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Messages - Br0nto

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[Max] I need help! / Re: Shader: Glitter / Sequin (Pt.2)
« on: 2020-01-22, 18:43:06 »
Note: Noise size and contrast modified to emphasize the sparkle effect.
Flakes are achieved with similar technique as that which is described in papers. But instead of circular flakes, i'm using cell voronoi noise (C4D) which drives normal map in a bump channel of a metal layer for a carpaint layered material (below).

Burnin, would you mind posting your shader/scene? We're using C4D too, and while this sounds very similar to what we're working with, I'd love to see exactly how you have yours set up.

[Max] I need help! / Re: Texturing Large Surfaces
« on: 2020-01-15, 17:23:57 »

Could also be procedural using noise maps and layers/masks.

I didn't know about this technique in 2014, so here it is not used, but I did learn about it year later or so from Bertrand Benoit's tutorial of Tribeca House.
This is super smart technique, but it is mostly for high-frequency noisy kind of maps, like dirt, scratches, or micro-fabrics. You can't do it for something with big patterns like Wood & Marble because it will fuck up those patterns :- ).

Ah, very good point, I was looking primarily at the ceiling and dark wall on the left, both of which have more noise-type textures than stuff like the wood or marble.

[Max] I need help! / Re: Texturing Large Surfaces
« on: 2020-01-15, 15:47:46 »
Could also be procedural using noise maps and layers/masks.

This still only renders out black frames for us, as has been the issue for us since we initially got Corona. Is the vector pass broken in Corona C4D v5? That tutorial is for 3ds Max.

[C4D] I need help! / Re: Triplanar Setup
« on: 2020-01-08, 19:34:24 »
Sure, here you go! Just change the projection type and the normals should shift angles, but keep their shapes. I used a stretched sphere to try to accent any distortion from UVs and such. Should be trivial to make a cube if necessary and apply the same texture.

[C4D] I need help! / Re: Triplanar Setup
« on: 2020-01-08, 19:19:14 »
I realized my initial post probably did not have enough information. Let's try that again:

The core of my issue is that I am having trouble applying a triplanar map to a normal in the bump channel of a corona material.

I get similar and predictable results when I place the texture inside a triplanar map in either the diffuse or reflectance channels. I can switch the texture tag projection to any type, and the mapping does not change. This is as expected, from what I understand about the triplanar map.

Diffuse Only (Regardless of Projection):

Reflection Only (Regardless of Projection):

The real weirdness starts with the normal map. As mentioned in my original post, to simulate car paint flakes I have a tiles shader with tiles colored a solid R, G, and B to give random normal directions. At a small enough scale, this would look like shiny flecks. However, when I do my same triplanar tests with the normal slot, the outlines of the normals don't change, but the angles of the normal do. And it's consistent for certain groups of projections, too, which is bizarre.

Examples (All same shader setup, but switching projection types):





Spatial (Almost-but-not-quite the same as Frontal):

Is there an ideal projection type in this situation? Is it supposed to shift this way? Any insights?

Here's my shader setup, it's not terribly complex:


[C4D] I need help! / Triplanar Setup
« on: 2020-01-03, 23:22:59 »
Hi there,

I'm trying to set up a car paint material with a triplanar noise in the normal map. However, I'm not sure which projection type to use in the texture tag. I thought that having the triplanar map meant it would ignore any uvs or projections, but each projection seems to dictate where the texture is, as if I weren't using a triplanar map at all.

My setup is:

Layered Material
1. Base matte layer (Just color and reflection)
2. Flake layer
   Bump--> Triplanar
      Texture --> Corona Normal
         Texture -->Tiles (This is the true content layer and I have this set to large tiles for ease of testing)
3. Upper shiny reflection layer (Just color and reflection)

Is this setup correct? Do I need to set up my triplanar in a different way? What is the "correct" projection type to use with a triplanar map so that the map works correctly?


[Max] I need help! / Re: Engraved plexiglass
« on: 2019-12-03, 22:49:45 »
Perhaps make a glass material that primarily uses translucency (like frosted glass), and apply that to to the faces where the text is, as well as the edges of the overall box? That way the rough/frosted material would catch the light, and the rest of the glass would mostly (or entirely) ignore it.

We set our GI/AA settings to 64, and that seemed to fill in the shadow noise nicely. We also didn't bother with the environment replacement- we just put the shadowcatcher on the floor, used a compositing tag to tell everything else not to be visible to camera (but still cast shadows), and that seemed to work fine. This requires two renders, but this way the shadows get one setting and the object itself gets another (in our case we set GI/AA to 4 for our object pass, to help with anti-aliasing and animation flickering).

This is the entire program, not just the rendering stopping? At first I thought it might be related to my issue (, but sounds like you mean the entire program instacrashes.

You could always use the token system, which will automatically name and create folders for you.

[C4D] Bug Reporting / Render Nodes Stopping
« on: 2019-11-20, 17:47:36 »
Hi Corona Team,

We're running into a very frustrating issue that has popped up repeatedly over the past few months. We're running Corona Renderer for Cinema 4D, version 4 hotfix 3.

The issue appears in two parts:

1) We start a team render with 2 or 3 nodes running. As soon as we start an additional node, the others drop off and suddenly cease rendering. No error, no warning, just a total stop.

2) We then restart the other nodes, everything seems to be rendering, and we leave for the night. At a random point a few hours later, nodes begin stopping on their own. Same thing, no error, no warnings, only a complete halt to the process. Note that this particular render ended up doing a lot more passes than we intended, but that should have no bearing on the issue.

