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Messages - Konichowaa

Pages: 1 [2] 3 4 ... 7
16
Thank you for your response Romullus, but I must say I disagree...
it is crucially important to support frontal mapping on the corona sky. Besides, it is listed in the dropdown options in the corona sky object, so it should work as expected.
As frontal background, it works just fine, it is just as seperate reflection that it is incorrect for reflections, if you see the results or explore the file, you should agree the result is not expected

Of course I wish I had availability for spherical 360° drone shots, it would simplify the entire project, but at this moment I don't have them or the extra budget.

I also thought about the plane as reflection, but it is pretty difficult to cover all reflective materials, because they are in different angles to the camera. The plane would be too large and thus cast unrealistic large scaled reflection
and also, I have 40 cameras for stills, so it would be a huge work to adapt the planes, and find the right size for every camera...

17
Hi
I'm including a testscene so you can test, but I'm experiencing too shiny reflections on matte materials when using a frontal mapping on a sky, in the case where I have a seperate reflection object.

To clarify the use in my current project.
I have a building to visualize and received high level drone shots in all directions. So I'm using these drone shots as a background. Because I want the 'correct' reflection in the large glass facade, I'm using a different sky object for only reflections, and using a photo in opposite direction for that. This gives me more or less a good impression of the reality.

However when using the frontal mapping on the sky, the reflections not only show up on the shiny glass, but also on the window frame (which is a relatively matte <> satinated material) as shown in the printscreen image below. Also when making it really matte material teh sharp reflections stay

Am I doing something wrong or is there another way/workaround to do this besides using a very large plane object.

Thanks, Koen
 

18
[C4D] I need help! / Re: background
« on: 2022-09-07, 12:14:38 »
I would suggest using a tonemapped image for the backround (tif/jpg/png) instead of using a HDR or EXR file...

19
[Scatter] I need help! / Clean grass edge near pool border
« on: 2022-07-03, 12:45:42 »
Hi everyone,

Is it possible, using chaos scatter, to get a cleaner result near the pool border, just by using the scatter?

I added the pool border as a apline in the spline exclude field with 12-14cm  and scale and density at 100%. The scale doenst seem to have much effect with this thin border?
When I change the seed, it can get a bit better but never clean enough.

I can only make it better by using a linear cloner to make a straight finish.

I'm attaching images with and without the linear cloner to illustrate

PS: as a side question, is it possible to change the size for an individual scattered object when they are proxies from the cosmos browser?

Thanks,

20
+1

21
[C4D] I need help! / Re: corona crashes!
« on: 2022-05-04, 12:38:42 »
It's only a suggestion but can you render after making the laubwerk trees editable? (making instances for copies)

22
Hi,
I have been working on a technique for making grass with scattered grass blades on the border, for large scale projects.
It works pretty well execept the backside which is not taking the shadow effect, so these shadow parts always require extra photoshopping.

When you turn to the other (sun-)side the shadows work fine, but on the shadow side the shadow is not taking into account.

in my project, I'm replacing the green by a 360° photo.
there's a printscreen included from a real project where you can see the problem

Is this a corona limitation, or am I just doing it completely wrong (v7.2)?
thanks for any help !

23
this is unfortunately still an issue in V8 RC1

I don't know how I can illustrate more on how this is such a big problem. I mean, a lot of the new features don't even matter to me when these kind of bugs remain in the software.

Please read my posts again above and try to imagine how much time and money this has been killing for me. I don't even want to calculate how much until the v9. 
I also cannot believe I am the only one that has a problem with this. It is a most obvious and daily problem on every single project, and I work with corona in c4D every day, all day.

That said, imagine how much faster IR could work if it didn't have to take all those extra geometry/symbols in account in a large project scene (and not just a three cubes scene).

Very willing to elaborate more on this or to provide more screenshots...
 


