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Messages - lollolo

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1
[C4D] General Discussion / Re: Denoise after render
« on: 2025-03-04, 18:18:08 »
Sure. Activate multipass and there under shading you should see VirtualBeauty. Choose VirtualBeauty two times, first with denoising strength 100% and another with 0%.
So you get a denoised and undenoised version of your render.
You can mix them in post.

2
[C4D] Bug Reporting / Re: BUMP issues with Render instances
« on: 2025-02-21, 19:13:38 »
This does affect only IR and not final render, right? If so, then this is a reported issue, which unfortunately was never fixed. A bit annoying, yes...

3
[C4D] I need help! / Re: scene blocked
« on: 2025-02-19, 13:39:00 »
I'm not sure if I understand you correctly.

So you are using several deformer and generators in your scene, right? And this makes your scene slow, even when you hide them?
1. you could improve the setup of the deformers and generators. If possible, bake simulations. 
2. if you want to hide objects with deformers or generators, use always layers. Easy and fast. Create a new layer, add it to all objects you want to hide. Deactivate in the layer tab generators and deformers for the layer you created.


4
[C4D] Bug Reporting / Re: Corona Proxy gets materials wrong
« on: 2025-02-18, 07:52:12 »
@bnji thanks for your reply.

It looks like your example is not corresponding to my example. I can also have 3 or more poly selections and materials assigned. Works fine. The problem starts, when I add a second material to one of the selection.
An example in a real scene could be a base material and then a dirt or snow material on top with opacity channel activated. In this case you would use a poly selection twice.
Tree as example:
poly selection 1 - trunk
poly selection 2 - branch
poly selection 3 - leaves (until here everything is working)
poly selection 3 - snow on leaves (and this is where the issue begins, a selection is used twice)

Workaround for now is to use a layered material, so I don't have to use the poly selection twice.

As I wrote:

Quote
- Create a cube
- make several poly selections
- apply a material to every selection
- create a Proxy - until now everything is working
- create another material and apply it to one of the selections you created before (so a selection is used twice)
- create a proxy - materials are not correctly applied.

Does it work for you if you assign a second material to an already used poly selection?

5
[C4D] Bug Reporting / Re: Corona Proxy gets materials wrong
« on: 2025-02-14, 19:23:53 »
@maru thank you for your reply. I sent you a PM with a link, because Corona uploader doesn't work for me.

It does still happen to me, even when I create a new scene. I'm using R20 and Corona 12 Update Hotfix 1. Perhaps it is related to R20 only?

6
[C4D] I need help! / Re: control shadow
« on: 2025-02-07, 20:24:18 »
I think I'd make two renders and mix them together in post. Corona has not many options if you want results that are physically inaccurate/not possible.

7
[Max] I need help! / Re: Volumetric optimisations
« on: 2025-02-03, 18:16:36 »
Thanks for explanations.

Did a quick test. 10m cube with volume material and a spotlight above. Tested step sizes between 0.1m and 10m.
Is behaves like you described it, thanks.

But there is no option “only in render pass” for volumetric like the option for caustics, right?


8
[Max] I need help! / Re: Volumetric optimisations
« on: 2025-02-01, 13:16:09 »
+1
I also think that step size could be better explained with a few examples. I still don't understand what exactly step size means and does.

9
[C4D] Bug Reporting / Re: Corona Proxy gets materials wrong
« on: 2025-01-26, 14:30:01 »
Were you able to reproduce this issue?

Thanks

10
[C4D] General Discussion / Re: shaders problems
« on: 2025-01-21, 07:18:34 »
I haven't done any character modeling or rigging for several years, so I can't help. But I'm glad, that you found a workaround for your issue. :)

 

11
[C4D] General Discussion / Re: Denoise time
« on: 2025-01-18, 17:57:01 »
I used Intel Denoiser also for animations. But make a test, it can result in some flickering. In that case, render some more passes and do some extra work in Fusion.
If you don't know, just follow this tutorial here:

Hope that helps!

12
[C4D] General Discussion / Re: Denoise time
« on: 2025-01-18, 16:12:03 »
Have you tried Intel denoiser? I don't use Corona Denoiser anymore, I don't see any advantages over Intel's.
This one should be faster and give you (in my opinion) better results.

13
[C4D] General Discussion / Re: Saved color profile
« on: 2025-01-15, 11:34:39 »
make sure you do NOT use the c4d color profile for render but the corona one(set in corona preferences.
i recommend using the corona VFB for fonal render not the picture viewer.

here we have same for preview and final render

Hi Stefan, why do you prefer VFB and Corona Color space over native C4D picture viewer and color space?
Is it just to have the same result in preview and final render, or are there other reasons as well? Just interested. :)

14
[C4D] Daily Builds / Re: Scatter Instance Brush
« on: 2025-01-07, 15:30:53 »
Okay, thanks, I will check it from time to time.

15
[C4D] Daily Builds / Re: Scatter Instance Brush
« on: 2025-01-07, 07:25:31 »
In the plans for the next major release (reminder, plans are plans, not promises, as development always has the possibility of "unforeseen circumstances" :) )

Cool, thanks for the info. By the way, Trello isn't updated yet. Is there somewhere else an article about what is planned for Corona 13?

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