Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jojorender

Pages: 1 ... 12 13 [14] 15 16 17
196
[C4D] I need help! / Corona material display in viewport
« on: 2019-10-05, 21:15:33 »
Hi all,
I was wondering if it’s possible to turn off the display of certain materials in the viewport.
To make it more clear what I mean, I’m currently working on some car models adding water spots, dirt etc. “above” the car paint.
These imperfections are basically just a color in diffuse and dirt texture in opacity.
Now, in the viewport all cars display the top most material in the stack and all look the same.
Is there a way to just display the car paint material, make the dirt layer invisible?
FYI: I’m not using IR, so no need to mention it.

While we are here, is it on the Corona roadmap to make the display of Corona mats in the viewport better than it currently is?
Metal, glass etc showing up as pure black in the viewport.
I have seen the standard response of “use IR” for material display, but that is not an option for everyone.

197
Question for the guys with a mixed OS setup.
When using the UHD Cache “load from file” in a animation render, where do you save the cache file, so both systems have access to this file?
TR can’t find the UHD Cache in the “tex” folder or any other default project folder.
Tom G’s UHD Cache video on the help page, mentions to use “a networked drive” but doesn’t give any detail about how to setup a networked drive so the UHD cache lives in the exact same location on Mac and PC.
In the Render settings/ UHD Cache, the filename field does not take a URL.
On macs I can setup a WebDAV on all my Macs from my nextcloud server, and all my nodes have the exact same mount point. /Volumes/Frank/UHD_CACHE/Cache.hdc. (See screenshot)
That mount point would of course be different on a PC and TR wouldn’t be able to find the cache file.
Any advise on how to get this to work?

198
Gallery / Re: Sin-cinnati
« on: 2019-09-23, 17:55:38 »
Does it really matters if its against the rules? I mean its your home, you can just not mention it or something. When you are in the 3D industry you are actually missing lots of real life stuff :P

If an architect sees these images, he/she will instantly recognize this as a “fantasy” project.
No architect will propose something against building code.
Maybe your client is a real estate broker that just wanted some great looking marketing images and realism is not the first priority.
I guess it just speaks more for your own professionalism if you pay attention to those details.

199
Gallery / Re: Sin-cinnati
« on: 2019-09-17, 18:07:11 »
You know you have some impressive work on your website.
As always, great materials, lighting and color grading.

Just a little detail, unless there is a Cincinnati outside the US, the power outlets in the bedroom look wrong…

200
Very cool! Thanks for sharing.

201
[C4D] Bug Reporting / Re: Render region issues
« on: 2019-07-03, 18:03:13 »
Hi houska,
I don’t think it would be confusing since the user drew the render region in the first place, but just in case someone forgets the status text update would be a good idea.

Is it possible to use the region render in TR, or is there a technical reason why this won’t work?

202
... is there any plan to refine the region render behaviour so the 'marquee' doesn't reset on each render start?  It's REALLY frustrating.  It would be handy to have a tick option to keep the region active. 

I agree, please fix the render region!
Already posted a bug report here https://forum.corona-renderer.com/index.php?topic=25148.0
with no response from the devs.

203
[C4D] Bug Reporting / Render region issues
« on: 2019-06-18, 17:34:24 »
MacOS 10.13.6 / C4D Studio R18.057 / Corona Version: 4.0 (core 4)

1. The set render region disappears after starting new render regardless if region mode is active or inactive.

Expected behavior:
Like in previous versions, the render region marquee stays active between renders.

2. Render region marquee ignored while Team Rendering.

204
[C4D] General Discussion / Re: Volume Material - Inside Mode
« on: 2019-06-12, 23:02:16 »
Thanks Tom, that helped.

The helpdesk for max features some sample scenes with volume mats used (max only).
Once Corona 4 is out, maybe we c4d kids can get some sample scenes too?
That would really help to get started with volumes.

Maybe this was asked before, but will the c4d version get the Corona Volume Grid?
For example a realistic fireplace fire seems to be a real challenge in arcviz and from the samples on the max helpdesk,
being able to load .vdb's will do the trick.

205
[C4D] General Discussion / Volume Material - Inside Mode
« on: 2019-06-12, 18:28:15 »
Hi all,
can someone please shine a bright light on the “inside mode” feature in volume materials. Yes, pun intended.
It’s not clear to me how this feature is supposed to work and can’t find any info about it.
In my test, I can’t see a difference between ‘on surface” and “inside mode”.

206
When installing Corona on macOS, I try to deselect LUT and IES in the “Customize” section.
It won’t let me deselect both.
I really don’t want these .ies files and I only use 1 lut and don’t want this annoyingly long list
of luts that, by the way, are not in alphabetical order in the VFB
Of course I can delete all files after installation, but if there is no technical reason for it to be installed in the first place, would be great if this can be fixed.

207
[C4D] General Discussion / Re: Material packs for C4D
« on: 2019-03-19, 19:58:36 »
..it's not so much that a library is needed - more that guidance is needed to make sure you're building materials the 'right' way.
Well put, davetwo. That’s exactly what I was trying to say with my long and winding post. ;-)
I do remember the “Paris Apt” scene, that’s a great example.

Of course no developer should be tied up in creating this, but I saw that the Corona Team has a freelancer job posting out, for a new 3ds Max Material Library Creator.
Maybe it’s possible to hire a talented c4d guy to create some “material scenes” under Render Legions supervision, so we don’t feel “left out”.
 

208
[C4D] General Discussion / Re: Material packs for C4D
« on: 2019-03-17, 17:58:50 »
Hi all,
I never found material libraries particularly useful.
In my view, things like texture quality, final render size, personal taste, etc vary largely and materials from most libraries are never really a perfect fit. That said, I do understand the convince to “just drop something in” and move on, but that almost never looks any good.
Everything looks good on a shader ball!

I think it would be a lot more useful for everybody, if the Corona team posts a “material scene”. For example a interior/ exterior arch-viz scene with high quality materials applied. This would give everyone a good starting point and the ability to dissect materials, understand how they are correctly applied, how the scene is lit and quickly experiment with variations. A scene like this could grow over time when new shaders etc become available.
 
To give an example, to this day I’m not really happy with the look of my stainless steel kitchen appliances. Of course I can make a stainless steel material or get one from a lib, but when applied, it lacks realism. Missing variation in anisotropy, subtle fingerprints, dents, etc. If I had a scene where I can see how a pro builds/stacks materials and I can see the rendered results, that would help me a lot more than 50 “different” metals from a lib.

This could even be a forum feature, if a user believes he/she can improve the scene, to upload their variation.
Of course not everybody here is in arch-viz, but the same principle applies.   

Maybe I missed the point and this thread is not about improving your skills…

209
It's been a while... Any updates on TR nodes disconnect issue? Any fix in sight?

210
[C4D] General Discussion / Re: volume fog
« on: 2019-03-09, 14:46:51 »
Hey beanz,
did you see my steam mesh? No edges to chamfer…
It’s what Tom said, the problem is, it’s only calculated on the surface.
The proximal shader also didn’t do the trick. I just brushed in the fade in PS.

Any plans to give the volume mat a “inside mode”?

Pages: 1 ... 12 13 [14] 15 16 17