Can we please get the ability to turn off Shadow Terminator? [...]
It's something that needs to be fixed in the core, but you can tweak the settings of the terminator handling in the development settings. It should already be there in the current daily.
Just a sidenote: as always if you change anything in Development/Experimental stuff, you are on your own and anything can and will break! It is strongly discouraged to change the settings there to anything other than default settings!
I don't see this setting on the Mac?
-
You have to enable it in the preferences :) Developer / Debug mode :)
Can we please get the ability to turn off Shadow Terminator? [...]
It's something that needs to be fixed in the core, but you can tweak the settings of the terminator handling in the development settings. It should already be there in the current daily.
Just a sidenote: as always if you change anything in Development/Experimental stuff, you are on your own and anything can and will break! It is strongly discouraged to change the settings there to anything other than default settings!
I don't see this setting on the Mac?
-
Nice work, this one fixed all crashes from latest daily build! Great work. One issue remained, not sure if it is mentioned earlier, seems like IR does not completely update on HDRI rotation, I noticed it with shadows when I rotate reflections update fine, but restarting IR does change look and position of shadows... Keep up the good work!
-
You have to enable it in the preferences :) Developer / Debug mode :)
Can we please get the ability to turn off Shadow Terminator? [...]
It's something that needs to be fixed in the core, but you can tweak the settings of the terminator handling in the development settings. It should already be there in the current daily.
Just a sidenote: as always if you change anything in Development/Experimental stuff, you are on your own and anything can and will break! It is strongly discouraged to change the settings there to anything other than default settings!
I don't see this setting on the Mac?
I get the developer tab. I have everything but Shadow Terminator? It is completely missing....
-
You have to enable it in the preferences :) Developer / Debug mode :)
Can we please get the ability to turn off Shadow Terminator? [...]
It's something that needs to be fixed in the core, but you can tweak the settings of the terminator handling in the development settings. It should already be there in the current daily.
Just a sidenote: as always if you change anything in Development/Experimental stuff, you are on your own and anything can and will break! It is strongly discouraged to change the settings there to anything other than default settings!
I don't see this setting on the Mac?
I get the developer tab. I have everything but Shadow Terminator? It is completely missing....
Never mind. I just updated to the newest build and it is now there.
-
But I would like to point out that IR is not updated with every variation of the displacement channel, a problem that I detected both in this version and in the previous ones, I apologize if it had already been reported previously.
-
Thank you Corona Team.
I tested the last biuld(2017-12-07),
the Projector shader's result still wrong, my friend.
i update the C4D file,hope you can understand it.
thank you.
-
Hi !
I tried the last build but the render region don't work.
Full-speed non-debug version
Build timestamp: Dec 7 2017 12:58:19
Version: B1 daily Dec 7 2017 (core 1.7 (hotfix 2))
Cinema version: CINEMA 4D Studio R19.024 S
Plugin status: initialized successfully
macOS Sierra 10.12.6
-
Hi,
I fixed it right now for macOS (on Windows it works). I forget to apply one of my patches when I was updating to 1.7.2 core. Fix will be available in next daily build.
Best regards
Nikola
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Thank you Corona Team.
I tested the last biuld(2017-12-07),
the Projector shader's result still wrong, my friend.
i update the C4D file,hope you can understand it.
thank you.
Hi,
Thank you for the scene, but archive doesn't contain the tex folder. Can you please add it to the archive and upload it again?
Best regards
Nikola
-
oh.sorry,i forgot texture.
here it is.
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The projector works fine in this case. It would be helpful to know what exactly you want to create.
Btw, I removed the polygon selection and the material beneath the layered one on the mesh as they weren't needed, scaled down and offset the alpha texture(uv projection) and copied the tag before removing it.
-
The projector works fine in this case. It would be helpful to know what exactly you want to create.
Btw, I removed the polygon selection and the material beneath the layered one on the mesh as they weren't needed, scaled down and offset the alpha texture(uv projection) and copied the tag before removing it.
thanks for your reply.
yes,it's works with uv projection mode in this sence.but i don't want change the base material's UV. so i give a polygon selection,and make sure it's same with the base material ,i just need modify the coat material's UV(projection mode).
and if i want to creat more materials,such as more diffent logos or textures, projector shader will help me save a lot of time.
