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Messages - TomG

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4021
Not sure about the question here - if using a Corona Light, and you enable Auto Key, you can just go to the frame and change the Corona Light color, and a key is recorded. Was it something else you were asking about though? e.g. I don't know what you mean by "the all lighting system")

4022
[C4D] General Discussion / Re: Light include / exclude issue
« on: 2018-07-06, 16:50:40 »
No worries! I should have asked first thing :)

Here's the scene set up with the two light emitting objects, one casting light but no reflection on the catcher (no light on the objects at all), and one casting light and reflections on the other objects only (no light, nor reflection, on the catcher).

(EDIT - Probably only one needs to be directly visible, but I didn't set that up)


4023
[C4D] General Discussion / Re: Light include / exclude issue
« on: 2018-07-06, 16:33:00 »
More testing, that was just the lighting not reflection. The normal of the plane is in the wrong direction, so Emit on Both Sides was needed. Still happens that Shadowcatcher Illuminator off, no reflection; on, reflection. New images :)

4024
[C4D] General Discussion / Re: Light include / exclude issue
« on: 2018-07-06, 16:23:51 »
I don't see the reflection at all with the Light.

And I only see the reflection with Shadowcatcher Illuminator enabled with the plane. Images attached. Which version of Corona do you have installed, the latest daily build?

4025
[C4D] General Discussion / Re: Light include / exclude issue
« on: 2018-07-06, 14:35:19 »
Looks like "Shadowcatcher Illuminator" is not a setting for CoronaLights in C4D at the moment, so for the suggested technique to work, you'd have to use a CoronaLightMtl instead (which does have that option). For now, CoronaLights will never reflect in a ShadowCatcher material as far as I can see from my tests.

The Includes and Excludes should work as you describe - set to Include for ObjectA, then ObjectA should be the only one affected by that light or light material; set to Exclude, then all objects except ObjectA would be affected by that light or light material. This is working as expected for me - if it is not working that way for you, could you give some steps, an example scene, and what you expect to happen that is not happening? Thanks!

4026
[C4D] General Discussion / Re: Light include / exclude issue
« on: 2018-07-05, 15:36:24 »
The above assumes you want reflections on the shadowcatcher from the *objects* in the scene, just not from this particular light source (otherwise, you can of course just make the shadowcatcher non-reflective :) )

4027
[C4D] General Discussion / Re: Light include / exclude issue
« on: 2018-07-05, 15:23:59 »
If I understand what you want, I think the way I'd approach it is to duplicate the CoronaLight. One would be set to Shadowcatcher illuminator, with "Visible in reflections" off, so it would cast shadows on the plane but not reflections (and no reflections on other objects either) and probably set to exclude all objects in the scene except the plane so it doesn't contribute lighting to them; now this one is simply casting shadows onto the catcher.

Then a copy of the Light, Shadowcatcher illuminator off (so now it contributes nothing to the shadowcatcher), with Reflections on, which will cast light and reflections on everything else, but not the catcher plane.

Of course, this is "not physically realistic" because in real physical terms, the light should be reflecting off the ground plane too :)

4028
Just a thought, does this happen on those machines with other scenes? In particular, any scenes that don't use ForestPack?

4029
I see the file now, ty :) And ty for the info too on the light solver! We'll take a look.

4030
I can't see the scene in the uploader (may still be uploading?)

Meantime, can I ask if the new light solver was enabled?

4031
TY! The Benchmark result with the Dual Xeon being faster is what I'd expect, based on other benchmarks of the same processors, so I guess that eliminates some hardware issues in the machine to know it can work as expected. Can you share the full specs of the machines, for example memory might be an issue, if for some reason the Dual Xeon has less memory than the i7 - running out of memory would cause a significant slowdown.

It may also be useful to share the scene too, there's a private uploader to send it just to us rather than share publicly (https://corona-renderer.com/upload)

4032
What do the machines get with the Corona Benchmark?

4033
[Max] Bug Reporting / Re: lightmix crash
« on: 2018-06-29, 14:58:29 »
Confirmed - attaching the ever-useful minidump ;)

Note that I set up LightMix by running IR, and baked while that was running (just in case those steps play any part in it)


4034
Yep, as Ben says, it never stopped - the 3ds Max and C4D teams are separate, so whatever one is doing doesn't slow down what the other team is doing :)

4035
[Max] Resolved Bugs / Re: Corona 2 (Final) Crash 3ds Max
« on: 2018-06-28, 14:11:04 »
From the last screen grab of the greyed out screen, looks like Max freezes - at the end of the link Marcin posted, there's a section "2. Crashes, Errors, Freezes - Collecting the Minidump File if Autodesk Error Report Window is not Available" which shows how to generate a minidump in these situations. Would that work?

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