Author Topic: corona cinema 4d fix repeating patterns of textures  (Read 7092 times)

2020-03-06, 22:48:52

MARDUK

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corona cinema 4d fix repeating patterns of textures

Repetition of textures is a problem known to everyone
But I did not find a solution to it
I searched a lot and did not find
All solutions in the Max program

2020-03-07, 15:12:37
Reply #1

sprayer

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This is 3ds max section.
Maybe we need to rename forum category to 3ds max?

2020-03-07, 15:18:38
Reply #2

romullus

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Moved to C4D board.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2020-03-07, 16:10:42
Reply #3

MARDUK

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This is 3ds max section.
Maybe we need to rename forum category to 3ds max?


I apologize for that, I didn't notice

2020-03-07, 16:16:59
Reply #4

romullus

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Not a problem at all.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2020-03-07, 17:24:19
Reply #5

MARDUK

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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you

2020-03-07, 17:34:27
Reply #6

Designerman77

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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you

Not really sure what you exactly mean... but what about a good seamless texture?

2020-03-07, 17:51:37
Reply #7

MARDUK

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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you

Not really sure what you exactly mean... but what about a good seamless texture?



All materials used by purchase
This means that it is one of the best materials
The problem is not the material
The problem lies in placing the material over a large area and adjusting it to obtain a suitable accuracy for it
They are repeated as shown in the image above

2020-03-07, 20:03:07
Reply #8

Designerman77

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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you

Not really sure what you exactly mean... but what about a good seamless texture?




Hmmm... just because materials are purchased, it does not mean they are good for any situation.

To me it looks like a typical non-seamless material... and waaaaay to small for such a large surface.
You want grass-map for 1hectar of surface... take a photo made by a drone. Otherwise you will always see some repetitions... except you generate "real" grass with Mograph or other scattering solutions.



All materials used by purchase
This means that it is one of the best materials
The problem is not the material
The problem lies in placing the material over a large area and adjusting it to obtain a suitable accuracy for it
They are repeated as shown in the image above

2020-03-08, 08:36:55
Reply #9

MARDUK

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Designerman77


I know that the purchase is not standard, but the materials are often of high quality
And I'm talking about poliigon and the like

You are talking about herb
We have hundreds of floor maps. What do we do with them and why do specialists make them?
Repetition is a problem that occurs even on tight spaces like a wall and the like
Even with the best seamless materials
With a wall length of 7 meters, repetition problems occur

There are solutions I've seen for other programs and plugs
I don't mean permanent repetition
Currently there are no such solutions
But treat it professionally over large areas, and that's my point

My question is how is the proper way to do this with Corona - c4d ?

like this

« Last Edit: 2020-03-08, 08:49:07 by MARDUK »

2020-03-08, 20:10:01
Reply #10

Cinemike

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This one (from the video) is easily done in Corona.
But it really depends on what the base texture looks like, not every texture is suitable (straight lines kill the effect).

CU
Michael

2020-03-10, 00:14:11
Reply #11

MARDUK

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This one (from the video) is easily done in Corona.
But it really depends on what the base texture looks like, not every texture is suitable (straight lines kill the effect).

CU
Michael

Oh man do you let me kiss you
hahaha

I need to understand more
What do you put in Bitamp 1 and Bitamp 2 and Noise ?

2020-03-10, 08:33:07
Reply #12

Cinemike

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I need to understand more
What do you put in Bitamp 1 and Bitamp 2 and Noise ?

Bitmap 1 and Bitmap2 are the same, as in the tutorial. Use "blotchy" textures preferably, straight lines will destroy the "illusion" due to the rotation of the texture.
Put in Noise whatever noise you like for the result, but increase the contrast and play with the scale.
That's all there is ...
CU
Michael

2020-03-10, 16:34:50
Reply #13

4b4

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Thanks for the nice example Michael. I found the render times increased substantially as the complexity of the layer mask noise shader increased. But I noticed if you bake the texture out you get all the benefits of your method with none of the render time penalties - at least none that I've found so far with my limited testing.

2020-03-10, 19:36:13
Reply #14

Cinemike

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Thanks for the nice example Michael. I found the render times increased substantially as the complexity of the layer mask noise shader increased. But I noticed if you bake the texture out you get all the benefits of your method with none of the render time penalties - at least none that I've found so far with my limited testing.

Glad my "translation" to Corona render was of use, but it is not my idea, I did not create the tutorial.