This is the benefit of the layerd material.
thanks.
:)
-
I only switched the projectors mapping to uv. I didn't change anything at the uv level. The flat projection that was in before would have worked too but the text was also projected on the back side, that's why I chose that method.
-
yes, i got you. Projector Shader's uvw projection's reault is right.
now,Projector Shader's flat projection,cubic projection's reault is wrong,
sometimes flat and cubic projection in viewport can quickly see the result,and quickly modify the scale. offset. position.....in the viewport, so i often ues them:)
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Hi! This is very difficult post for me.
BUT!
Now I must admit that you guys underestimate potential of such a great software as Cinema 4d is!
Look at all this - glitches, crashes and so on. And the speed? Where is the speed? I was so tired of it all that I had to turn to 3dsMax + Corona!
And you know what? Corona for 3dsMax works amazing! It feels like two different renderers are used.
How can it be? Is the C4d so difficult to integrate in? We all thank you for letting us be testers of a free (even for commercial use) versions, but that is enough of me personally.\
I am very disappointed.
-
Hi! This is very difficult post for me.
BUT!
Now I must admit that you guys underestimate potential of such a great software as Cinema 4d is!
Look at all this - glitches, crashes and so on. And the speed? Where is the speed? I was so tired of it all that I had to turn to 3dsMax + Corona!
And you know what? Corona for 3dsMax works amazing! It feels like two different renderers are used.
How can it be? Is the C4d so difficult to integrate in? We all thank you for letting us be testers of a free (even for commercial use) versions, but that is enough of me personally.\
I am very disappointed.
Hi Kost4d!
Trust me when I say that we are sorry that you feel disappointed. We are certainly not underestimating C4D's potential, but the development for C4D is not very straightforward and a lot of the stuff that we are trying to implement is undocumented. This fact coupled with our aim for tight integration into C4D makes some releases less ideal than you or we would like.
When you are comparing the C4D version to the 3DS version, you have to understand that the Max version has been under development for longer than the C4D version, which means that it's fully-featured and more stable, but on the other hand it's not available for free.
Another important thing to note here is that the current releases are only daily builds, which means that bugs and instability are to be expected. See this thread for more information if you are interested about various version differences: https://forum.corona-renderer.com/index.php?topic=16380.0
Basically, using the daily build version is risky and it's only recommended for users, who want to help us make Corona better. That said, if you encountered some bug that is not reported yet, it would help us very much if you created a bug report so that we can fix it.
If you really decide to switch to 3DS, we hope you'll be willing to try the C4D version again when it's finally released.
With kind regards, the C4D team!
-
Thanks 4 undertstanding! I'm waiting for stable versions! Good luck 2 u in your work!
-
oh.sorry,i forgot texture.
here it is.
Thank you for the updated archive. I successfully reproduced your issue. The problem is that when Projector shader is used in Corona material the Position, Size and Rotation parameters doesn't work in render and this is the reason why the mapping is wrong. I am looking what is the cause of this problem right now.
Best regards
Nikola
-
Hi! This is very difficult post for me.
BUT!
Now I must admit that you guys underestimate potential of such a great software as Cinema 4d is!
Look at all this - glitches, crashes and so on. And the speed? Where is the speed? I was so tired of it all that I had to turn to 3dsMax + Corona!
And you know what? Corona for 3dsMax works amazing! It feels like two different renderers are used.
How can it be? Is the C4d so difficult to integrate in? We all thank you for letting us be testers of a free (even for commercial use) versions, but that is enough of me personally.\
I am very disappointed.
Hi Kost4d!
Trust me when I say that we are sorry that you feel disappointed. We are certainly not underestimating C4D's potential, but the development for C4D is not very straightforward and a lot of the stuff that we are trying to implement is undocumented. This fact coupled with our aim for tight integration into C4D makes some releases less ideal than you or we would like.
