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Messages - Pepelecrabb

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1
I tried this on a simple road scene I made of my own with two decals ,dashed lines and an asphalt patch both downloaded from Cosmos . The dashed lines were just the letter "I" in a cloner and it worked okay. The asphalt patch was still black.
Scratch that last statement. I tried recreating it again and could not get it to work at all this time with a plane + Opacity Material. I may have had a little self illumination turned on the dashed lines on my previous test scene and forgot. I was trying all kinds of stuff.  I dont think so though and it was acting intermittent in the interactive viewport but worked ok in the renderer.


It's a Shadow Catcher thing. It would be nice if there was a check box on Corona Decal to "Make visible on shadowctcher" like the shadowcatcher illuminator check box with Corona Lights.

2
After a second look I kind of see what you mean. If I replace the Shadow Catcher with a standard physical material the Decal material renders as expected. It seems like the only light it receives is just what is reflected  from your cube material (which is next to nothing), and nothing from the hdri, or any other light added that I added.

If I change the cube color to white the Decal renders the correct color although very dark, again because it only seems to be receiving light from the reflection of the cube. If I move the cube closer to the decal it receives more reflected light and gets closer to the correct color.

Long story short...You are correct, I believe this is a bug!

3
Not sure if I understand you correctly, but it seems to work fine here. After I changed one thing in your render settings. You had Standard Renderer selected in render settings. Once I changed it to Corona it rendered as expected. Usually Corona knows to use Corona Render instinctively when using Corona IR. For some reason with your file it did not do that for me.

4
[C4D] Feature Requests / Re: Shift lens in corona camera
« on: 2023-12-20, 17:28:42 »
http://www.trenholm.org/hmmerk/VuCamTxt.pdf!

Since we have unlimited DOF in 3D this subject pertains primarily to controlling shallow focus DOF but also helps with distortion.  In C4D, adjusting rotation of the camera (Swing or Tilt) and then adjusting Offset (Shift) is essentially rotating the Film/Sensor Plane and keeping the Lens Plane perpendicular to it. You do not need the Protection Tag. It would be beneficial to be able to rotate the lens plane separate from the Camera/Film/Sensor Plane. Rotating any of these Planes changes the shape of the Subject Plane, so ideally all three planes should be rotated for less distortion and optimum focus. In the real world, the subject is often fixed so we only have the other two planes to adjust which is helpful but limited. In C4D, only the Film/Sensor/Camera Plane can be rotated which is helpful but more limited. On the plus side, we have unlimited DOF and X/Y Offset!

Here are some examples of how rotating the camera changes DOF and Subject Shape. The fstop(f2) and Focal Length (90mm) and Sensor Size (52.5) remain the same. The more Rotation (Tilt) and Offset (Shift) applied the more the camera needs to be pulled back to include the same subject area which also affects the amount of DOF. Sorry these down and dirty examples do not show the difference in focus very well. I should have placed the cylinders on a textured or otherwise detailed surface to show the DOF falloff better. On the full tilt example the surface is out of focus and only the tops of the cylinders are sharp.

5
[C4D] I need help! / Re: NVIDIA Missing DLL
« on: 2023-11-08, 14:55:06 »
I tried those remedies too, to no avail. Did you check if the dll file does actually exist on your system and where it is located?  In Windows it should be located C:\Program Files\Corona\optix\cudart64_110.dll. For me it seemed the Corona installer was creating a new optix folder containing cudart_110.dll and placed it in the old optix floder. So my system file structure was  C:\Program Files\Corona\optix\optix\cudart64_110.dll. Once I moved the dll into the top optix folder and deleted the subfolder the constant error message went away.

7
This just popped up for me after I just updated the latest daily release. Except I was just getting a constant error message that I was missing the cudart64_110.dll when using the Interactive Viewport.
Searching my system for this file wasn't finding it. This thread help me find where the file should be, and it is there, except in a subfolder. One I moved it out and restarted the error message ceased.

Thanks!

