Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - John_Do

Pages: [1] 2 3 ... 10
[C4D] I need help! / Low Rays/s and general slowness
« on: 2024-05-16, 19:06:08 »

I have the feeling that Corona is becoming slower and slower with each release.

That's probably my fault since I like to put always more stuff in my scenes with all the bells and whistles. To be clear I keep things simple in the sense that I don't fake anything and go straight to the point (more or less). But I'm using all the features Corona has to offer (anisotropy, sss, displacement, no fake lighting etc. ) and it's really convenient but I'm beginning to feel a bit too much the price to pay for that simplicity.

What is your typical ray/s value in your interior design projects ?

I'm often around 2M, but it also often goes as low as 1,5M (on an OCd 5950X). Typical .c4d file size is around 1GB, it can be managed but IR is obviously very far from interactive at this stage, and even tests / regions renders are painful to deal with ( parsing times hellooooo). Copy pasting objects in a new scene to adjust a material look is second nature to me now.
For final rendering, from 2h for the best case scenario to 7h/8h sometimes, with an average time of 4h at 4K - 4/5% noise - 100 passes.

Not a rant, I know my projects are heavy and that performances decreases according to scene complexity but this slowness is distracting me more and more from the creative side of my work and I'm getting tired of it. I guess using Blender on the side for the modeling doesn't help since Cycles is very responsive and the comparison hurts (but I'm not getting into that debate, it has its own issues too !).

Did you ever feel that way about your workflow, your projects? If so how do you manage it, do you have any workaround? Should I upgrade my hardware ?

I already know about this article and this topic, but it hasn't changed much.


I didn't understand if the materials are used inside a Layered Material or stacked with Texture Tags and opacity maps, or not at all, but here few ways to do it :

- use a different UVW Tag for each material by placing each one to the right of it's Texture Tag

- use the Projector shader to modify the bitmaps scale inside the material. Caution, it has several issues with some Corona shaders.

- convert the materials Bitmap shaders to Corona Bitmaps and use the UV settings in the Additional Mapping section

[C4D] Feature Requests / Re: Reverse Material Convertion
« on: 2024-05-13, 17:57:56 »
It would be great to convert Corona materials to Cinema 4D materials. Since the other 3D programs don't recognize Corona materials while exporting.

What do you need in this scenario?

Is the material and the corresponding Texture Tags enough for export or do you also need the textures inside the material, with proper conversion of the material channels?

[C4D] Bug Reporting / Re: White Balance value and Takes
« on: 2024-05-13, 10:34:27 »
So after a deeper check the Tag WB is overridden two times in the Take: the first time it keeps the relation with the Tag, but the second time it's disconnected and I guess it may be related to the issues I'm having.

[C4D] Bug Reporting / White Balance value and Takes
« on: 2024-05-13, 10:22:04 »

I have random issues with the White Balance parameter when I'm using takes. It's not something new but since it's random, I've always avoided to report it. Now I have 15 golden renders with f***** up colors that I'll have to fix in post.

I'm working on a project right now so I can't do a proper bug report but as you can see on the current rendering, every WB value in the scene is 4000K, and yet the value used by Corona is 6500K. It's the only setting that is wrong and doesn't follow the Camera Tag settings.

I've checked every image before rendering the takes, fixing incorrect WB values. Yet when the final rendering starts, the WB is using the default value, even if a custom value is used in the scene and the override visible in the Takes Manager. I guess it's not a C4D issue since the other settings work as expected.

Also the WB parameter is displayed like this in the Takes Manager after it's overridden in the Camera Tag. It doesn't feel right :

Cinema 4D 2024.4.0 + Corona 11HF2

Moar progress, even if I'm a bit slow lately because of ongoing projects :

Implemented the thing as a plugin

New commands to add often used shaders

More shaders available for insertion in existing node tree, some with unique behaviors

Added something for the tidy maniacs

Finally solved something that was bothering me from a long time

Create mask directly from the active selection and (almost) never bother again with ID numbers

It works on objects and materials, and can create one mask for each selected element or a shared one

For sure it's not really useful if you can leverage Cryptomatte but otherwise, it makes the process a bit simpler and faster.

[C4D] I need help! / Re: Interactive rendering
« on: 2024-05-07, 12:07:04 »
No prob !

I leave it enabled since it is the only way to dynamically change resolution when IR is running, including Film Aspect which is nice. I occasionally disable it when I need to check a detail in final res. However it would be convenient to be able to toggle it on/off during IR without having to restart it.

[C4D] I need help! / Re: Interactive rendering
« on: 2024-05-07, 11:07:08 »

Disable this setting, which is new and enabled by default starting from v10.

For each placed Magnolia tree from the asset browser which has the same Magnolia CR material for all different Magnolia trees, C4D will still generate a new material slowing down everything.

Yeah, that's dumb but unfortunately, that's normal according to Maxon since materials are static, unlike objects which can be instantiated and linked. This kept me from building a large model library for a specific long-term project upon the AB and it's too bad since the deep level of integration is nice.

Aturtur wrote a script to merge materials sharing the same name, which is a bit unsafe since a name can be shared by as many materials as you want, even between materials from different render engines. I've modified it to run over the current material selection, which is a bit safer (also fixed a few bugs in the process). It's attached if you need it.

Since there was a Hotfix to Corona 11 and also the new 2024.4 had some promising new feature, I've installed both and tried out our beloved little bugs. Seems like the bug somehow changed . Now, the color stays after re-loading it from the Asset Browser (most of the time), but the Bump value still is replaced with the full 100%, instead of the previously set value before loading it into the database. Just for a quick update on the topic from my side.