When you are comparing the C4D version to the 3DS version, you have to understand that the Max version has been under development for longer than the C4D version, which means that it's fully-featured and more stable, but on the other hand it's not available for free.
Another important thing to note here is that the current releases are only daily builds, which means that bugs and instability are to be expected. See this thread for more information if you are interested about various version differences: https://forum.corona-renderer.com/index.php?topic=16380.0
Basically, using the daily build version is risky and it's only recommended for users, who want to help us make Corona better. That said, if you encountered some bug that is not reported yet, it would help us very much if you created a bug report so that we can fix it.
If you really decide to switch to 3DS, we hope you'll be willing to try the C4D version again when it's finally released.
With kind regards, the C4D team!
I think you guys are kicking serious ass and it's appreciated. I can't imagine what it takes to get it all working and in order. Don't get discouraged - there are people out here with you for the long haul. Thank you.
-
some guys dont understand this is a alpha realease, we are still testing the software!!.... keep the good work corona team!
-
Agreed! Corona for C4D is amazing and yes it has bugs it's in development! I've been using it in production for over a year now... Keep it up guys! Can't wait for hair support :)
- Shawn
oh.sorry,i forgot texture.
here it is.
Thank you for the updated archive. I successfully reproduced your issue. The problem is that when Projector shader is used in Corona material the Position, Size and Rotation parameters doesn't work in render and this is the reason why the mapping is wrong. I am looking what is the cause of this problem right now.
Best regards
Nikola
-
Hi Forum!
Yes, I can't agree more... HAPPY CHRISTMAS CORONA TEAM!!!! Just making a Xmas card for a client using hair which does not work... but I find a way around it... :-) John
-
I'm not sure if this is a bug or something on my end and before I create a topic in the bug section, I wanted to ask.
When I open any scene where I used the layer shader, (no fancy projector shader used) and just hit render, the VFB is stuck is "preparing the scene".
I can only force-quit as it doesn't start doing anything, even after 15 minutes.
But when I let the material refresh in the mat. editor or recompute all materials, everything's working fine.
Can someone confirm this? (latest build)
-
I'm not sure if this is a bug or something on my end and before I create a topic in the bug section, I wanted to ask.
When I open any scene where I used the layer shader, (no fancy projector shader used) and just hit render, the VFB is stuck is "preparing the scene".
I can only force-quit as it doesn't start doing anything, even after 15 minutes.
But when I let the material refresh in the mat. editor or recompute all materials, everything's working fine.
Can someone confirm this? (latest build)
I am also getting stuck at "preparing the scene" very frequently, haven't figured out what causes it, but I am not using any layered shaders
I will try to figure out more tomorrow
-
Hi all,
the next daily build (2017-12-14) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg116661#msg116661 (https://forum.corona-renderer.com/index.php?topic=15602.msg116661#msg116661)
-
Hi all,
the next daily build (2017-12-14) of Corona for Cinema 4D Beta 1 is out.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg116661#msg116661 (https://forum.corona-renderer.com/index.php?topic=15602.msg116661#msg116661)
Awesome work on the material stacking feature! Game changer! ;) Good work lads.
-
Great update on paper, thanks for the new features!
Unforunately in the project I'm currently working on I literally can't render anything on VFB, crashes every single time, no matter what I do. After 'Preparing scene data' for a while C4D just disappears
Rolling back now, but please don't get discouraged! I am loving the progress and I know these set backs are nothing but normal
-
Stacking! You did it! I could marry your whole team right now!
-
Awesome update! Everything is working well for me!!!
- Shawn
-
Great update on paper, thanks for the new features!
Unforunately in the project I'm currently working on I literally can't render anything on VFB, crashes every single time, no matter what I do. After 'Preparing scene data' for a while C4D just disappears
Rolling back now, but please don't get discouraged! I am loving the progress and I know these set backs are nothing but normal
yes I have the same problem, as I launch a render from the vfb crashes the program and I have to restart. It happens on Mac, tomorrow I try on windows, surely it will happen using old scenes.
