Author Topic: Material Override not working with Light Portals  (Read 4216 times)

2017-01-12, 09:31:43

3DRenders

  • Active Users
  • **
  • Posts: 101
    • View Profile
Hi guys,

One cannot use the ''Material Override'' option when there are Light Portals...It renders dark

Thanks Jireh3D

2017-01-12, 13:13:37
Reply #1

Nejc Kilar

  • Corona Team
  • Active Users
  • ****
  • Posts: 1251
    • View Profile
    • My personal website
If I am getting this right then you should exclude the portal objects from material override. :)
Nejc Kilar | chaos-corona.com
Educational Content Creator | contact us

2018-01-30, 14:26:07
Reply #2

houska

  • Former Corona Team Member
  • Active Users
  • **
  • Posts: 1512
  • Cestmir Houska
    • View Profile

2018-01-30, 15:28:07
Reply #3

burnin

  • Active Users
  • **
  • Posts: 1535
    • View Profile
Just a simple question or a feature request, if i may:

Would it be possible to make use of Cinema's integrated Material Override (it works with Corona for overriding materials but does not preserves the channels).

ie.


iirc, i did mention it some time ago...




2018-02-06, 14:44:44
Reply #5

Mor4us

  • Active Users
  • **
  • Posts: 56
    • View Profile
    • MAD Imagery
Just a simple question or a feature request, if i may:

Would it be possible to make use of Cinema's integrated Material Override (it works with Corona for overriding materials but does not preserves the channels).

ie.


iirc, i did mention it some time ago...

I fear as c4d's native Material Override is a newer feature introduced with R17, corona would lose support for older c4d versions.

2018-02-06, 19:50:34
Reply #6

burnin

  • Active Users
  • **
  • Posts: 1535
    • View Profile
True.

But as evolution is never ending process aimed into the future and not to the past - i assumed, since the framework is already built in, less work would be needed for implementation. Not to mention conforming to user's workflow is extra valued advantage.

Better to be step ahead than running behind, playing catch up.

Also, from practice: Majority of developers (DCC apps, 3rd party plugins) only support the last three (3) iterations or less - so 19, 18, 17 is fine then ;)

no fear - no spectacle

It's simply my humble opinion for better tomorrow...



2018-02-07, 11:20:17
Reply #7

houska

  • Former Corona Team Member
  • Active Users
  • **
  • Posts: 1512
  • Cestmir Houska
    • View Profile
We have our data, burnin, don't worry. Once the ratio of users on an older version gets under certain threshold (certainly something below 1%, more realistically something around 0.25%), we can start thinking of dropping the older version support. Until then, it would be suicidal to cut our own userbase.

2018-02-07, 13:30:16
Reply #8

burnin

  • Active Users
  • **
  • Posts: 1535
    • View Profile
I have no worries or doubts about Corona Team :D

Looks like i constructed the post badly. My intent is not to use force, terror or other similarly devised approaches, but to clear off any doubts, if such fear should appear. I too believe in (& strive toward) 'no exclusion' policy, especially if a kind of weak link appears, it just needs more care & better handling otherwise, the trust could break :(

And i also know how hard it is to upgrade main app (with scarce resources) since few things always break in the process...
ie. yesterday i've read (@ RS forums) that r15 still works better for a character artist/animator then later releases but no plugin is made available - switching between versions is PITA when the intent is to save time and the user fall for faster rendering...

Yes, in this regard, Corona Team is a great example of good quality, managing & supporting customers. 
:)

apology for derailing a bit here
« Last Edit: 2018-02-07, 23:26:53 by burnin »

2018-02-07, 13:39:07
Reply #9

Eddoron

  • Active Users
  • **
  • Posts: 552
  • Achieved Pedestrian
    • View Profile
ie. yesterday i've read (can't find the link anymore) that r15 still works better for a character artist then later releases

Please find me that link. Was it Character Artist or Character Animator?
I'm a C. Artist and I think that especially the later versions are much better suited for Character creation, even though c4d sculpting is still crap compared to the competition. (I hate doing c. animation..maybe in the future if there's substantially more money involved)

However, with the new fbx features, abc support, expanded animation settings I'd even say later releases are better for that type of thing.
I don't know of any features that have been scrapped.(according to my limited knowledge of c.animation)

2018-02-07, 22:33:17
Reply #10

burnin

  • Active Users
  • **
  • Posts: 1535
    • View Profile
Oh, my bad!
Character Animator, something about rigging or so iirc... looked all over, through browser history & forums... information overload lol... will look again with fresh mind ;)

EDIT: Found (w/o fresh mind - systematic approach did it ;) look up!
« Last Edit: 2018-02-07, 23:29:43 by burnin »