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Messages - caspian

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16
[C4D] Feature Requests / Smarter Cosmos library - thoughts
« on: 2023-04-01, 22:08:16 »
I appreciate the convenience of Cosmos materials and objects at my fingertips but find it a little basic in its current form.

For example if I want to search for a 'plastic' material I get zero results. But there a plenty of objects in there with plastic materials that I could 'borrow' from. Some more property tagging would be helpful.

Also, having massive thumbnails of the materials without text is nice to look at, sometimes I want to READ what the material is (especially for wood materials) so I can choose by name as well. The same way that C4Ds material panel allows me to view by material, or material list etc.

What's New shows me stuff tagged with December 2022 content. Which isn't that new really. Especially as there were a bunch of humans added in 2023. But if I type 2023 I get zero results, not April 2023, but only april2023. Some smarter search functions would be welcome.

Also I can't 'select all then 'delete'' in the input field to delete my entry. I have to manually backspace my entry like it's the 1990s.

I'm suer I have more ideas....

17
[C4D] General Discussion / Re: Corona-Material website.
« on: 2023-01-04, 10:37:18 »
I’ve tried that but it bounced back.

18
[C4D] General Discussion / Corona-Material website.
« on: 2023-01-04, 01:23:55 »
I've been a user of the Corona Materials website ( www.corona-materials.de) for ages. Although Cosmos has some good materials browsing in Cosmos is really poor user experience so I'd often pop over there and grab what I need from the site instead.
After my holiday I popped back to look for a specific material and see that the site is pretty much broken. Is it an 'unofficial' site? Is it being shut down? Would be such a shame.

19
[C4D] I need help! / Re: Art on soda can material question
« on: 2022-12-08, 10:18:21 »
Physical materials all the way. I think I'll try to stack them, as I am not getting quite the right balance of reflective metal on the top of the can, and the more matt white on the artwork. My art is in the Base layer, that's the right place to put it isn't it?

20
[C4D] I need help! / Art on soda can material question
« on: 2022-12-08, 09:14:09 »
Hi — There are some good metallic base materials in the General material presets. I have some White artwork on a metallic soda and am not getting a good result just fiddling with it. Where would I put my UV'd bitmap artwork as a rule of thumb? Base later Texture channel? On Octane it goes in the specular (according to a video I've just seen), but I realise they approach things differently. Thanks

21
Thanks for your help and explanation, but I think you have shared the wrong file with me. That JB scene doesn't have any multi passes set up

22
Adding the Floor material to the Shadow Catcher's Environment is something I missed. But I'm still not getting quite the right result. It's getting closer, but the single output file doesn't have the scene alpha.

23
I just realised I add the shadow catcher as a second material on top of the background material. Not sure where I was when I was supposed to be learning that!

24
Your answer is how I expected to do it, but I must be doing something else wrong because it just doesn't work like that for me.
The shadow catcher is set to 'For compositing' but it creates artefacts where it intersects the floor in the Beauty pass. And when I use a mask it isn't a string mask but a multi coloured thing.

Dropbox link to project (32MB)
https://www.dropbox.com/sh/qfbh33f4s279i64/AACWURM0udyQN4_zCVsLGJ-Oa?dl=0

UPDATE: Just realised I set an Object ID and not a Mask in the MultiPass setting. So have the Glass mask sorted. But the contact shadows still escapes me.

25
I feel I'm doing more work than I need to for this project and hope someone can shed light on a more efficient way.
I've created a number of static scenes that will and up being A1 prints. As the backgrounds are all this companies brand colour, and to save render time I decided I don't need to render the entire poster, just the region with the objects. So the challenge is to separate the object from the background, but include the shadow. I have a shadow catcher on a floor plane, but when I render it (without the floor) my floor shadows are black, not the red/orange that they are visually. So instead I've been rendering the file three times to mask in photoshop properly
- once of the entire scene including background,
- once with the  background with a composting tag set to not be seen by camera but with a plane on the floor with a shadow catcher material
- and once with just the object alpha.

When I composite the file I use the layer with the floor shadows set to multiply to create nice red shadows on the solid background.

I feel there is a smarter way of doing this rather than render three times! Looking at mulitpass it wasn't obvious how I could solve it. Any advice gratefully received!

26
[C4D] I need help! / Re: Weird alpha
« on: 2022-11-21, 20:04:22 »
Nope. Just locally. In C4D. Tbh I have no idea what team render is.
Client has just nixed this artwork so I’m not stressed about resolving it right now.

27
[C4D] I need help! / Re: Weird alpha
« on: 2022-11-19, 20:49:04 »
Yes. Not interactive.

28
[C4D] I need help! / Weird alpha
« on: 2022-11-19, 01:57:16 »
I'm rendering the alpha of large image (7050px x7050px) that is too large for the VFB window to show the whole image on my monitor. I didn't think it would be an issue. I stopped the render after a while as the UI told me the noise was under 2%. Opening the render in Photoshop it's a crazy mess. It seems to have only calculated the noise of the region that was in view at the time (the neck area in the image) — note there were no actual render regions. I'd use the +/- magnifying glass if the buttons work to fit the image in frame but they don't seem to work (at least on my Mac with this large window, is there a keyboard shortcut??)

Anyone have a suggestion? The convenience of rendering the alpha from the VFB is so much better than multi-passing it IYAM.

C4D 2023 / Corona 9 / Mac 12.6

29
[C4D] I need help! / Re: HDRI workflow
« on: 2022-10-19, 08:25:38 »
Usually I add the HDRI to the Sky, and I can now see the benefit of adding the Colour Correct.
But they then go on to link the HDRI to the Scene Environment.
I have created a light material with the Color Correct map and connecting it to the Scene Environment, overriding the whole environment, as then you can have a seperate Sky object for your visible environment. I'm just not sure if it is the same thing. It seems to work, but is it the same as how 3ds Max is interpreting things?

30
[C4D] I need help! / HDRI workflow
« on: 2022-10-19, 06:19:12 »
I have learnt a lot about Corona from the CommonPoint blogs. (https://thecommonpoint.com/blog)
I'm trying to apply their knowledge about HDRI workflow (not C4D, is it Max?) to Cinema4D but struggling a little. I understand how to load and image, and connect it to a ColorCorrect map, but am not sure about how to connect it to the 'Single Map' Scene environment in C4D as they describe. Does anyone have any pointers? Is it the same as 'Override whole environment?' Any if so do I need to create a light (?) material first, because if I just use the node material editor how do I connect it to the scene?
Quote
Load your HDRI as CoronaBitmap and plug it into CoronaColorCorrect map. Connect it to “Single map” under Scene Environment, and you’re ready to go!
https://thecommonpoint.com/blog_hdri

Many thanks

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