I have also seen that the IR with sun works badly. I'm back to the "corona-c4d-mac-2017-11-07" build and it works perfectly, even Ir with sun.
As I find a moment I create a small scene to reproduce the problem and send it to you.
thanks
-
I’ve encountered the following problem:
“No active licence found on this computer.” - at c4d start with installed Beta 1 (build 20171214)
I’ve tried the following to overcome this:
restart + uninstall 20171214 + cache clean (Library/Application support) + reinstall 20171207 - c4d keeps asking licence (C4D 18.057 / macos 10.13.2)
So, what’s next?
-
As I find a moment I create a small scene to reproduce the problem and send it to you.
Thanks, Fabio! We appreciate it!
-
Hi, thanks to material stacking feature. Great feature.
i found a Bug on cloner object in second hierarchy (active render instances).
Hope you can fix that.
thanks
-
Hi, I am a Mac user. As soon as I put a corona sun and sky in the scene and hit render cinema crashes. This is happening on new and old scenes. corona-c4d-mac-2017-12-14.pkg
-
WOW! Material stacking... FANTASTIC! Very well done guys!! Thank you so much!
-
thak you fixed the projector shader's bug.
Material stacking is easier than projector shader for blend material.
and i got some wrong result from material stacking.
when i changed second material tag's offset, lengh,tiles,repetitions,coordinates. the first material will change too.
-
i found a Bug on cloner object in second hierarchy (active render instances).
Hope you can fix that.
thanks
Hi Helga, thanks for the example scene! I fixed the bug already and the fix will appear in the next daily build.
-
HelgA?
-
? Maus ;) e...
-
I thought of Schneider first but it could be Maus, C4D's Jesus.
Please forgive him his sin, Helge.
You're my stack!
-
thak you fixed the projector shader's bug.
Material stacking is easier than projector shader for blend material.
and i got some wrong result from material stacking.
when i changed second material tag's offset, lengh,tiles,repetitions,coordinates. the first material will change too.
Hi,
thanks for the scene. I fixed that bug, so hopefully it should be working in the next daily build.
-
When does a node based system come in?
-
When does a node based system come in?
The road map says with Beta 2 (https://trello.com/b/dgI8vjDb/corona-road-map-cinema-4d) and after the rapid progress the team was making recently, I guess the early new year might show us first impressions of it.
-
When does a node based system come in?
The road map says with Beta 2 (https://trello.com/b/dgI8vjDb/corona-road-map-cinema-4d) and after the rapid progress the teams was making recently, I guess the early new year might show us first impressions of it.
thank you
-
Guys, how does material stacking works, could you please give me tips or share a simple scene?
-
Great update on paper, thanks for the new features!
Unforunately in the project I'm currently working on I literally can't render anything on VFB, crashes every single time, no matter what I do. After 'Preparing scene data' for a while C4D just disappears
Rolling back now, but please don't get discouraged! I am loving the progress and I know these set backs are nothing but normal
Hi,
thank you for the bug report but. Unfortunately, everything works on my computers (mac/PC) no matter if the VFB is set as main framebuffer or not. Can you please send me the _BugReport.txt file (if some file is generated after crash)?
Nikola
-
I’ve encountered the following problem:
“No active licence found on this computer.” - at c4d start with installed Beta 1 (build 20171214)
I’ve tried the following to overcome this:
restart + uninstall 20171214 + cache clean (Library/Application support) + reinstall 20171207 - c4d keeps asking licence (C4D 18.057 / macos 10.13.2)
So, what’s next?
Hi,
can you please try to remove license by clicking the "Corona -> About... -> Remove license" and then by activating Corona with "Activate license" button?
Nikola
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Guys, how does material stacking works, could you please give me tips or share a simple scene?
Hi Juri,
simply assign more materials to one object, and when the higher (later) materials are somehow transparent or only partially covers lower materials, the lower materials are visible.
Nikola
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@nikola Just one question,in the near future, will stack material also work with displacement? like already happen using the physical render.
thanks in advance. and keep the good work! ;)
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Hi,
thank you for the bug report but. Unfortunately, everything works on my computers (mac/PC) no matter if the VFB is set as main framebuffer or not. Can you please send me the _BugReport.txt file (if some file is generated after crash)?
