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121
Changes in 2018-09-05 (https://drive.google.com/drive/folders/1Kfqwz77XXO6dhroC6HzwEXk9m9pSZuW9):
  • Fixed changing mapping on UVW randomizer shader
  • Fixed render region in Team Render/Command-line render
  • Fixed missing Image Editor on Mac OS
  • Fixed delete/backspace keys for removing nodes in material node system
  • Added shortcut support for menu actions in material node system
  • Added support for drag&drop from content browser in material node system
  • Fixed problem with non-Corona materials being converted when rendering to viewport
  • Added support for R20

122
[C4D] General Discussion / Re: Instant material convertion
« on: 2018-09-05, 12:14:39 »
Hi,
normally scene should not be changed when rendering, so this is a bug - it should be fixed in next daily build.
For now you can workaround this problem by enabling "Use new implicit conversion" in development/experimental section of render settings (see here how to access this section). This will enable new implementation of c4d materials conversion that does not have this problem (but is still in development, so there might be another issues).

EDIT:
Another (and simpler) workaround would be to simply render to picture viewer till next daily build is released as this bug should only affect rendering in viewport.

123
Sorry about the missing image editor in Mac installer - we will fix that in next daily build. We could also replicate problem with loading CXR in image editor (seems to be problem only on Mac too), so we will try to fix that too...

124
When I use the native Layers-shader in the node editor I don't get any inputs. Just outputs. Is this the way it will work - or is it not finished?
It is not finished yet, we are still working on some ports-related improvements (this includes layer shader and names of ports shown in Corona Skin material and C4D material)

125
Woohoo! CTRL + drag to copy is nice; would it be possible to have it also copy the connections when used? :)

Currently it copies connections between nodes that are duplicated, so if you select both node and nodes that are connected to it and than CTRL+drag it, it should work... but we should probably add some command/shortcut to select node including its hierarchy to make this easier...

126
There isn't really a Corona node material - you can think of the node editor as just a different way of viewing all existing materials. No special material required. So there is no difference between a material created in the native C4D material system, and one created in the node system. And of course you can just drag and drop from the native system into the node editor to start viewing and working with that (perfectly ordinary) material in the node editor, no conversion or anything required.

The one thing that is new is the shared map, e.g. I have one Noise map and I can plug that into as many slots as I want, in as many materials as I want. Not only is this nice and easy to view, set up and understand in the node editor, but the new thing is that the one very same map is now in all those inputs for all those materials - adjust the one source map, and you are adjusting it for everything it is connected to (previously, with the native material editing system, I'd end up with separate noise maps in each connection, so if I wanted to change it in all the places equally, I had to manually edit each occurrence of that noise map, once for bump, once for diffuse, once for in another material, and so on).

However the node editor works in such a way that this is pretty much invisible anyway :) You just get what you would intuitively expect - one map, connected to as many places as you like, that you only have to adjust once at the source, even though there is under the hood a magical new Corona Shared Map in use.

My problem is that if I create a new material using the node editor (with some bitmaps or use a bitmap from another material in the screen), then I will save this material in the content browser or copy it to another scene, bitmap will not be saved or copy.
Becouse of that for me idea of shered shader is "one time use" inside one scene

best
Greg

This is actually a bug that we are currently working on - once we manage to fix it, it should be possible to save/load materials with shared shaders in content browser (and copy between documents).

127
Hi all,

the next daily build (2018-08-15) of Corona for Cinema 4D Beta 2 is out.

Download link:
https://drive.google.com/drive/folders/1Kfqwz77XXO6dhroC6HzwEXk9m9pSZuW9

Changelog:
https://forum.corona-renderer.com/index.php?topic=19742.msg132251#msg132251

128
Changes in 2018-08-15 (https://drive.google.com/drive/folders/1Kfqwz77XXO6dhroC6HzwEXk9m9pSZuW9):
  • Added support for region selection
  • Port generation improvements (Layered material)
  • Improved handling of double click when folding/unfolding port groups
  • Added support for duplicating nodes using ctrl+drag
  • Creating texture shaders with drag&drop (dragging texture file)
  • Creating color shaders with drag&drop (dragging color field)

129
[C4D] Resolved Bugs / Re: Freeze with C&P object
« on: 2018-02-04, 02:46:43 »
You are right! Thanks for reporting this, it seems to be quite easy to fix, so it shouldn't take long.

130
[C4D] Resolved Bugs / Re: Layered Animation Issue
« on: 2018-02-02, 20:54:32 »
Thanks for reporting this, it should be fixed in next daily build of B2 (once it is released).

131
I can confirm this is really a bug affecting Corona Light (but not Corona Light Material, so it can be used as a workaround). It should be fixed in one of the first daily builds for B2.

132
There were indeed problems with AO shader in some more complex situations (e. g. multiple AO shaders under layer shader, each with some textures in its occluded/unoccluded slots). Additionally, there was also a bug with AO shader under layer shader rendering black in viewport render. Both should be fixed in next RC when it comes out.

133
This should be fixed in last version (B1 RC2), can anyone confirm it's working?

134
[C4D] Resolved Bugs / Re: Camera DoF test reports feedback
« on: 2018-01-12, 15:34:18 »
One important think I forgot to add - there is still one bug that is not resolved yet - setting bokeh custom shape shader works only when you have selected Corona Camera tag directly. If you select  whole camera object and access Corona Camera tag through last tab, setting custom shape shader won't work / won't do anything.
Unfortunatelly, this bug is directly in C4D and we haven't found a workaround for it yet.

135
Hi,
yes, the projection set in texture tag is only used for 2D mapping, when noise shader is set to texture space, it will only use offset/rotation/scale specified in texture tag but not projection. AFAIK this is by design (i. e. it works the same for standard and physical renderers).

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