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Messages - Silverwing

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1
This seems like a bug to me. The caustics rays should indeed use the shading normal, not the geometry normal.

Thanks mp5gosu for backing me up on this. I was quite surprised to find out about that.
I also tried older versions of Corona and there seems to be the same problem. I also attached the scene. Although it should not be hard to reproduce!

2
I encountered a bug with caustic generation.
When you add detail to to a caustic generating surface (e.g. glass) like bump or normal maps, unfortunately the surface variations do not show up in the caustic pattern.

This this is in my opinion a severe limitation and could cause scenes to not look as realistic as they could. You can see this quite well with the unevenness of caustics refracting through a glass on a sunny day. Most glass like objekts in CG are rather perfect in their form. So adding little imperfections though bump or normals and getting those reflected in the caustics would bring a lot of realism to some scenes.

Attached are two renders. One with bump, where you would expect the uneven caustics to show up, but they do not.
Then another render using displacement to show how it should look.

3
Hi there,

I found this interesting so I tried this myself and came to the same conclusion.
I have a couple attachments as well as the C4D scene.

I think that there seems to be a problem with the shading normals of the object when using stacking or multiple materials so the inside wall is not seen as a refraction where the rays leave the glass, but as another glass boundary where the rays enter another object.

Cheers,
Raphael

4
You can disable it, for it has no role with Corona (feature request - when activated "Use as Proxy")

Thanks, I did not know that! C4D-Render-Instances were recognized as Corona Instances before. Was that reverted?
If that´s not the case I +1 that feature request.

p.s. even though it might be doing nothing, UV´s should work nevertheless if on C4D Instance or not!

Have you tried unchecking 'render perfect' in the sphere settings?
Thanks for your input. Unfortunately it´s already a poly object, not a primitive. So "perfect sphere" is not the cause!

5
Hi there, this is my first post here since a while.
If I rather should post that into the bug section, feel free to move it there!

First of all thank you for your development and your time. Corona is a great and promising product.

When trying interactive rendering with my material test scene I noticed that CoronaC4D Lights behave different in the interactive rendering then in the final rendering.

The brightens of the lights seems on spot when using interactive (like what I had setup in previous versions of Corona (without interactive) in terms of brightness) When final rendering they become brighter.

When using polygons with a "light material" on them interactive and final rendering are looking exactly the same! (as expected)

Also note that there is still a problem with UV´s and on the latest built (10.13.2017) also can be seen in the File.

So in essence: There is something wrong with the Corona C4D Lights so they show up to bright in the final rendering. (This problem seems to be existent since interactive was introduced)

In the attached scene I have also a setup with the light material polys. So you can switch back and forth and see the difference.

Cheers,
Raphael

6
I just had the same problem and I fixed it by:

Cleaning the C4D Plugins as well as the Root folder.
Installing the 5.0 version first.
Then installing the 5.1 version over the 5.0 version. (Without clean previous ticked)

This works and Corona now shows up in the C4D.
Seems like this is more a patch then a full release and you need to have a version of Corona installed before.

Cheers,
Raphael

7
Gallery / Re: Bishop Edward King Chapel
« on: 2015-11-30, 03:51:18 »
Great work there. Amazing renders!
As most of the others I really love the architecture. With your great lighting you really made it stand out.
Congrats!

8
Gallery / Re: Some Corona C4D Renderings
« on: 2015-05-29, 12:29:54 »
@ cgdigi:
Thanks a lot. I appreciate it!

@ Fythos:
Corona supports a lot of C4D shaders. Including a vertex map.
I just made a vertex map weighting the edge. Then I created a plastic and a metal material.
I put those inside a corona blend material and blended between those using a vertex shader multiplied with some dirt.
This normally gives good results that look like a used edge.
I hope this answeres your question.

@ aTanguay:
Thanks a lot. I´m gald you like it!

@ kscore:
Thank you!

P.s. for those who want to really use the Corona logo as wallpaper I have rendered those two logos in 4K. Just right klick, save as:




9
Gallery / Re: Some Corona C4D Renderings
« on: 2015-05-28, 12:57:36 »
Out of interest why did you choose not to use a fresnel in the glossiness slot to smooth off the glancing angles?
I could have done that. You have to know that it depends on the micro structure of the object if it shows angle depended glossiness.
This time I choose not to use it although it would be no problem to do in corona! I hope that was a satisfactory answer to your question :-)

Cheers,
Raphael

10
Gallery / Re: Some Corona C4D Renderings
« on: 2015-05-27, 12:10:37 »
Thanks ;-)

Its not really complicated to create SSS.
SSS is achieved with the Refract channel together with Absorption and Scattering.
See attachments!

11
Gallery / Some Corona C4D Renderings
« on: 2015-05-26, 12:22:11 »
Hi everyone,

I have been playing with ‪Corona Render‬ for ‪Cinema4D‬ and the latest beta built finally implementing Subsurface Scattering.
All rendered with my small 2.2 GHz laptop. Due to this render times are quite high. But the results are gorgeous and as you see very high in quality ;-)


All of this was done (modeled, textured, shaded lit etc.) all on my laptop.
I did not watch the passes. I did not time / pass restrict the rendering. But must be something around 500 to 1000 passes per picture. SSS takes a lot of passes ;-)
The processor is a i7 3623QM. Render times ranged from 45 Min for the post it picture over around 1h for the logo to over 3h for the colored SSS pins.

GI / AA amount was lowered to 4 to get cleaner DOF. I did some tests with different values and this proved to give the cleanest / fastest results.

I hope you enjoy.

12
Gallery / Re: pendant lamps by Toscot
« on: 2015-02-08, 13:18:29 »
Very nice Models.
The textures and lighting look awesome.
I really like the look you achieved!

Keep it up!

13
Gallery / Re: Two Chairman
« on: 2015-01-06, 18:10:28 »
Wow really amazing renders!
I love all the attention to detail in those shots!
Keep it up!

Cheers,
Raphael

14
Gallery / Re: Ducati Custom Café Fighter
« on: 2014-12-30, 12:36:01 »
Wow beautyfully done. Very very well crafted.
I think your 400 h were well spent.

Amazing renderings!
Keep it up!

15
Gallery / Re: Fruits and Liquids - REEL
« on: 2014-12-29, 20:08:33 »
Really great!
I love all those shaders especially on the fruits and chocolate!
Keep up the great work!

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