Nikola
Thanks for the feedback but I never got a bug report, C4D just disappeared, different from other crashes. I wish I could help more but I already reverted back to an older build as I was in the middle of an important project
-
Guys, how does material stacking works, could you please give me tips or share a simple scene?
Here's a basic scene you can look at.
-
Hello friends
AO dasn't work with preview render,everityng is black.
final render its ok
sorry for my english
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Hello friends
AO dasn't work with preview render,everityng is black.
final render its ok
sorry for my english
Do you mean it's not working in IR or Cinema's render region? All is working for me here. What build are you running?
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i mean when i testing scene with preview render everuthing is black,not ir and render region,Render view
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i mean when i testing scene with preview render everuthing is black,not ir and render region,Render view
Hmm strange, that works for me also. I'm running build Dec 14.
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Hello friends
AO dasn't work with preview render,everityng is black.
final render its ok
sorry for my english
Happens to me with old scenes only. New ones work.
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You have to realign the AO shader as there was a change of how it works.
Replaced "Invert" option with "Calculate from" in AO shader
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Excellent work on the material stacking. Will bump and displacement be implemented as part of the blended stacking hierarchy?
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Hi, I just installed the latest build to test the material stacking functionality. Opened one of my current work scenes and instant crash from the VFB at render time. (Cinema 4d.exe crash, close programme dialogue box) - no bug report.
Tried again to render editor window. C4d hangs at "preparing scene data". Have to then manually force c4d to quit. Reinstalled previous build, no further problems. I have a minidump file which may help.
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Wanted to report that I have had an issue with Corona resetting to the default LUT multiple times.
Also, Corona IR will crash if you have a Layer shader with Corona AO nested in the Corona IR. Scene attached.
- Shawn
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Wanted to report that I have had an issue with Corona resetting to the default LUT multiple times.
Also, Corona IR will crash if you have a Layer shader with Corona AO nested in the Corona IR. Scene attached.
- Shawn
Can confirm.
Exactly the same thing happened to me today when I was about to create some procedural snow materials.
Just adding the CRN AO shader into the native layer shader gives an instant crash.
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Also, seems like several of the built-in Cinema 4D noises are not rendering correctly with the octaves being increased to higher numbers like 15-20... Maybe that parameter is not be recognized by Corona? I've noticed this for a while now but just now had the chance to post about it.
Thanks so much!
- Shawn
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@nikola Just one question,in the near future, will stack material also work with displacement? like already happen using the physical render.
thanks in advance. and keep the good work! ;)
Excellent work on the material stacking. Will bump and displacement be implemented as part of the blended stacking hierarchy?
Hi,
Adding support for displacement (and possibly also bump mapping) shouldn't be too hard. It won't be in Beta 1, but we will examine it for Beta 2.
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Hi, I just installed the latest build to test the material stacking functionality. Opened one of my current work scenes and instant crash from the VFB at render time. (Cinema 4d.exe crash, close programme dialogue box) - no bug report.
Tried again to render editor window. C4d hangs at "preparing scene data". Have to then manually force c4d to quit. Reinstalled previous build, no further problems. I have a minidump file which may help.
Hi,
we found bug that was probably causing this, so hopefully it will be fixed in the next build.
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Hi,
now in the beta 1, team render works with the time limit or noise limit? because it would be useful to stop the render by itself so you can use the render queue
thanks
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Hi all,
the next daily build (2017-12-21) of Corona for Cinema 4D Beta 1 is out. This should be the last daily build of Beta 1. If the fix of the last bug with immediate crash after the start of rendering is confirmed by users, we will release the first Release Candidate of Beta 1 tomorrow. Release Candidates will not introduce any new features and implementations, and we will be fixing bugs until Beta 1 will be stable and prepared for final release.