Ufff, I guess I will keep 2024.1 installed just to save assets 💀 Really a shitty era for software reliability

Still here in 11H1, it's annoying as hell as the C4D PV is the only way to save layered EXR.

Could you guys fix it in the next release, or add layered exr support to the Corona VFB, whatever which one is faster to fix?

[C4D] Bug Reporting / XRefs Generator and IR
« on: 2024-04-16, 12:24:37 »

I'm using some XRefs in my scene and the following message pops up even when the XRefs aren't loaded (I only enable them for the final render).

Would it be possible to take the load state in account ? Or better, could the generator mode be supported in IR ?

Thanks !

I'm still planning to release more scripts, here is a little work in progress :

Smart creation

Creating multiple shaders at once

Works also with only one node

Even if there is no node selected

And all the commands can be assigned to a keyboard shortcut! 🥰

Code: [Select]
Quixel Bridge Plugin::Received data from Bridge.
{'minLOD': 'lod0', 'scriptFilePath': None, 'message': 'export', 'version': 1, 'resolution': '4K', 'resolutionValue': 4096, 'category': 'Floor', 'type': 'surface', 'id': 'vl0gfdalw', 'name': 'Concrete Floor Tiles', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw', 'exportAs': 'default', 'textureFormat': 'image/jpeg', 'meshFormat': '', 'previewImage': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_Preview.png', 'averageColor': '#000000', 'tags': ['gray', 'yellow', 'white', 'rdt', 'construction', 'pool', 'flooring', 'urban', 'city', 'concrete plates', 'squares', 'grout', 'ground', 'tiles', 'clean', 'flat', 'pale', 'smooth', 'new'], 'activeLOD': 'high', 'categories': ['surface', 'concrete', 'smooth'], 'isExternal': False, 'exportPath': '', 'namingConvention': {'texture': '$mapName_$resolution_$lod_$id', 'model': '$name_$lod_$variation_$id', 'folder': '$name_$id'}, 'folderNamingConvention': 'Concrete Floor Tiles_vl0gfdalw', 'mapNameOverride': {'albedo': 'Albedo', 'ao': 'AO', 'bump': 'Bump', 'cavity': 'Cavity', 'curvature': 'Curvature', 'diffuse': 'Diffuse', 'displacement': 'Displacement', 'fuzz': 'Fuzz', 'gloss': 'Gloss', 'mask': 'Mask', 'metalness': 'Metalness', 'normal': 'Normal', 'opacity': 'Opacity', 'roughness': 'Roughness', 'specular': 'Specular', 'thickness': 'Thickness', 'translucency': 'Translucency', 'transmission': 'Transmission'}, 'meta': [{'key': 'scanArea', 'name': 'Scan Area', 'value': '3x3 m'}, {'key': 'height', 'name': 'Height', 'value': '0.028 m'}, {'key': 'tileable', 'name': 'Tileable', 'value': True}, {'key': 'tiling_directions', 'name': 'Tiling Directions', 'value': ['x', 'y']}, {'key': 'texelDensity', 'name': 'Texel Density', 'value': '5461 px/m'}, {'key': 'calibration', 'name': 'Calibration', 'value': 'GretagMacbeth ColorChecker Color Rendition Chart'}, {'key': 'scanner', 'name': 'Scanner', 'value': 'MKX'}], 'materials': [], 'textureSets': [], 'workflow': 'specular', 'origin': 'megascans', 'isModularAsset': False, 'guid': 'fed65e21-5ada-8628-6811-f0f0c94ecc56', 'components': [{'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Albedo.jpg', 'type': 'albedo', 'resolution': '4K', 'format': 'jpg', 'name': 'vl0gfdalw_4K_Albedo.jpg', 'nameOverride': 'Albedo_4K__vl0gfdalw.jpg', 'colorSpace': 'sRGB', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'ao', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_AO.jpg', 'format': 'jpg', 'name': 'vl0gfdalw_4K_AO.jpg', 'nameOverride': 'AO_4K__vl0gfdalw.jpg', 'colorSpace': 'sRGB', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'bump', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Bump.jpg', 'format': 'jpg', 'name': 'vl0gfdalw_4K_Bump.jpg', 'nameOverride': 'Bump_4K__vl0gfdalw.jpg', 'colorSpace': 'Linear', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'displacement', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Displacement.exr', 'format': 'exr', 'name': 'vl0gfdalw_4K_Displacement.exr', 'nameOverride': 'Displacement_4K__vl0gfdalw.exr', 'colorSpace': 'Linear', 'physicalSize': '3x3'}, {'resolution': '4K', 'type': 'gloss', 'path': 'D:\\CLOUD-RENDU3D\\MEGASCAN\\Downloaded\\surface\\concrete_smooth_vl0gfdalw\\vl0gfdalw_4K_Gloss.jpg', 'format': 'jpg', 'name': 'vl0gfdalw_4K_Gloss.jpg', 'nameOverride': 'Gloss_4K__vl0gfdalw.jpg', 'colorSpace': 'Linear', 'physicalSize': '3x3'}], 'meshList': [], 'packedTextures': [], 'lodList': [], 'meshVersion': 1, 'components-billboard': [], 'isCustom': False}
Quixel Bridge Plugin::Importing Concrete Floor Tiles
Quixel Bridge Plugin::Successfully imported Concrete Floor Tiles

The console when i import a material.

I tried with the b&w bump map, it worked. Not with the normal map. Something strange.

Please check your DM !

yes the texture is download.

Thanks, have you checked the textures' folder ? Sometimes some channels in the texture set are not downloaded.

I've tried the same asset on my side, every bump configuration is supported and works as intended, as you can see in the attached record.

If it still doesn't work, check the console and let me know if it outputs something unusual (Extension > Console > Python (0/0))

Pages: [1] 2 3 ... 10