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Messages - burnin

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1
There are types of glass (& other surfaces, especially metals) where nano-coating or oxidation lowers/changes surface reflectivity. So it's now commonly expected that "Clearcoat" should influence reflectivity in same way, but it doesn't. I guess it's not fully implemented yet, since it also shows issues w/ iridescence (in C4D), which should also be property featured in Physical material (as diffraction is).

I get limits and flaws, since this is just a first iteration of Physical material after all.  Now only thing left is to use "Legacy" material for time being.
Still, do continue with proposals and ideas.

2
[C4D] General Discussion / Re: Skip beauty pass?
« on: 2021-09-21, 14:20:37 »
Thank you, much appreciated.


Does the quality of the  “Only masks” option improve with more render passes?

It does, but it does it really fast! So just set Progressive rendering limit "Noise level" as low as you feel satisfied with.

3
[C4D] General Discussion / Re: Skip beauty pass?
« on: 2021-09-19, 23:35:10 »
:D I checked "Render only masks" but this image tricked me!



And I didn't bother to read it, since I was expecting a blank/black one.
Please, do make it visible. Like this...

4
[C4D] I need help! / Re: Brushed wood flooring
« on: 2021-09-19, 14:15:41 »
Tip
Bump is not random. As you can observe, a linear, wavy pattern is formed, running in parallel. That's a trace left from cutting wood with a saw before planning/shaving/smoothing it.

Search for: "rough sawn wood flooring"

5
WDYM? Care to show an example...
Anyways, I'm not sure but suspect it's 3DSMax specific feature. 

6
[C4D] General Discussion / Re: Skip beauty pass?
« on: 2021-09-19, 13:45:21 »
I don't believe you can do that w/ Path tracers. IIRC, passes come freely, they just take more memory. And so, even Z-Depth pass needs certain amount of samples to become smooth.
What you can do to get results faster is to set GI mode to "None (Direct only)" and Pass limit as low as you're satisfied with.

7
Forwarded info

This is an excerpt from "Corona for C4D EUG (Discord)" discussion on topic:

Quoting Ondra:
Quote
ok, I watched it, there are 3 parts:

1. wider internal rendering color space
2. s-curve output transform
3. being aware of what color space you are using

#1 is in corona since 2012

#2 is also in Corona since 2010ish, just a slightly different (reinhard). We will implement more of the s-curves, including the one in aces

#3 is something that we cannot really help you with. The difference is between making sure you match all your inputs to sRGB or you match all your inputs to aces. And aces cannot be loaded by C4D/3dsmax natively, where we get our data
tl;dr you are already getting the magical, mythical advantage of ACES since 2012. We will check its s-curve to see if it is more pleasant than filmic/reinhard, but it is nothing else in principle

Finally,
Quote
unless C4D/Max adopts it we would be fighting the host application over that.

Refered video...

9
Learner’s Corner / Re: Lack of realism
« on: 2021-09-07, 14:55:51 »
Why you chose "clay material" as a first step!.

Because it's "neutral" and work at hand is to "enlighten" a vision, which starts with just lighting/shading. Then gradually builds up. Basically it's like when making an illustration, first act is to focus on finding tones & zones creating contrast, defining lines, form, depth...
and do you mean using clay material in the whole objects?!

Yes. And only after when you like what you see, you move on to "surface/materialize" it.

Otherwise, simple mind gets messy... lost.

10
Learner’s Corner / Re: Lack of realism
« on: 2021-09-07, 13:50:40 »
But fundamentally, it's lighting.
First make it look good using only "Clay" material.

11
For me it's debatable how long it's still physically sound as dyes and stains are quite penetrative as opposed to lacquers, the latter being more fitting to be simulated by clear-coat.

Also, since most lacquered woods are both (or all three) dyed/stained and lacquered, the Physical Material would need multiple clearcoats and definable thickness (Maxwell had that kind of shader), so with CoronaPhysical having just single, you would have to go to CoronaLayered material again.

This would be well worth the research.

"Clearcoat" as a separate I/O material/shader would have made it possible to create such kind of multi-cotaed materials. Especially, if it also featured various layering options.

ie.
LuxCore's "Glossy Coating" material
Quote
Glossy coating is an "empty gloss coating" material. It is used to add gloss layers on top of other materials. It is something of a special glossy material that has no base reflector of its own, but rather takes another material node as its base.

12
[Max] General Discussion / Re: casutics solver is still crap
« on: 2021-09-01, 14:46:32 »
Could representation of a man walking on water in a pool kinda ask for miraculous light/caustics in places no one expects them to appear?

Have faith, for belief brings wonderful answers.

;) 

13

what render engine is this its not corona?
It's Corona & LuxCore.


BTW Care to strip down your scene, isolate it to only what's needed to expose an issue... or render until it clears. Because it might just be a hard case to solve/compute (image would also be noisy even when taking a photo w/o relying on tricks, SFX & post) or there are some unnatural values/settings in play... idk. Basically it comes down to what's in detail - devil & god ;) Then it's not so uncommon for making such photo/image for hours or rendering for days.

14
I think you just need to practice more or...
share scene with issues exposed and easily reproducible.

These are simple sets rendered using two different engines but same/similar technique (SPPM)

15
[C4D] Resolved Bugs / Re: Light material not working.
« on: 2021-08-26, 23:45:33 »
+ Since you've made it this far, do provide an example (or it didn't happen ;)

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