Download link:
https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8 (https://drive.google.com/drive/folders/0B7xyYS3daSJ7V3BJZWlMR2EzUG8)
Changelog:
https://forum.corona-renderer.com/index.php?topic=15602.msg117089#msg117089 (https://forum.corona-renderer.com/index.php?topic=15602.msg117089#msg117089)
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Hi Nikola,
are there any fixes for the motion blur issus when using xrefs?
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Hi Nikola,
are there any fixes for the motion blur issus when using xrefs?
Hi Andreas,
unfortunately not. We tried to work around the issues of Xrefs in Motion blur, but it didn't help much. To properly fix the issues the Motion blur code must be refactored, and we don't want to do this in Beta 1 because it would make it unstable for a while. Motion blur code refactoring is planned for Beta 2. I am sorry.
Nikola
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Hi Nikola,
thanks for your honest answer.
Corona is getting better and stable with every build (almost ;-) ), so I´m pretty sure it will work some day.
thanks a lot and merry Christmas
Andreas
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There is one problem with the stacking of materials.
With a simple texture, everything works fine, but with procedural noise, the tiling restriction does not work.
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Hi Nikola,
it seems to work all right, except the Ir with sun.
I am attaching the scene
For the rest, you're doing a great job! :D
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Hey, am I missing something or IES light dont work as they should atm?
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Hello.
Can someone explain me why I get different results in using 2 types of lightning?
In the first picture I have used HDRI material( Light mat+Corona Output+HDRI) applyed to a environment override.
In the second picture I have used the same material applied to a sky object..Does somebody know why the results are different?
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- Artifacts on poles (https://forum.corona-renderer.com/index.php?topic=15518.msg111437#msg111437) are working fine (no artifacts) - FIXED
- AO map + mask texture (Max distance (https://forum.corona-renderer.com/index.php?topic=17753.msg111346#msg111346)) still seems to be bugged. Doesn't mix as it should!
- IES files (https://forum.corona-renderer.com/index.php?topic=18459.msg115763#msg115763) are working as before (as always here).
- As for the above post: difference in lighting - sky VS environment overwrite: works fine here - with same texture both results are same (in IPR & final)
- Visibility via Compositing tag works fine, but Material > Advanced > Visibility options still doesn't.
Exploring on...
& JOYFUL HOLIDAYS TO ALL!!!
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If you copy a textured object while the IR is running, you need to restart the IR to see it textured (until then, the default material is used for it).
Is this by design?
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The IR with Sun creates problems only to me ??
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The IR with Sun creates problems only to me ??
Nope, I have problem with it also
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Just installed latest build (today's) and IR will not start on complicated scenes (will start normally on empty scenes) and C4D freezes. Still investigating...
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False alarm. Found the problem, one of the scene materials was causing c4d to freeze!!?? does that make sense? even when it wasn't assigned to any object... it was working with the previous version...
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Hi Nikola,
it seems to work all right, except the Ir with sun.
I am attaching the scene
For the rest, you're doing a great job! :D
The IR with Sun creates problems only to me ??
Nope, I have problem with it also
You are right, there was a problem with Sun in IR (in short, apart from Sun there was one additional light created in IR). It should be fixed in RC1 (https://corona-renderer.com/blog/corona-renderer-for-cinema-4d-beta-1-release-candidate-1-released/).
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False alarm. Found the problem, one of the scene materials was causing c4d to freeze!!?? does that make sense? even when it wasn't assigned to any object... it was working with the previous version...
Seems strange, do you know what material it was? Or could you send us that scene (or just empty scene with that problematic material copied)?
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Ales,
attached is an empty scene with the material that causes C4D to crash when starting IR. The scene I was working on is huge... The strange thing is that makes C4D crash even when its not assigned to any object!!
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Also, in the meanwhile I keep experimenting with some leather materials using IR and even though it works ok, it keeps freezing when changing material parameters... though I haven't identified anything specific.
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Hi Tasmich,
You are using your scene with take system which I think making you problem. Try your scene without take system.
Corona runs smoothly.
...
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!!! Yes!! thats it... thanks iacdxb. Strange though because over the last few days I have been using takes with corona without any issues!
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Hello, Ales and Nikola.
