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Messages - Mac3DX

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31
[C4D] I need help! / Re: Masking - leaking issue
« on: 2022-12-27, 21:28:50 »
@BigAl3D Yes in this exemple it looks great! But it seems I'll have to add some sort of trapping to compensate the masks. I'll dig a bit more into this.

I've tried larger maps but it doesn't make a diference.

But I'm pretty sure Corona has some anti-aliasing going on behind the scenes and it is too strong.

32
[C4D] I need help! / Re: Masking - leaking issue
« on: 2022-12-27, 19:24:27 »
Well at least it should. They were saved out from PS and as I said before this do not happen in Cycles and RS for instance.

Of course I provided a very simple material setup, but it might become very complex specially with packaging labels.

In your example we can clearly see a dark edge overlaying the red color. So we conclude the stacking order is not an argument.

Also to reinforce this theory is not relevant I masked only dielectrics materials, same issue again.

Anyway, I appreciate your efforts.



33
[C4D] I need help! / Masking - leaking issue
« on: 2022-12-27, 17:49:49 »
Hi Guys, it was not supposed to behave like this, but I couldn't figure it out how to solve it. The textures are working fine in other 3D softwares.




34
[Max] General Discussion / Re: GPU ! RTX
« on: 2022-12-24, 18:32:16 »
@Horse, Hi!

Yes, I know it's the most frustrating thing there is. Corona is wonderful but I'll tell you what nobody has the courage to say, straight to the point.

First, the focus of this renderer is architecture. For very simple materials with diffuse, reflection and transparency. For that it is very fast.

Second, forget about animations, extremely slow (against GPU) and noisy (flickering). Corona shines for still images, accurate with shadows. Choose a GPU renderer which is much more advantageous for animations.

Third, it doesn't make any sense for a company to offer two products that offers to similar products, if you're looking for a GPU renderer with very good quality, choose V-Ray. It is not the fastest, but its quality is unquestionable.

The future of this software is questionable, matter of time. GPU renderers are way faster than CPU for less money. With your graphics card you can get a 4k image in 3-5 seconds with volumetric materials (very time consuming) easily in Cycles, just for comparison. Features like volumetry, DOF, SSS, are infinitely faster with GPU. Corona was a big draw in the beginning because it was cheap and offered superior quality, now the game is changing.

So, make your choices!

35
Some sort of workaround but it doesn't make sense to have UVs when using procedural noises. That's the benefits about using procedurals, no need for UVs

36
Bump - C4D noises dont work in layer channel
So this is a very old problem (Noise-bump with Layer). And probably very difficult to solve :)
Therefore the developers came up with a replacement for the Layer channel - Mixture Shader, ...however only 2 textures can be inserted there.

I also prefer the layer shader in 10 of 10 cases.
So I'd love to see a fix ...

+1000!

All my respect to the developers, but this is a essential functionality, now I am in a bind.

37
Seriously? that was reported on version 8 and it seems to be even older. What's going on?

https://forum.corona-renderer.com/index.php?topic=36648.msg198923#msg198923

38
Hi guys,

Well, very basic set up. I can't make it work. Any particular reason? Something I'm missing?

I'd appreciate any help.

39
I will do a quick search over volumetric scattering in other 3D packages just for comparison. We don't need all that precision IMO, just something visually pleasing to trick the eyes.
They should implement the regular SSS with the directionality parameter, it will help a lot to have full control in order to make your objects waxy or opaque mimicking very well this kind of material. I think the volumetric scattering channel works better for viscous materials, like gel for instance.
Take a look at how dark it is when you zero the transparency and just want to use the SSS with some directionality. In Modo we have this property and works pretty well, why not have this in Corona in the SSS channel?

*Forgot about this, also not limiting the amount of SSS to 100% give us even more control to achieve more or less translucency for the fine details combined with directionality.

40
Sure, here you are!

41
Guys,
Don't take me wrong, but 20 min for a 1K image on an i9 12900K is disappointing once we look at GPU render engines out there. The same image at 4K would take 5h and 30m or even more. That's out of question!
Do you think it's possible to reduce it considerably? Honestly, volumetric scattering in Corona is one of its treasures IMO and I would love to keep using it, but it impracticable the way it is.

42
[Scatter] I need help! / Re: Scatter over displaced surfaces
« on: 2022-12-03, 21:24:55 »
Thanks for your reply, voted!
If you don't mind, how do you convert displacement to geometry in C4D? I don't remember to see that option available.

43
[Scatter] I need help! / Scatter over displaced surfaces
« on: 2022-12-03, 00:17:07 »
Hey guys,
I couldn't figure it out but that came to me, and I think there is no option for it. Is there a way to scatter over a displaced material?
As you can see, some of them get flying and others are hidden. For very small things that becomes a problem.


44
Would be very practical to be able to click over a connection line to add a new node in between.

45
[C4D] Feature Requests / Re: Add solo node option
« on: 2022-11-30, 15:13:09 »
+1

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