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 - LeSill

Pages: [1] 2 3 ... 5
1
The character "ΕΎ" was the issue.

I'd want to ask you about the VOLUME GRID loading. When I insert it in the scene and move the camera, the scene begins to parse. This means that anytime I walk around in my scene, the new point of view takes a long time to load. It appears that the volume grid must be loaded every time I move the camera. Is this proper behaviour?

Is there an option to scale the volume grid? Consider constructing a volume grid as a VDB sequence with a different measure unit, such as meters or millimeters, rather than the native C4D cm. When importing, the volume is too tiny. I can scale it by moving to object mode, but I'd want to have the SCALE attribute within the volume grid.

2
Many thanks, guys. I will look at all of the suggestions that you have provided.

3
Hello, folks.
I'm having trouble loading a VDB file made by the Cinema Pyro simulator. I tested VDB from Houdini, and it worked. When I try to load VDB from Cinema, it says, "Unable to load." Does anyone know why it doesn't accept VDB from Cinema? You can find a VDB file attached.
Many thanks!

4
[C4D] General Discussion / Re: Gobo Lights
« on: 2024-04-11, 14:05:26 »
Unfortunately, the lessons were only available online. There is no record of them. It was sponsored and organized by Chaos, so you might discover something about it.

5
[C4D] General Discussion / Re: Gobo Lights
« on: 2024-04-11, 11:45:57 »
Thank you for replying. So, Nikos Nikolopoulos utilized this technique during the Archviz Masterclass? I'm not sure whether you saw it, but he was able to effectively manipulate the Gobos, etc.

6
[C4D] General Discussion / Gobo Lights
« on: 2024-04-11, 09:53:36 »
Hello, folks.
I just saw a video of one of the Corona Masterclass sessions in which the instructor discussed using Gobo. Unfortunately, I couldn't pay attention and missed how to make a good gobo effect. I intended to utilize it today, but I'm not sure where to put the picture for the gobo effects when using an area light or a sector light. Do you know how to create the gobo effect and adjust the softness?
Many thanks!

7
[C4D] General Discussion / Mirrored tiling is not available
« on: 2024-04-04, 09:50:07 »
Hello, guys.

I was used to using the native Cinema Bitmap shader. It allowed me to select the SEAMLESS option on the material node, and it worked perfectly. To get the most out of Corona, I started using Corona Bitmap. The node's SEAMLESS function no longer works. I investigated the UV TILING area of the material editor, and there is no option for MIRRORED TILING. I checked the Corona manual, and this option should be present. Any ideas on how to mirror the texture while using the Corona Bitmap shader?

Many thanks!

8
[C4D] Bug Reporting / Re: Cloner plus Normal map BUG
« on: 2024-02-14, 09:13:17 »
I didn't think about it. I will definitely try that. Thank you for the tip.

9
[C4D] Bug Reporting / Re: Cloner plus Normal map BUG
« on: 2024-02-13, 07:56:19 »
Thank you for replying. I hadn't considered using the Corona randomizer for simple things like tiles or cubes. Anyway, Mograph, which includes the cloner and all of the effectors with fields etc., is perhaps the most powerful and versatile tool in Cinema. When I picture more sophisticated objects, such as humans for example. When I clone the human, rotate and scale it with the random effector, I will encounter the same issue, and I will be unable to use the Corona randomizer in this case. The person is placed beneath the cloner and assigned its own material tag. Then the cloner completes the cloning process. It signifies that the UV map does not rotate for human clones. The topology and its UVW map are bonded together. As a result, I see no reason why this should be an issue. This problem did not arise with other renderers.

10
[C4D] Bug Reporting / Cloner plus Normal map BUG
« on: 2024-02-12, 12:34:46 »
I made a tile floor using Cinema Mograph Cloner and a formula effector to rotate each second tile by 90 degrees. When I use a normal map for the material, the floor appears strangely shaded. Each tile reacts weirdly to light.
Why is this happening?

11
[C4D] Resolved Bugs / 2 corona sky objects cause bugs
« on: 2023-12-12, 09:07:41 »
Hi,
 I have reported this problem a while ago as a few other people as well. As soon as I place to my scene 2 sky objects, one for Gi and the other for the reflection and refraction it causes bugs. I have to use two objects because otherwise the sky with intensity set to 0.8 causes too strong reflections.
This was reported a few times since the version 7. It was supposed to be solved. Any news on this issue?

12
[C4D] Bug Reporting / Re: Black dots and light areas
« on: 2023-08-23, 15:08:24 »
Hi, what version of Corona are you using? Is it hotfix 1 or older? As for the second question, are you using the multipass at all? Finally, are you able to share your scene with us or a stripped back version of it? If so, please use the link in my signature below.

Hello there,
I found that the issue with black dots and other abnormalities emerged in the PV rather than the VFB. It did appear in VFB, albeit much later than in PV. Another significant note is that the issue with artifacts is in the BEAUTY pass. The artifacts aren't visible in the LIGHTMIX pass. Unfortunately, when I save the LIGHTMIX pass as a PNG file, the alpha channel is not saved.

13
[C4D] Bug Reporting / Re: Black dots and light areas
« on: 2023-08-21, 17:16:17 »
I saved the layers/passes in 16bit PNG format. This format doesn't support alpha channel for layers?
For the Corona version please see the attached image.
I will try to share the project with you.

14
[C4D] Bug Reporting / Re: Black dots and light areas
« on: 2023-08-21, 11:02:44 »
It had no effect. The black areas appeared in various locations. They occurred after about 40 samples. It is OK when I disable the second SKY object and leave only one responsible for GI, REFLECTION, and REFRACTION. However, having SKY object power set to 1 frequently results in good interior lighting but too much reflection. That is why I usually utilize two or three SKY objects to attain the greatest results. When I rendered previews at HD resolution 1920x1080, the issues did not occur.

ONE MORE QUESTION. Is it possible to save VIRTUAL BEAUTY PASS with alpha channel? It is quite necessary but it seems to be NOT possible.

15
[C4D] Bug Reporting / Black dots and light areas
« on: 2023-08-21, 10:26:44 »
Hi guys,
I'm working on interior renderings, and a few issues have arisen in the renders. First and foremost, I'd want to underline that it occurred as soon as I began working on the final HI-RES renders - 4k and 8k resolution, mainly the 8k causes problems. I used SUN and two SKY objects to light the scene. One is used to regulate the illumination - GI calculations - while the other SKY object is used to control reflection and refraction using light material. Initially, I used three SKY objects, one for GI, one for Refraction, and one for Reflection, and the problems were even worse. As soon as I submit the project, I will mention further obstacles that I have experienced.

Do you have any clue why the black dots and light spots appeared?

Thanks

Pages: [1] 2 3 ... 5