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Messages - Cinemike

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631
Being able to D&D Bitmaps is huge, thx!

632
[C4D] Resolved Bugs / Re: Displacement broken
« on: 2018-08-09, 19:49:05 »
With no more responses and the release coming closer, I am really afraid we will be left with this broken and some other, aforementioned stacking issues.

633
About the hair: Great and quick fix, great proposal for the future, thx, guys!

Or (loosely based on an ALF quote about Lucky): "They're quick, I'll give 'em that!"

634
Let me clarity, does it go in the Color Channel of the REFLECTION tab, or the Fresnel IOR? There are five slots for textures. Thanks.

I only use the IOR texture slot when I have a material that needs different IORs.
Example: Painted metal, where scratches and bare areas show through.

635
[C4D] General Discussion / Re: Material issues
« on: 2018-08-06, 18:48:20 »
What's that "Donation" button at the top there?

Could be either a layer of materials or a subtle hint to you to send daveclive some money.

636
I REALLY love to drag and drop bitmap files from an explorer window into the node editor of R20 and it creates an image node there.
I'd love to have this for Corona, too.

637
Did you "generate" hair in the c4d hair tag? You'll get a rough idea from my file anyway. ;)

Having to create geometry half defeats the usefulness of a hair shader.

638

Yeah I don't think the hair is working for me either... Getting Unsupported material error...

- Shawn



Is it possible to keep C4D hair properties intact (like frizz or kink) and render Corona hair? Currently, as soon as I have a C4D hair material tag on the object, it says "Unsupported", no matter where I place the tag (left or right).

Killing the C4D hair mat and applying the native Corona one works for me.

639
Is it possible to keep C4D hair properties intact (like frizz or kink) and render Corona hair? Currently, as soon as I have a C4D hair material tag on the object, it says "Unsupported", no matter where I place the tag (left or right).

640
I only had to invert roughness maps so far.

642
I've got most of this down, but there are certain channels that seem better suited for a nodal material system. Since there is still time for Corona to have nodes, what is the best channels to use all of the images that come with PBR sets? Below is an example of a set I downloaded. Thanks.

Tiles 3_Alb.jpg  —  Diffuse?
Tiles 3_AO.jpg  —  Not Sure
Tiles 3_Dif.jpg  —  Diffuse?
Tiles 3_Dis.jpg  — Displacement Channel
Tiles 3_Nor.jpg — Bump channel with Corona Normal
Tiles 3_Ref.jpg  —  Reflection channel
Tiles 3_Rou.jpg  —  Reflection channel?

Interesting challenge.
Alb(edo) is usually for the Diffuse channel. You can multiply (in a layer shader) the AO texture with it to get more or less variation.
Rou(ghness) goes into Glossiness (Reflection channel), but needs to be inverted (Filter shader or in the texture itself in the shader tab set black point to 1 and white point to 0).
Dif.jpg - no idea, could be used as diffuse texture probably if Albedo is not what it should be, one would have to see it.

Contrary to what everybody else thinks I still believe that such materials (with a set of one purpose textures) are set up more quickly without nodes.

643
I was the same, but now I understand the great work he has ...
that's why now I'm more calm ..
There is little left ...
I suppose the problem is: This is not a regular beta test. And people expect dailies to work flawlessly in their daily jobs and complain about bugs and not-so-good-features instead of reporting them to get them fixed.
But as I said, I would have liked to the test an interim version ;)

644
Not long to go :) https://trello.com/b/dgI8vjDb/corona-road-map-cinema-4d

Most of us would have liked to try an interim version, too.

645
[C4D] Feature Requests / Converter Vray Displacement
« on: 2018-07-21, 20:27:38 »
I have not followed this converter a lot, since I am not using VrayforC4D anymore, but today I tried it with an ancient scene.
Please handle the Vray Displacement material properly. It is of no use to convert it to a basic grey Corona material.
If you happen to stumble on such material, convert the following Vray Advanced material into a Corona one, take the values and shaders from the displacement material as good as possible and insert them into the Corona material's displacement channel. Then kill the Vray displacement material.
If the Vray displacement materials has a different projection than the following "standard" material, use a Projector shader to adapt the displacement accordingly.

Thx.
Michael

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