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Messages - jamieirvin

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31
ok, update on the distortion error. This appears to by symptomatic of being a distance from 0,0,0.

In image A, the camera is close to the origin on the scene with a 2m cube in shot.  The backplate is crisp.  Perfect. 

If we move the camera some distance from the origin, as seen in image B, the backplate becomes completely distorted...  Balls!!

32
Can you show the material setup for your background? You shouldn't use a diffuse texture for this. The solution is to use CoronaLightMtl with "emit light" option disabled. At least that's how it works in 3ds Max, I'm not entirely sure about C4D.
See: https://coronarenderer.freshdesk.com/support/solutions/articles/5000515605
(the article is a bit outdated, we will have to update it)

That's a good tip about the light material for the backplate.  Just tried it and it does give the desired output, however the image is hugely distorted (see attached)

The material setup before was literally a 'corona bitmap' shader with a bitmap in, within the diffuse. That's it.

But in doing all this, I have found that the 'corona bitmap' shader doesn't work at all... anywhere.  it displays correctly within the material browser but renders as a flat colour.

33
I've been having a play with this and it seems it's just the corona bitmap shader that isn't working properly.  Rather than rendering the bitmap correctly, it averages the diffuse and just renders a flat colour...

I guess this is a bug as this never happened in previous releases?

34
Okay, so I'm scratching my head a bit here.  When creating a scene for a montage I will often set the 'direct visibility override' ON with a photo loaded so I can match light and avoid a white fringe in the render.

I have always used a material that has a photo within a corona bitmap shader, nested within a Corona Tonemap Control. This ensures the backplate looks like the original image with no post-effects.

However, in the latest release of Corona, this seems not to be working...  If I load the bitmap directly in the diffuse slot (omitting the corona bitmap shader) then the backplate shows in the render. However, without the bitmap shader it looks washed out (example A). If I now load the bitmap within the corona bitmap shader it seems to be "broken".  The result is a flat grey backplate in the render (example B). 

Could this be a bug or am I missing something here?


35
[C4D] General Discussion / Render Output workflow
« on: 2018-11-07, 11:40:17 »
Hi guys,

I just need a reality check with regards to my render output workflow as I have hit on a couple of snags that might have an easy solution:

I currently have an output path for each render with a 16-bit PSD for the Regular Image and a 16-bit PSD for the Multi-pass Image also.  This works fine on the whole with rendering a lot of images. However, the issues I am seeing is when I come to use bloom & glare or lightmix.  It's quite common for render not to have the bloom & glare effect applied and I need to go in to the multi-pass file and use the 'lightmix' layer or the 'virtual beauty' layer (if I have them) which have all the post-effects applied. Problem solved(ish)

My issue here is that the lightmix layer doesn't have the de-noise applied so can be quite grainy.  I have recently discovered that the virtual beauty pass does have both bloom & glare and de-noising applied which is handy, but feels like a work-around. 

Everything mentioned above is frustrating, yet not a huge issue as the virtual beauty pass saves the day.  But... if I play around with lightmix in the VFB once the render has completed, I then need to save the image out again.  The problem here is the de-noising isn't applied to the resulting image. 

I would be interested to know how everyone else handles their output and what workflow & output settings you might use?

If anyone is wondering why I render to 16-bit rather than 32-bit, it's because photoshop has limitations on the editing capabilities of 32-bit images.  So I find myself reducing to image to 16-bit for editing anyway.  It's  a bit annoying as the multi-pass layers only really seem to work 'as expected' in 32-bit and you get a lot more tonal range.

If anyone has a decent 32-bit workflow, I would be happy to hear it (especially if using Photoshop).

Side note:  Corona won't save exr images to a server path, I can only save to a local drive.  This is limited to exr files as PSD / tga etc save with no issue. 🧐

36
I have also found that if you switch cameras during IR then all the camera settings (tone mapping, LUT etc) reset to default.

This has only happened a couple of times but I thought I was going mad until I realised the issue.

I believe that the values of the tone mapping, LUTS, ..... etc belong to the camera in which those adjustments are made, if you change the camera you must apply them again.
I think it's like that ... right?

Yes, sorry that's not what I was referring to.  If I switch cameras as the IR is rendering, the values on the original camera reset to default when I switch back again. 

I should have explained that better...

37
I have also found that if you switch cameras during IR then all the camera settings (tone mapping, LUT etc) reset to default.

This has only happened a couple of times but I thought I was going mad until I realised the issue.

38
Does anyone else find that when you 'draw' a region render in the VFB, it doesn't restrict rendering to the defined region until the region is then adjusted?

 This only seems to have been an issue since the arrival of the beta. It wasn't apparent in the alpha releases.

I'm using RC3 on Mac OS

39
In regards to the "green glitch", does this happen to a certain material? For example, only those that are reflective or use an image map etc? Or is it just completely random and does not matter?

It's entirely random.   It changes each time the scene is loaded.  Sometimes it's just a few, sometimes it can be most of the scene. 

It does seem more apparent as the scene becomes more complex and is more likely if the materials are of a large resolution.

40
If you hit render all materials does it get fixed?

Green shows only in view port... when render, all goes fine.

...

I believe he's suggesting you right-click on your material browser and select "Render All Materials".   This re-calculates all the material previews and solves (temporarily) the green-textures issue within the viewport.
 

41
If you hit render all materials does it get fixed?

No, that doesn't fix anything in the viewport...

*edit... after doing that twice it solved the issue for that scene 😄

42
Perfect for "green-screening" ;) Thanks for the images.

Ha ha, yeah every cloud has a green lining.

Just in case it helps, each time I load the scene the textures that display as green vary.  It's entirely inconsistent! 🤯

43
Hi guys,

RC1 seems to be stable and is working great.

The only 'issue' I'm getting thus far is that a lot of my scene objects display as bright green in the viewport, rather than displaying their diffuse texture.  Restarting my scene 'forces' most of the textures to reload.  It's not scene specific.  It happens on all 5 machines (Mac OS) and quite regularly. Although it is more prolific on larger scenes with high res textures.
Hi, that's pretty odd. Next time it happens can you screenshot it?

Hi,

Screenshots attached.  I just opened this scene and it loaded as per the first shot.  I then chose to 'revert to saved' and it re-loaded with some more textures visible, but not all...

All texture paths are correct so it's not a 'missing texture' issue 🧐

44
Hi guys,

RC1 seems to be stable and is working great.

The only 'issue' I'm getting thus far is that a lot of my scene objects display as bright green in the viewport, rather than displaying their diffuse texture.  Restarting my scene 'forces' most of the textures to reload.  It's not scene specific.  It happens on all 5 machines (Mac OS) and quite regularly. Although it is more prolific on larger scenes with high res textures.

45
Has there been any light shed on the issue regrading bloom and glare rendering black?

I am currently working on a scene that has about 15 cameras and some render perfectly with bloom and glare active.  However, a number of views render black.  If I am working in the VFB then I can simply uncheck bloom and glare and the render is fine.  If I check it on again, the image is black.  This becomes an issue when I have to queue renders and I can't as easily modify the output.

I could work without bloom and glare... but it makes such a difference when it works!

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