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Messages - Eddoron

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It does work very well with CRN materials.

Just open a scene from the mat preview folder and change it as you desire. Sometimes you might need to enable the checkbox to use the original scene.

It should also be mentioned that the scene works better if you changed the preview scenes render settings to CRN and adjust the lights accordingly so that the scene won't be too dark/bright.

BTW - > click

[C4D] General Discussion / Re: material thumbnails stay grey
« on: 2019-05-14, 17:34:36 »
In the materials palette, there's a function menu. There are options to recalculate the selected material or all of them.

This should solve such problems. Hope it's useful to you.

General CG Discussion / Re: SSS pathtracing: maps or "bones"
« on: 2019-05-14, 08:15:05 »
No one?

[C4D] General Discussion / Re: Curtains (netted) issue
« on: 2019-03-27, 22:32:26 »
Rayswitch material

[C4D] General Discussion / Re: Material Help
« on: 2019-02-23, 22:12:04 »
If you want to use the layer material, use the fresnel shader as a mask.

I'd go with a much simpler approach:

Use the skin shader, turn off the SSS and use the two specular channels.

ahhh... As I am not seeing any beta 3 on road map, I think now final release.

Get ready for offer and purchase....!


you're a real forum prophet!

No, I think this is just controlled by the used materials.

I'm confused. I thought about expanding the nodes via hovering the mouse and pressing 1-4. 1 would show a small basic representation with the connected nodes and 4 would open up things like SSS(Depth)->SSS(RGB)->SSS(R) and choosing that R channel of the bitmap.

[C4D] General Discussion / Re: lights problem
« on: 2018-11-16, 16:58:25 »
How did you get 250 lights into the scene?

Do you use light materials or the self-illumination option?

[C4D] General Discussion / Re: planet
« on: 2018-11-16, 00:11:53 »
Great timing for me to take a while off and then see that one of my areas of expertise has already been done. :(

[C4D] General Discussion / Re: Corona SSS and Daz3D People
« on: 2018-11-09, 19:26:09 »
Daz just has a terrible UV layout, imho. UV cuts should always be in non-visible areas or strong occluded ones. Oh...and clothes help too.
edi2* -seems to be a problem more prevalent in DAZ characters. The normal map seems to play the biggest role in all my other tests.

current workaround: Recut UV's and/or reproject normals/regenerate using different dilation settings.

-would be cool if the IR wouldn't slow down my miner apps & my desk-girl.

[C4D] General Discussion / Re: Output Z-Depth sRGB?
« on: 2018-10-21, 02:48:59 »
Welcome to Corona's great mysteries!

We haven't heard from the devs yet, I wish I could help.
Not a mistery - know your color spaces.

Sure, we haven't heard or worked with different colorspaces before.

My conclusion is - It's nothing wrong with Corona (except the need to do this automatically) - feature request! ;)

This is like designing a dog with shopping cart wheels for legs and asking: "Where's the problem? It can move forward!"

[C4D] General Discussion / Re: Output Z-Depth sRGB?
« on: 2018-10-19, 18:58:40 »
Well, it's not just MARI, I tried it with a map I did in Photoshop and got the same erroneous result.

[C4D] General Discussion / Re: Output Z-Depth sRGB?
« on: 2018-10-19, 08:33:49 »
Welcome to Corona's great mysteries!

We haven't heard from the devs yet, I wish I could help.

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