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Messages - mrittman

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226
[C4D] General Discussion / Re: Twisted Metal Material
« on: 2017-02-19, 22:01:57 »
You could try the Reeper plugin to create your twisted (rope) geometry.
Link: http://www.codeworkers.de/garage-plugins-reeperx.html

Thanks!

227
[C4D] Resolved Bugs / Interactive Render Region (C4D)
« on: 2017-02-19, 14:45:11 »
When dragging the interactive render region around in the viewport, it will select objects behind it. Also noticed when it renders with an object selected, it will still show the object axis gizmo.

228
[C4D] General Discussion / Twisted Metal Material
« on: 2017-02-19, 05:05:26 »
I'm trying to create a material that appears like twisted metal for a spring. Please see the attached image. Anyone know how I might achieve this with Corona's materials?

229
[C4D] General Discussion / Re: HDR Lighting
« on: 2017-02-19, 02:08:49 »
Is there a way to adjust the HUE value of an HDR map? I have an HDR map I like, but would like to remove some of the green that it contains.

230
[C4D] General Discussion / Re: Fusion Shader
« on: 2017-02-18, 17:13:29 »
When you add a shader it is what controls the Glossiness.  The slider is disabled.  You need to adjust the values of your shader to get the glossiness you want.

-Shane

Okay, that clarifies things. Thanks!

231
[C4D] General Discussion / Fusion Shader
« on: 2017-02-18, 15:58:19 »
I've got a Fusion shader in the reflection channel under Glossiness. When changing the Glossiness value however, it doesn't affect the reflection amount at all. Does adding a shader into this texture field cause this to not work, or is this a bug?

232
[C4D] General Discussion / Re: Inverse AO Worn Edges Effect
« on: 2017-02-18, 00:47:40 »
All depends on the scale of the scene and objects. No way to determine what those should "always be", they could vary dramatically depending on the size of the objects. The way I like to work is set bold colours rather than final materials and adjust the values, so I can see what is happening where, then replace the materials at the end :) The other parameters can play an affect too, determining how "hard" the  change is between the materials or how "blurred".

Thanks Tom, I will keep playing with this :)

233
[C4D] General Discussion / Re: Inverse AO Worn Edges Effect
« on: 2017-02-17, 23:31:56 »
I'm it's kind of working, but when I adjust the max distance, it doesn't seem to do anything. Just a lot of back and forth changing values, seeing what does what I guess.

234
[C4D] General Discussion / Inverse AO Worn Edges
« on: 2017-02-17, 20:03:43 »
Hey guys I'm trying to add wear to edges using inverse AO. Maxon added this feature to R18 with their own materials, but I am trying to achieve the same effect in Corona. Tried messing with the layered material, but I guess I cannot wrap my head around how to do it. I found this, which is how to set it up with the nodal system in 3ds max, but it's a bit different in C4D:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000516261-how-can-i-add-dirt-worn-off-effect-to-my-objects-

Thanks!
Matt

235
[C4D] General Discussion / Re: Ambient Occlusion
« on: 2017-02-16, 19:16:18 »
NP! Back in the past when freelancing I have a client that insisted on the AO, just to call out extra detail (it was a very specific kind of animation though so it made sense), so it still has its place even outside of the mask for layering materials.

Yeah for sure. It definitely helps when using Physical renderer. Really just depends on the look you're trying to achieve.

236
[C4D] General Discussion / Re: Ambient Occlusion
« on: 2017-02-16, 15:47:55 »
Yes, you would have to composite the AO with the Beauty in post (usually with a mode of multiply in Photoshop, Premiere, After Effects, Fusion, etc), you can't embed it into the beauty in any way. Does make for extra flexibility in terms of controlling the strength of the AO without having to re-render, by controlling how strong the mix is, or even adjusting things like contrast or exposure on the AO layer.

When applied to a material, it's usually used as a mask to blend between materials, so you can do things like add weathering / moss / wear-and-tear etc into nooks and crannies or where objects meet. Not sure I would recommend it for adding the fake shadows in a material as every material in the scene would need it. You could blend the default diffuse colour or texture with the AO, but then this final colour would be lit by the lighting in the scene, so that wouldn't necessarily give expected results - for the usual way of using AO as a fake shadow, combining AO and Beauty in post would be the way to go.

One thing to keep in mind, AO was originally all about adding fake shadows that simulated realistic lighting back when realistic lighting wasn't possible - Corona will give you that realism without AO, though it can remain useful as a way of "highlighting" or "picking out" geometry on an object by creating darker areas on edges or in corners. Since it is definitely an effect rather than realistic, it can only be created as a separate pass, and not embedded into the beauty (but I have found that to be an advantage with the extra control it gives, especially when doing animation which is time-consuming to re-render!)

This makes sense Tom. I really appreciate your quick response. I think I'm still used to working with C4D's Physical renderer, and it was almost necessary to enable AO each time to get those subtle shadows. I have noticed however, that Corona does seem to do a fine job without enabling AO. In R18, Maxon added Inverse AO to its renderer to be able to add extra detail to edges and things. It's nice to know we can use this same concept in Corona.

237
[C4D] General Discussion / Re: Ambient Occlusion
« on: 2017-02-15, 22:49:17 »
Okay this is a silly question, but how can I see the AO combined with the beauty pass? I have to save them out as separate files and bring them into Photoshop every time?

I tried also dropping the AO into the diffuse channel of the material, but this changes the brightness of the material. I've tried changing blending modes and diffuse color as well, but it didn't help.

Can you help with where I am going wrong?

Thanks again!

238
Yes, I was wondering the same thing!

239
[C4D] General Discussion / Re: Ambient Occlusion
« on: 2017-02-15, 21:02:21 »
Wow, thanks so much for the quick reply! This is very helpful!

Matt

240
[C4D] General Discussion / Ambient Occlusion
« on: 2017-02-15, 20:44:18 »
Anyone know how to add ambient occlusion to your renders with Corona for C4D? I tried adding it within the standard effects menu in the render settings, but apparently this isn't correct haha.

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