Here's what the log looks like in every case, regardless of scene, which computer begins the render, or how many nodes we have running:

2019/11/20 09:19:36  [Corona4D] [tr client] Rendering pass 533
2019/11/20 09:19:51  [Corona4D] [tr client] Rendering pass 534
2019/11/20 09:20:07  [Corona4D] [tr client] Rendering pass 535
2019/11/20 09:20:22  [Corona4D] [tr client] Rendering pass 536
2019/11/20 09:20:27  Service ALEXS-MAC-PRO went offline
2019/11/20 09:20:27  [Corona4D] [tr client] CoronaCore::renderFrame: after render
2019/11/20 09:20:27  [Corona4D] [tr client] Terminating DR slaves
2019/11/20 09:20:27  [Corona4D] [tr client]  - terminating slave handlers
2019/11/20 09:20:27  [Corona4D] [tr client]  - waiting for broadcast thread to finish
2019/11/20 09:20:27  [Corona4D] [tr client]  - clearing slave handlers
2019/11/20 09:20:27  [Corona4D] [tr client] Terminating DR slaves ended
2019/11/20 09:20:27  [Corona4D] [tr client] Rendering took 7878.98 seconds
2019/11/20 09:20:27  [Corona4D] [tr client] Cleaning up
2019/11/20 09:20:27  [Corona4D] [tr client] Terminating DR slaves
2019/11/20 09:20:27  [Corona4D] [tr client]  - terminating slave handlers
2019/11/20 09:20:27  [Corona4D] [tr client]  - waiting for broadcast thread to finish
2019/11/20 09:20:27  [Corona4D] [tr client]  - clearing slave handlers
2019/11/20 09:20:27  [Corona4D] [tr client] Terminating DR slaves ended
2019/11/20 09:20:27  [Corona4D] [tr client] CutCache memory: 123.907 MB
2019/11/20 09:20:27  [Corona4D] [tr client] Unique Primitives: 3910974
2019/11/20 09:20:27  [Corona4D] [tr client] Primitives with instancing: 3910974
2019/11/20 09:20:27  [Corona4D] [tr client] Area lights: 441816
2019/11/20 09:20:27  [Corona4D] [tr client] Geometry groups: 332
2019/11/20 09:20:27  [Corona4D] [tr client] Instances: 332
2019/11/20 09:20:27  [Corona4D] [tr client] Portals: 0
2019/11/20 09:20:27  [Corona4D] [tr client] Area lights: 441816
2019/11/20 09:20:27  [Corona4D] [tr client] Avg samples per pixel: 718.02
2019/11/20 09:20:27  [Corona4D] [tr client] Avg rays per sample: 38.8574
2019/11/20 09:20:27  [Corona4D] [tr client] Rays/s: 7.34272e+06
2019/11/20 09:20:27  [Corona4D] [tr client] Samples/s: 188969
2019/11/20 09:20:27  [Corona4D] [tr client] UHDCache records: 23
2019/11/20 09:20:27  [Corona4D] [tr client] UHDCache records added during viz: 0
2019/11/20 09:20:27  [Corona4D] [tr client] UHDCache rejected %: 98.4674
2019/11/20 09:20:27  [Corona4D] [tr client] Saving + Cleaning up took 0.019 seconds
2019/11/20 09:20:27  [Corona4D] [tr client] CoronaCore::exiting renderFrame
2019/11/20 09:20:27  [Corona4D] [tr client] Rendered 535/0 passes
2019/11/20 09:20:27  Service ALEXS-MAC-PRO went offline
2019/11/20 09:20:33  Peer-to-Peer Statistics:
    > Noahís iMac Download-Speed 39.28 MiB\s (4x)
    > ALEXS-MAC-PRO Download-Speed 44.73 MiB\s (5x)
    > Jeffís Mac Pro Download-Speed 47.63 MiB\s (5x)
    > desktop-t6m005k Download-Speed 73.57 MiB\s (1x)
Peer-to-Peer Statistics End

Some things we've noticed:

-This time, it was the two windows machines that dropped off, apparently right after they lost sight of the pilot machine (ALEXS-MAC-PRO). However, this has happened with macs before. Other nodes on the network continued rendering through the night, including ALEXS-MAC-PRO, which launched the render. We never had this issue before, and I have no idea what would have changed on our network that random machines can't see other machines.

-The additional cause-and-effect of nodes dropping when others are started, with the same log type, imply it isn't just a network issue.

Is there any way this could be a licensing issue? Is there some setting we should look at? This is really cutting into our production time in a dangerous way. Thanks!

[Max] I need help! / Re: Blurry renders
« on: 2019-11-19, 23:11:30 »
Your "blurry" render looks normal to me. The sharpened one looks overprocessed. Perhaps try reducing the amount of denoising, so that small details don't get lost. In addition, you could try rendering at twice resolution (4K instead of 1080p for instance) and then downscale, which would add more detail.

[Max] I need help! / Re: Dispersion of light
« on: 2019-11-18, 15:34:25 »
Br0nto, I used IES, but I don't know how to make fake dispersion.
I should use 2 or 3 IES with a different colors?

By "fake" I meant that the only light was coming from the IES and spotlights, rather than from any actual caustic/refraction effect coming from inside the headlights. I'm honestly not sure what you mean in this context. Both my lights were a similar color so it would appear that they are parts of the same light.

You can make own IES for example with this small program from Karba

Nifty, thanks!

[Max] I need help! / Re: Dispersion of light
« on: 2019-11-15, 19:07:22 »
For my headlights I added an invisible light blocker preventing the "real" lights from shining through, and then faked the headlight beams with IES lights positioned just outside the headlight glass. Then it's just a matter of finding an IES that looks right for your headlight type. I just eyeballed it, since I wouldn't know where to start to find an exact headlight spec IES. You could also use IES profiles for the spill near the car, while using larger, more normal beams of light for the primary focus.

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