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Messages - celmar

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16
[C4D] General Discussion / Re: camera move
« on: 2025-04-07, 18:03:21 »
thank you, Bigai3d!... indeed, tracking makes it possible to obtain a result... but it's a bit complex to implement; and setting the pontoon's scratches perfectly, in the example, is laborious anyway... but I'm not familiar with tracking, I'm going to dive into it more seriously!

17
[C4D] General Discussion / multipass
« on: 2025-04-07, 18:00:54 »
Hello! several times, in tga, corona doesn't render multipass passes. sometimes it works, by increasing the parameters so that the render per frame exceeds 20 seconds, but most of the time it doesn't work... I'm not talking about a complex anim, but details that I'm re-rendering, and so I'd like each frame to render very quickly, 12 seconds, for example...; before, there wasn't this problem... thanks for your advice!

18
[C4D] General Discussion / camera move
« on: 2025-04-04, 18:13:25 »
I have two questions:
1- the background picture is on a background, and there is a shasow catcher shot under the frog's feet... is there a way, by doing a tracking shot, to also have a progression on the background picture? if I put it on a shot, I can have the progression, but it's the shadow catcher that doesn't match anymore...thanks for your solutions!!!!
2- as soon as I place a sky corona, the shadow catcher stops showing the drop shadow... well, I can reconstitute a roughly equivalent light with areas, but it's less “elegant”...???


19
hello! it seems to me that the surface of the water has concentric folds in volume... a displacement map would be what I'd try, with, if animation is necessary, a variation in the height of the displacement... on the other hand, if you want an animated movement from the bather, and widening, it's probably real flow that could do it...

20
[C4D] I need help! / Re: scene blocked
« on: 2025-02-20, 15:39:43 »
thank you, BigAi3d! that's exactly it, I had forgotten to uncheck the dynamics for the hair, and it was blocking everything in the animation simulation! it looks so simple, once the answer is given!!!
 ps: thank you for your comment on the image!

21
[C4D] I need help! / Re: scene blocked
« on: 2025-02-19, 16:53:55 »
thank you! but I didn't explain myself well: there's no generator, nor deformer, in the scene... and I've already animated scenes much heavier than this one... there's something “corrupted” in an element, but I don't know (obviously) what it is... if I check “invisible” for all the objects, the view refresh takes a very long time... maybe I'll try deleting all the elements successively, to try and find the culprit!

Translated with DeepL.com (free version)

22
[C4D] I need help! / Re: scene blocked
« on: 2025-02-19, 12:48:53 »
to get an idea of the scene, not so complicated, in fact!

23
[C4D] I need help! / scene blocked
« on: 2025-02-19, 11:45:07 »
hello! i have a curious problem: a scene, with a central character, surrounded by objects... 4 animations per morph, and hair... the graphics card, usually without problems, is tetanized by this scene, and even the “hardware” rendering, usually almost instantaneous to test an anim, takes more than a minute per frame... I tried making the head invisible (so morphing), then the head and body (invisible, eh, not deleted), then the decor elements, and it's the same.... the graphics board refresh is catastrophic, and hardware rendering very slow. corona rendering is about 6 mn per frame, without denoise, at 1280x720... in the rendering engine's workings, if elements are invisible but present, do they still “weigh”? how do you know what's “blocking”?

Translated with DeepL.com (free version)

24
[C4D] General Discussion / Re: shaders problems
« on: 2025-01-20, 20:35:49 »
well, I finally understood...; so, if it's of any use to anyone: I had an object, in two pieces... I rigged it as one... the result modified all the shaders of the parent objects at the last bone... well, don't ask me why... I split the first mesh in two, re-rigged each piece separately, and all's well... strange, isn't it?...

25
[C4D] General Discussion / Re: shaders problems
« on: 2025-01-20, 12:02:15 »
in fact, it's when the objects are linked to bones... If I “take” them out of the bone, the materials go back to normal; as soon as I connect them to the bones, the shaders go haywire...; is there a solution????

26
[C4D] General Discussion / Re: shaders problems
« on: 2025-01-19, 19:55:19 »
if I reinstall the 12, is it necessary to uninstall the 13, or installing the 12 is going to overide the 13?

27
[C4D] General Discussion / shaders problems
« on: 2025-01-19, 19:53:41 »
Hello! I'm having some curious problems... maybe version 13? the instances don't “take” the material, or, to be more precise, one instance (the buttons) takes the purple shader, but not the master object, nor the other instances. ... the laces are only white in a tiny area, the rest is just like the surrounding material... and there's a curious round spot on the hilt of the sword, which is NOT a reflection... anyone got any ideas????

Translated with DeepL.com (free version)

28
[C4D] General Discussion / Re: substance painter
« on: 2024-11-23, 23:01:51 »
thank you, Lolollo... I'll try your process!

29
[C4D] General Discussion / Re: substance painter
« on: 2024-11-23, 09:40:57 »
sorry if I use a wrong name!  I mean, when you axport a substance material, painted ona mesh, you have different "reflection, glossiness, etc..;" if normal, diffuse, and displacement seems easy to adapt in corona, the others seems complicated, and I don't reach at all the appearance of the material seen in substance...

30
[C4D] General Discussion / substance painter
« on: 2024-11-22, 18:42:51 »
hello!!! if anyone is working with substance painter in conjunction with c4d and corona, what are the best ways to “translate” psr data??? there are several contradictory tutorials on the net, some very complicated with gamma modifications... ???thanks for your advice!

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