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Topics - John_Do

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1
[C4D] Bug Reporting / More bump issues
« on: 2023-01-11, 15:02:11 »
hi,

Few other issues I'm noticing with the bump channel in Corona Materials :

1. Colorizer doesn't work in bump channel, even if the source map is a Corona Bitmap. Worse than that, it disable the bump effect.
2. Corona Color Correct also doesn't affect the bump channel. The texture is affected in the Node Preview, but it doesn't reflect in the render.

Base image


with Colorizer shader


with Corona Color Correct ( I tested Contrast and Curves )




2
Hi,

I think that with the new Tonemapping stack and the way it's implemented in the C4D Render Settings ( in Camera/Postprocessing tab ), the native C4D settings inheritance doesn't work anymore. I would like someone else to confirm but on my side it is the case, and it even seems logical since the Tonemapping settings are now contained in their own "space" and not visible in the tab itself.

If it is confirmed, is it fixable ? This feature is quite useful to manage engine settings and output size / format in a granular way, yet easy.

Thanks

3
[C4D] Bug Reporting / v9 Stability
« on: 2022-11-21, 18:05:57 »
Hey guys,

Does anyone else have stability issues with Corona 9 on C4D R26.107 and Windows 10 ? Particularly when adjusting lights and playing with Decals ? Had to quit and restart C4D at least ten times today, it's really starting to get on my nerves.

EDIT : It happens often when I drag-copy an object ( with Move Tool + Ctrl pressed ), whether it's a light or a mesh item.

EDIT 2 : Toggling Replace base bump and Replace Base Displacement in a Corona Decal settings freezes C4D too.



4
[C4D] Feature Requests / Corona VFB Shortcuts
« on: 2022-11-11, 16:48:46 »
hi,

The title says it all, would be great to have some customizable shortcuts in the framebuffer. Most useful would be Region, Pick and Save for me, but if you can give access to all the VFB buttons through shortcuts, I happy too. I guess it should be implemented with it's own context to avoid any conflict with shortcuts already mapped to some C4D commands.

Also, currently shortcuts don't work AT ALL where the mouse is focused on the VFB. For example I can't launch the IR with the shortcut if the VFB is active, I have to click on another C4D area first. Not a big deal but it would be great to see this fixed.

Thanks !

5
[C4D] Feature Requests / Corona Mapping shader
« on: 2022-10-31, 20:02:20 »
Hi,

I would like to see some improvements to get a finer control and a faster workflow on texture mapping. Despite some great features introduced in recent years like UVW Randomizer and Triplanar, it can be sometimes really cumbersome to deal with mapping at the shader level. I tend to use a lot of "PBR" materials from Quixel and others providers, and stack details on top of it with other materials or basic properties to simulate wear, tear, dirt etc. So I end up very often with multiple texture scale inside the same material and if you know the current state of the Projector shader, it's no fun. Even if this last one had no issues, there are still some opportunities to simplify the workflow while gaining quite some flexibility.

Below are some sketches of how the shader could work and its UI.



The main idea would be to move the mapping step from after to before the bitmap shaders. So it needs a bitmap shader with a new input dedicated to mapping coordinates, and yes much like in other 3D softwares and render engines. I use quite a lot of PBR Materials now, I guess like many CG artists nowadays given the success of many CG assets marketplaces. So for every material we have to deal with at least 3 maps, often 5, without any additionnal shading. If I want to use the triplanar projection and the stochastic tiling, it quickly grows. And it's the same process for each material and map.



So by moving some features into this node, nodes networks could be quite decluttered, gaining space and efficiency.



The node would also allow to override the Material Tag mapping to use another one, much like the Projector Shader. But with the ability to sync it between multiples nodes, and to select a specific UVW Tag. By the way, why not add Triplanar to the projection type support ?





Last but not least, having UVW Randomization settings here would really make sense.



So with one (!) node you could get a fine control over projection, tiling, randomization, and do it for many maps at once instead of dealing with half a dozens of nodes for just one PBR mateiral. Even without using nodes it could really useful, it simplify greatly the shading network so in two clicks in the Attributes Manager you could get access to the material projection and randomization settings with no need to open the Node Editor, drag-n-drop the material and select all the nodes.

Hope my request could be considered, the Node Editor really needs some love, it has (almost) not evolved since its release in version 3.

6
[C4D] I need help! / Corona + Scene Nodes
« on: 2022-05-17, 23:00:04 »
Hello,

I'm currently approaching Scene Nodes and in the tutorial there is an example where a material and some shader settings are driven by Scene Nodes, with what seems to be a specific shader on the renderer side ( Redshift in this case ).

I failed to find a similar shader in Corona. Did I miss something ? Is it doable in Corona v8 ?

Here is the example (@6:15) :


7
[C4D] Bug Reporting / v8 RC4 - Override UVW
« on: 2022-04-07, 09:46:53 »
Hi,

Thank you for the UVW channel selection support in the Corona Bitmap, I'm glad the feature finally made it in C4D.

One thing though, it doesn't seems to work :/

The Override UVW bool works, as when it's true it breaks the UV Tag assigned by the position of the Material Tag. But the UVW channel selection doesn't work and whatever channel is selected, it gets back to the first one. Even when I've renamed the channel 0 and 1. By the way, wouldn't a slot to drag and drop UVW Tag be more a C4D-ish workflow ? Like the ones used in Material Tag for material linking and Selection Tag use.

I hope it can be fixed for the release, which is impressive feature wise, good job !

Attached is my test scene ( C4D R25.117 / Corona 8 RC4 )



8
[C4D] Feature Requests / Interactive Viewport fixed settings
« on: 2019-09-26, 11:38:05 »
Hello,

Would it be possible to have the Interactive Viewport settings in the general C4D Preferences / Corona part, so it can be set once and for all ?

Eventually with a checkbox to switch between two possibilities : a Preferences saving mode and the current "session" mode if the actual behavior is suitable for certain users.

9
[C4D] I need help! / C4D Colorpicker : values and colorspace
« on: 2019-06-21, 20:39:07 »
Hi,

I have some doubts about C4D colorpicker values and colorspace, especially after checking some values on Megascans albedo maps.

Nowadays it is well-known that a correct albedo value should be between 30/50 sRGB and 243 sRGB ( check Allegorithmic PBR guide or this chart if you want to know to dive into the subject ).

Until now I was happy with this kind of values, it seems right to me. The Corona diffuse linear level and RGB values match perfectly as expected and seems to confirm the theory.



Then after some questions to Juraj Talcik I had the idea to check RGB values on some Megascans albedo maps, like charcoal, dark concrete floor, black tiles, to get more reference points.



But these maps are really dark, with values between 5 and 20 sRGB. I'm really surprised by these low values, like if it should be loaded with a Linear profile. ( but no, I've checked the .json file and it means to be loaded with sRGB profile )

So I'm a bit confused and look for some definitive answer about the correct values and luminance on dark materials : which one is the right one ?




10
[C4D] Resolved Bugs / C4D Projector Shader
« on: 2014-10-19, 01:10:16 »
Hi guys,

I'm currently working on a model that mix uv painted textures and classic tileable textures. So I wanted to used the "Projector Shader" of C4D to correct the tileable textures scale. But it is currently impossible, the texture is totally destroyed by this shader :







I guess it's a function not implemented yet and not a bug, but just in case...

Someone knows a workaround for this issue ?

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