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Messages - robpayne

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[C4D] I need help! / Re: Displacement not smooth
« on: 2021-06-04, 15:44:46 »
Hi, thanks for getting back to me.

I’ve just tried blurring my height map slightly and the surface now renders smoothly in Corona, so I think the problem originates in Substance instead. With levels in Photoshop it’s apparent the facets were in the height map all along.

Apologies for the false alarm.


[C4D] I need help! / Displacement not smooth
« on: 2021-06-01, 11:48:29 »

Is there a reason my displaced material looks faceted? The attached screenshots show a disc that’s been displaced with a height map (shown on the right). It should be smooth, shouldn’t it? The result looks much the same without autobump off.

The height map is baked from a mesh in Substance Designer. I’ve also tried making my own in Cinema (with flat projection gradient) and the result was much the same.

The height map looks smooth in Arnold, although admittedly Arnold displacement works quite differently (it’s subdivided, not per-pixel).

I want to work be able to blend height maps to get the shape I want (i guess a bit like sculpting, but without the hand brush work). Is there a way I can do this with Corona?


[C4D] Daily Builds / Physical Material not propagating masks
« on: 2021-01-08, 07:54:33 »
Firstly, I really like the new Physical Material. Thanks for adding it.

I’m trying to propagate masks through glass. It works if the glass is a Legacy Material, but not if it’s a Physical Material. I’m using Daily Build 2020-12-31.

It would be great to see this working in the next release!


[C4D] Bug Reporting / Re: Team render doesn’t save
« on: 2020-10-06, 18:41:35 »
Excellent, thank you

[C4D] Bug Reporting / Re: Team render doesn’t save
« on: 2020-10-02, 16:25:16 »
Hi Jan,

See my reply above. Here are two files that fail to save using Team Render.


[C4D] Bug Reporting / Re: Team render doesn’t save
« on: 2020-10-02, 16:23:52 »
Hi TomG,

Thanks for getting back to me. I’ve assumed this broken for so long that I’d stopped looking for a solution, but some closer inspection shows that the problem only occurs when using either:

– A relative save path (i.e. “./folder name/…”)
– Naming tokens for folders (e.g. $prj)

This is the case whether rendering TR to PV or with the Server. I usually use both for all of my projects (“./output/$prj/$prj”), hence why renders haven’t been saving all this time. So here are a few examples:



It’s really hazardous that renders might not save at all, particularly with the TR Server where it’s not possible to save manually. I’m attaching a screen grab showing the Server after two projects rendered with 0 results. Obviously there isn’t always the time to re-render, which is why I think this needs to be fixed or at least alerted so used don’t fall into the same trap.

I’ve experienced this problem with all of the daily builds right back to 2019-09-20 (Corona 5, I think), in Cinema 4D R23, 22 and 21, in Mojave and now Catalina (10.15.6).


[C4D] Bug Reporting / Team render doesn’t save
« on: 2020-10-02, 12:49:53 »
Team Render doesn’t ever save my images, meaning I have to be there at the end to save them myself. It works fine with other renderers, so why not Corona? I often have many long renders to process overnight, but I can’t use the render queue or takes system to render them because they won’t save. It’s a problem.

Is anybody else having the same problem? Is there a way to fix it?

It works! Woohoo!

Thanks very much,

The latest daily build doesn’t load when I start a Team Render client (R23). There’s no log in the console as if it weren’t installed, but it loads ok in the Cinema 4D editor. It’s the same across several machines.

All machines are running OSX (Mojave or Catalina).

Might be a while till we get these in the C4D plugin (and thats ok) but it look mightily improved!

I can’t help but feel like a second class citizen when I read comments like this. It’s disappointing we’re so far from feature parity across the plugins, despite costing the same.

[C4D] Feature Requests / Re: Projector Shader in Corona
« on: 2020-06-02, 09:50:11 »
Arnold and Redhsift make use of multiple UVW tags for different projections, like this:

I’d prefer to see this implementation over the Projector shader personally. It offers more control, particularly if you need to tweak UV maps for each placement. Maybe it would be easier to implement too 🤔 UVW stacking is standard practice in some industries.


Deformation motion blur is the only thing that requires me to switch to another renderer these days. Why is it not even planned on the Trello board? It’s an essential feature.

Team Render isn’t saving any renders to disk upon completion. It will save the main image when an absolute path is set, but no multi passes. With relative paths it won’t save anything.

We use one render setting with a relative path and naming tokens to avoid duplicating render settings for each shot. Needing to save each pass manually is a problem, especially when rendering overnight as renders are erased when the picture viewer cache is exceeded, resulting in lost renders.

We’re using R21.026 with Daily Build 2019-09-20. All machines are iMacs running OSX Mojave.

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