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 - TomG

Pages: 1 ... 3 4 [5] 6 7 ... 409
61
No planned option for local AI Enhancing (I am guessing that is the postprocessing you are referring to). At the moment though, it doesn't cost any credits, tokens or money to use it on the Cloud :)

EDIT and I'll add that it hasn't cost any credits, tokens etc. for Enscape users for the last 6 or 8 months since it has been available there.

62
[Max] Bug Reporting / Re: Bloom & Glare are not in alpha...
« on: 2025-06-09, 22:05:41 »
You don't mention which version of Corona you are using. This only became supported in Corona 12 Update 2, see https://www.chaos.com/blog/corona-12-update-2 "Added the possibility to apply Bloom&Glare on the alpha render element. This is enabled by default in new scenes, but kept disabled in old scenes."

Also it means if you intend using B&G and alpha, you should use the specific Alpha render element (not the default alpha from rendering with no render elements).

63
The Enhancer will see some improvements either just before or not long after the release of Corona 13, which should help in things like the second case. Then later in the year the AI Enhancer team will be adding additional controls which will let you select objects in the scene to determine whether they get enhanced or not so you can further fine tune things if any objects remain problematic, and then beyond that there will be ongoing improvements to it over time as well of course :)

64
You could also use geometry with CoronaLight Material applied - there's no performance hit there except in the case of spheres. This would let you animated the changing rectangle with all the usual C4D controls for a geometric object.

65
General CG Discussion / Re: 3D Gaussian Splatting
« on: 2025-06-03, 15:27:22 »
Being able to capture the surroundings, in 3D, with just a regular phone or drone, and have it process quickly to give a relatively light and easy to work with model, is pretty astounding really. No more reliance of specialist tech, or on software that produces billions of polys and takes hours to do so, or just relying on flat 2D imagery of a surrounding area - all that kind of thing is the bread and butter of many 3D projects :)

66
General CG Discussion / Re: 3D Gaussian Splatting
« on: 2025-06-03, 12:27:12 »
Keep up the enthusiasm and passion!

I personally agree about the rendering of Gaussian Splats, and see it as useful regardless of whether V-Ray has recently done it or not. But we do get that criticism leveled at us, which makes it tricky, how will users interpret it - as a fantastically useful new feature and who cares if someone else did it first it's about time Corona had it regardless, or as another err... reason? to just complain that we don't innovate any more.

It is still high in the user votes, I do think it is incredibly useful for archviz, so it is very high in the running either way :) I do encourage folks to vote over the next week or two, as it won't be long before we sit down and decide what is happening next, and we'll be pulling up those votes during that process. So if you want Gaussian Splats, go vote! Or indeed vote for whatever other features you'd like to see given priority. Influence what 14 will be :)

67
General CG Discussion / Re: 3D Gaussian Splatting
« on: 2025-06-03, 10:41:40 »
It's 5th on the list so far, if you remove clusters and toon shading which are due in 13:
https://chaoscorona.ideas.aha.io/?sort=popular


68
General CG Discussion / Re: 3D Gaussian Splatting
« on: 2025-06-03, 10:39:25 »
Umm, it's not ignored - we've mentioned repeatedly it is going to come to Corona, and that the decision is whether that's 14 later this year, or 15, depending on what we map out once we sit down after the release of 13. All that is said in this very thread, in fact! So it is right there at the top of the chain of things we are considering :)

Do use the AHA portal to vote, of course. In particular there is a bit of a contradictory message - "Stop just adding what V-Ray just added, and innovate!" vs "V-Ray just added Gaussian Splat rendering, add it!". So the voting on the portal will sort out which of those takes real priority for the users :)

69
[C4D] Daily Builds / Re: New Toon Shader > documentation
« on: 2025-06-03, 08:22:48 »
Documentation always comes along at or after release, along with tutorials too - this is because there can be changes to the UI and functionality while things are in development, so trying to document too early would lead to much "chasing of your own tail" and continually having to adjust it :)

Meantime, if you share a screen grab of your material set up (or your scene), plus what you are seeing in a render, folks can help you with what is wrong with the set up and get you up and running!

70
No need for a ticket as there is no bug or problem here - it is the expected result of new parameters being added in a new version of Corona, which means old versions can't open the file. Quite natural :)

71
General CG Discussion / Re: 3D Gaussian Splatting
« on: 2025-05-30, 15:31:37 »
Generating splats from a 3D scene was never on the road map really; the one thing that was being considered was the ability to render a Gaussian in Corona (ie incorporate it into your 3D scene). The second one is still up for consideration but not sure when, whether that might be 14 or perhaps 15 instead (as we also want to check into new innovations that don't happen anywhere, vs. "Aha V-Ray has this we should add it too"). We (Chaos) have other thoughts on the concept of walking through a Chaos scene, so we'll see what comes of that :)

As for UE, well it's a game engine, and it's approach and UI and needs are not at all geared up toward the archviz folks. This is where Vantage comes in (and Project Arena when it comes to movies and the like), where everything is much more integrated and designed for specific (non-gaming) purposes. Epic did have a phase some 5 years ago where they seemed to want to take over in archviz (and I'd phrase it that way rather than that they "cared" about archviz), but that ended 3 or 4 years ago when they shifted their focus back onto their core business of making an engine for making games.

72
Can you let us know the error that C4D closes with, and send us the scene (best done via ticket at https://support.chaos.com/requests/new), and any generated minidump, see https://support.chaos.com/hc/en-us/articles/4648898278545-How-to-report-issues-C4D for where to find / how to capture one of those.

While the material set up looks a little odd, it should have no effect on render times because it's mapped and the value being sent in from the map is zero. I tested rendering with it as the material comes in (nothing in the scene but a plane, sun sky, and these jugs) and it was 11s, and I then disabled SSS in the material, and render time was 11s. I then re-enabled SSS and removed the (empty/black/zero) mixture shader map leaving the Fraction at 100% now rather than zero, and render time was 38s. I changed Fraction to 0%, and render time was 11s. So basically a Fraction of zero is the same as not having the SSS block enabled in the shader.

This means it should not be causing you a slowdown. And of course, it shouldn't be causing a crash either, and indeed I was able to change the SSS for these objects just fine :) I am on Windows I should note.

73
You are welcome, all the words are well-deserved :) On the guitar, arguably a reissue especially from the Custom Shop could well be better than an original in terms of sound and playability, it might not have the "history" but then you can't really hear history (I would say, though I guess in the guitar community there are plenty who would argue hahaha, let's start talking about tonewood :) ).

74
Inevitable that I was going to comment on this one :) Amazing work on texturing, but also modeling and lighting. Also, congratulations on owning such a lovely guitar!

75
[Max] Daily Builds / Re: Toon + Outline Mtl Playground!
« on: 2025-05-26, 21:26:32 »
If you don't want to set up individual Toon materials for each object, but don't want them all to have the same color when using the global Material Override, use the Corona Multimap in the Toon shader (which you can also do for Line Width in the global Outlines override).

PS - I did make the floor an Exclusion from the global Toon material, to give its own multimap per element rather than per instance, so that each piece of wood got a different color)

Pages: 1 ... 3 4 [5] 6 7 ... 409