I found another little trouble.
After the completion of the render, I noticed that the picture was overexposed. I adjusted some settings and saved the result. As a result, we got a picture with the reverse gamma correction.
I checked it happens because the Corona is a renderer. And this reverse gamma correction is visible when viewed in PDPlayer or FastStone Image Viewer.
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It's not reproducible, so no bug report in the other section - but I happened to have some crashes with the IPR lately, also with the latest Beta (RC1).
It usually happens when I switch objects visible/invisible, when I add/remove objects or move texture tags from one object to another.
Anybody here with the same problems?
R19, Win 10
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Same here, but cannot really identify the problem... it looks like there is no pattern but generally when playing with materials - tags
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Just installed latest Daily 12-21 and the HDRs placed on the Sky Object won't update in IR when rotating the Sky. I can see the texture (HDR landscape) rotate in the viewport, but the light and shadows doesn't update. I have to restart IR to see my changes. Had the same problem in an earlier Daily Build, but then it was fixed.. now it seems to be back again? Anyone else? (Running Win 10).
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Just installed latest Daily 12-21 and the HDRs placed on the Sky Object won't update in IR when rotating the Sky. I can see the texture (HDR landscape) rotate in the viewport, but the light and shadows doesn't update. I have to restart IR to see my changes. Had the same problem in an earlier Daily Build, but then it was fixed.. now it seems to be back again? Anyone else? (Running Win 10).
Seems to be related to my issue: https://forum.corona-renderer.com/index.php?topic=18703.0
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corona image editor and corona standalone, versione b1 rc1 ( the latest released ) crash every time on cinema 4d R19 OS X Yosemite 10.10.5
attached the picture...
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Just noodling about with the latest 21/12 beta and Im still getting non occluding objects for things like shadows with the IPR. Even if I restart the IPR its still the same. Attached an ipr screen grab and a full render version. Also copying render instances has required an IPR manual restart for them to show up.
Other than that, great responsiveness to material and camera changes.
Really cant wait to get nodal material creation in the next release. That is going to be so fantastic.
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Also still getting disappearing render instances in the IPR. They are there on full render but not in interactive. Anyone else with this? The scene I am working on has the original planting on a hidden layer to the renderer but the instances are on a visible layer. As said, works fine as final render but not visible in IPR. Might have something to do with it?
OK worked it out. The parent null that homes the instanced planting was on a hidden to render layer but the plant instances themselves are on a visible to render layer. C4D natively always goes on the actual layer each object is on even if the parent is on a different layer. This must be why the final render shows the instances and the IPR doesnt as I assume the IPR isnt following the same rules. They are odd rules I admit but there are occasions where its useful. Hopefully easy to fix.
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Also still getting disappearing render instances in the IPR. They are there on full render but not in interactive. Anyone else with this? The scene I am working on has the original planting on a hidden layer to the renderer but the instances are on a visible layer. As said, works fine as final render but not visible in IPR. Might have something to do with it?
OK worked it out. The parent null that homes the instanced planting was on a hidden to render layer but the plant instances themselves are on a visible to render layer. C4D natively always goes on the actual layer each object is on even if the parent is on a different layer. This must be why the final render shows the instances and the IPR doesnt as I assume the IPR isnt following the same rules. They are odd rules I admit but there are occasions where its useful. Hopefully easy to fix.
Hi Rob!
Could you prepare an example scene for us with this setup? That would be highly appreciated :-) Thanks
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Hi Cestmir. I have just uploaded a scene to the bug report upload section on the website.
Not sure what is going on as when I tried it with cubes then all worked as expected. But when I imported a plant I get the issue - two of the three plants show up in the final render but none of the plants show in the ipr. I have tried changing the layers of the materials so they are on a visible layer but that doesnt help. I suppose the IPR and the final output should be identical anyway in terms of objects showing up so there is definitely something fishy.
Thanks
Rob
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Thanks, Rob! You are right - the goal is to have IR output exactly the same objects as the final output
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Hi Cestmir. I have just uploaded a scene to the bug report upload section on the website.