 

24
Hi ,
I just wanted to let you know that in my personal case, the C4D projector shader is my main reason for the many IR crashes I have. With an AMD threadripper 64-cores and 256GB I hoped to work without problems using the IR on large scale projects, or again with upgrading 6 to 7, but it seems I finally found the actual problem which was the reason for crashes on both small and large projects.

I use a lot of furniture and decoration objects from designconnected.com in a subscription, but all the 3D-models have as a standard projector shaders in the materials. When I convert the c4d materials to corona (legacy) materials, the projector shaders are also included.
I easily had about 15 crashes a day when using IPR, until I recently cleaned up a project (that kept crashing instantly when starting the IR) from all projector shaders. This was a pretty time-consuming job to do with about 1000 materials to check all channels and nested fusion or layer shaders.
It took me a few crashes and restarting the checking over and over to eliminate all the projector shaders from the the project, but once done, I was sooooo relieved and impressed to be able to work an entire evening without crashes in that very same project... very stable at last.
With the next following projects I have the same results...

Maybe other people should check this too when they experience many crashes in IR.
I hope a solution for this problem will come with corona 8 or 7HF3 ;-D
best regards

25
just an idea; maybe you can check if all your textured have absolute paths, and are adressing content browser assets, and see if that helps viewport speed.
Ever since v6.1, I experienced laggy viewport performance on my AMD 3990 64-core with 256GB RAM and a RTX3060 card,
which became significantly faster when relinked to the textures on the disk.

also maybe give up some cores in the preferences for while in IR rendering... you have plenty ;-)

26
i confirm this same issue but also in earlier versions 4-6, when I used an HDR as a seperate background with reflections.
your fireflies will disappear when you use a tonemapped JPG or PNG version instead of the HDRI

27
Hi Jan,

IMHO I really think you should not consider this a minor bug... This is actually a huge bug and an absolute time killer when you're working on a complex scene.
Some scenes take 6-7 minutes of preparation time before IR starts rendering. in that time I can't continue to edit in c4d otherwise there is a crash guaranteed on such scenes.
So if I have to end IR > place the symbols folder at -5000cm below workplane as a workaround > and restart the IR. That is about 12 minutes or more lost...
You also cannot lower the (invisible) symbols null  while rendering in IR , because that has no effect in IR and/or crashes.
when you're scene becomes more and more loaded with symbols and instances, the objects are interfering with a correct lighting too, as all these objects are rendered with shadows as you can see in the examples. Doesn't this unnecessarily slow down the renderspeed/prep time too?

I will attach some printscreens so you can see what the real problem is in an actual project, and not just a test scene...
here's just two examples from a scene I'm working on today.

@beanzvision: I just tested and the problem still persists in the latest v8. Can you recreate with the example file in my first post?

PS: my system is an AMD 3990X 64c/128T-256GB Ram-RTX3060, C4D R19+R23 corona 7HF1 but we experience this also on other types of machines and c4d versions

28
Hi Stefan,
not advertising for it, but for several years now, I use Ranchcomputing with sending jobs currently in R23+corona 7HF1 without unexpected results, although you must make sure to check if all your used plugins are supported in your C4D version here: https://www.ranchcomputing.com/en/rendering/cinema4d

I specifically like it, that you can select both a render time (and so control max budget) and a noise treshold, for whichever comes first.
However no mobile app to follow progress, which was a feature I really liked on Rebus. Nonetheless you can follow-up on your profiles dashboard

29
[C4D] Daily Builds / Re: V7 RC1 resolved/unresolved bugs
« on: 2021-09-23, 20:36:14 »
turn off the displacement in IPR checkbox could be quick fix for this, perhaps even for a quick preview.

Hi Daniel, how exactly do you turn off displacement for IPR?

30
this is unfortunately still an issue in R19+R23 V7 HF1

Rendering in IR still also renders the original hiddens symbols (objects that are instanced as render instance)

Only when set to 'render instance' is enabled.  Behaviour is as expected (not rendering symbol) when mode is set to regular 'instance'

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