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Messages - Mac3DX

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Did you set the projection to texture? It doesn't make sense to use procedurals having to open UVs. Because here still not working. Can you provide your file so I can take a look at it?

The discussion here is not about taking care not to screw up what was already working and not complicate the lives of hundreds of users who depended on these resources. If you prefer, I can open another topic but I think you can take notes and report to the developers if you see fit.

Seriously, layer node no longer works in the bump channel? You Must be kidding.

Hello, I appreciate your help but I don't believe Skin shader plays the role of Volumetrics. With all due respect, I've been reporting problems using Volumetrics for a long time and it seems to me that they aren't very concerned about solving such an important feature.
The Directionality resource is crucial, why not implement it in SSS which is much faster than volumetry?
I'm disappointed with all this, would you advise me to give up everything and look for another tool?

Hey guys,
Please see if I'm doing something wrong or it is indeed a bug.
Note that the color for SSS is not respected in the second material.

[C4D] I need help! / Re: UV texture repetition mode
« on: 2023-07-13, 03:17:44 »
To help visualize what I'm talking about.

[C4D] I need help! / UV texture repetition mode
« on: 2023-07-13, 03:07:25 »
Hi Guys,

It may sound unfamiliar to someone. But I'll try to make it as clear as possible what I am looking for.

When you have your UV islands crossing the 0 to 1 space, by default the texture will be repeated, right?

In Modo, I used to use an option called Edge mode, which simply extended the boundaries of the mapped texture to fill the gaps in the model without the need to fit the islands into the UV space.

Do we have a similar option in Corona or C4D?

Just to get some inspiration. Super fast, simple, impressive control over the the desired effect. Who knows one day?!


See my happy face :0) So much appreciated.


[Scatter] I need help! / Re: Scatter with Vertex Map?
« on: 2023-01-24, 00:04:58 »
Wow, really bad! When are we going to get this feature? Man, listen to this, vertex maps for scattering, masking, whatever it is. Should be working since the first version. It saves you tons of time. I think Corona leaves a lot to be desired in terms of integration. That's essential!

Start with this one, I'd love to have a 4k image in 20 min to be reasonable.

Not sure what you would like in place of silence? Two options: We're aware of it and we are doing our best to have it as soon as possible or there is no plan for that in the future due out of interest from users. (Which I think it is not likely)
You know what impresses me the most? No one bothers about it. In my opinion, that was supposed to be in the plans. Please look at available technologies. RS and Cycles have adopted the Radom Walk and it looks really good and fast to me. What we have today is very slow in terms of rendering time making the animation work unfeasible.
I believe that the perfect solution is far from happening, but I also think that a slight improvement should not be something so complex. One step at a time.

I love this silence, that is, nothing will be done due to a better performance with these types of materials.

On Redshift it should take 5 min.

Yeah right* - I doubt it if you want the same image quality. Whenever I've tried GPU engines, they're fast when they're cutting corners, but once you crank up the samples etc to get an equivalent image quality (esp on glass etc) then the render times get a LOT longer. 5k sounds like a still image - just send it to a farm for the final.

*Not saying it wouldnt be quicker tho'

I'm not going to make comparisons here because I find it unpleasant. But GPU handles it in seconds, the only downside I see is still the accuracy in calculating shadows, but for those who don't work with architecture it doesn't make the slightest difference. What I love most about Corona is its usability, a team that strives to develop something that makes the user's life easier. This you make sure no other renderer has.

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