Not sure what is going on as when I tried it with cubes then all worked as expected. But when I imported a plant I get the issue - two of the three plants show up in the final render but none of the plants show in the ipr. I have tried changing the layers of the materials so they are on a visible layer but that doesnt help. I suppose the IPR and the final output should be identical anyway in terms of objects showing up so there is definitely something fishy.
Thanks
Rob
I am just looking at your scene and you assigned tags to layers. What the heck? What good is that for? :-)
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Welcome back Mr. H ;)
I really hope I am not being a pain in the arse but are there perhaps any news regarding the threading issues? I've just had a buddy contact me that he is also experiencing super duper stutters using the IPR and VFB in general.
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Hi Cestmir. I have just uploaded a scene to the bug report upload section on the website.
Not sure what is going on as when I tried it with cubes then all worked as expected. But when I imported a plant I get the issue - two of the three plants show up in the final render but none of the plants show in the ipr. I have tried changing the layers of the materials so they are on a visible layer but that doesnt help. I suppose the IPR and the final output should be identical anyway in terms of objects showing up so there is definitely something fishy.
Thanks
Rob
I am just looking at your scene and you assigned tags to layers. What the heck? What good is that for? :-)
Hi Cestmir, how do you mean? That's just how layers are represented in the object manager, the little box takes on the colour of the layer colour? No tags involved?
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corona image editor and corona standalone, versione b1 rc1 ( the latest released ) crash every time on cinema 4d R19 OS X Yosemite 10.10.5
attached the picture...
sorry... there is any news about this issue ? other users found the same problem??
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Hi Cestmir, how do you mean? That's just how layers are represented in the object manager, the little box takes on the colour of the layer colour? No tags involved?
No, I mean assignment of tags to layers. For example, in your scene, some of the Phong and Texture tags are assigned to a layer (see pic), but I found that it has a very limited use (from what I tried, only editability works; animations, render visibility and viewport visibility all don't work - even in Standard renderer). This is really a bit of an offtopic, but I was curious to learn something new from C4D.
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Ah yes that just happens by default - I tend to use the Ctrl drag on to the layer name method which puts everything including tags it seems on to that layer. I used to use Nulls for organising my scene but more recently I've moved out of the dark ages and been using layers and nulls, but the only way of putting a null with all its children on a single layer in one move is to do the ctrl drag to layer name method as far as I know.
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Interesting, ctrl-drag works even the other way around: from the layer to the object hierarchy. And in that case it doesn't assign tags to the layer :-)
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So it does! Thanks I've learnt something new today!
Did you also see my post a few back about the IPR still missing shadows sometimes I think?
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Did you also see my post a few back about the IPR still missing shadows sometimes I think?
Yep, we did. And we'll look at it soon, don't worry ;-)
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I am locking this thread because there will be no more Daily Builds of Beta 1 (we release the RCs now) but we are still investigating and fixing the problems from this thread.
Nikola
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Not sure what is going on as when I tried it with cubes then all worked as expected. But when I imported a plant I get the issue - two of the three plants show up in the final render but none of the plants show in the ipr. I have tried changing the layers of the materials so they are on a visible layer but that doesnt help. I suppose the IPR and the final output should be identical anyway in terms of objects showing up so there is definitely something fishy.
Just a quick info about this issue. The issue is caused by having intances of an object, which is not visible itself. In normal cases, even C4D forbids this and makes the instances invisible. But in the case of invisible layers, somehow the instances can be visible. C4D circumvents the problem by a clever hack, that we think would cause more trouble because of the way our IR works now. We simply didn't expect invisible objects to be able to influence the rendered scene :-(
That said, I tried to fix this issue by a different clever hack, but it turns out that it does not work because of the fact that we are not able to synchronize layer information in IR. The bottom line is that the visibility issue is fixed, but the clever hack causes other issues and possibly instabilities that we don't want to push into the current Beta 1 version. This fix together with the layer synchronization will need some more time to implement and will appear in Beta 2.
Don't worry, you'll not have to wait for the final Beta 2 release, we will be doing daily builds as usual!