8
[C4D] Daily Builds / Re: New Corona Lister for C4D Feedback
« on: 2023-06-18, 14:36:41 »
Also, another though...It would be nice, along with Displacement perhaps to have another tab for Preview.
I often turn up the materials preview to a higher resolution when working on an objects UVs and invariably forget to turn it back down to default when I move on.
I assume that higher preview resolutions slow the view port.

9
[C4D] Daily Builds / Re: New Corona Lister for C4D Feedback
« on: 2023-06-17, 14:11:32 »
I am on Windows 10. Latest version of everything.
Upon further trials...if I enter a number and hit return it works fine, if I enter a number and click on another field, the number holds but there is no effect. I would have to go back and click on the focal length field and hit return. It appears that is the case for all the numerical inputs.
No biggie now that I know.










10
[C4D] Daily Builds / Re: New Corona Lister for C4D Feedback
« on: 2023-06-16, 14:42:48 »
Wowie Zowie! I am loving this addition. Especially adding displacement. I've been wishing for this from day one.
I did notice under the Camera tab, that if I enter a number into the Focal Length, nothing happens. But if I use the up and down arrows, it works.
I am fine with the UI. It's a utility, and it's easy to figure out.

11
Learner’s Corner / Re: old kitchen
« on: 2023-04-15, 15:15:54 »
I think it looks really nice.  A couple issues with materials...the plaster walls look way too textured as well as the metal on the stove. And the table cloth looks a bit too stiff and the material could be better.

Composition wise...you use the same decanter twice. I would get rid of one. You have a basket of eggs on the shelf, that is not a logical place. I would probably get rid of the decanter and bottle of booze on the counter and replace with the basket of eggs and change the pot on the stove to a pan to hint at a purpose for the eggs. Your pot holders are identical, I would vary them a bit. Black hanging utensils are dead, I would make them wooden. I don't know what some of those other hanging things are. I would probably get rid of the drink strainer, for most people that is not an everyday item. Not sure about the shelf above the stove all together, that would be a bit of a hazard. I would probably get rid of that as well as all those items an move the bottom shelf and the hanging items down a bit.  The counter needs beveled. There is a weird green crack in the ceiling. I would probably move one of the chairs to the side of the table and turned somewhat towards the camera and slide the other chair over a bit, it's more inviting to draw the viewer in.

Every picture tells a story. The person who inhabits this space likes to drink (a lot), and likes formal dining, has a kitchen in somewhat disrepair but can afford a modern stove and nice dining furniture.  It's not an entirely unrealistic story just a bit abnormal. Of course everything is arguable and in my opinion. I am more of a traditionalist style wise.

12
[C4D] General Discussion / Re: Reflections doubts
« on: 2023-03-25, 14:48:50 »
The angle of incidence of a light source is equal to the angle of reflectance which is always true,  the angle of the camera and the angle of the subject plane receiving light are independent and variable.
I always think of shooting billiards, bouncing a ball off of a bumper when setting up lights.

13
I think the freezing issue is gone for me but the Preparing Scene Data seems to take much much longer then it used to take. I also notice that I no longer get any info feedback in the lower progress bar area about Preparing Scene Data, only get info once it starts rendering.

14
[C4D] I need help! / Re: Strange squared artifacts
« on: 2023-02-20, 14:49:00 »
Are you using Caustics in the glass material?

15
[C4D] I need help! / Re: Caustics
« on: 2023-01-26, 17:41:06 »
I usually do not mess with Photographic Exposure unless I am using DOF. Which brings me to another point when thinking like a photographer...I would not use a 600mm lens on a 35mm camera for this kind of shot. The depth of field would be too shallow even at f64, which would then also require a ton of light for correct exposure. A mild telephoto in the 60-120mm range would be perfect for a flat field distortion free lens.

There in lies the beauty of CGI where you can use a 600 mm lens if you want. It doesn't cost you anything and you don't have to climb up a 50 foot ladder to get the shot. But in the end there is no reason and I always stick to real world scale.

I also rendered one with the Fast Caustics Solver turned off. Sometimes I find this more realistic but less dramatic. I have a space set up here in my studio (a piece of white foamcore and a south light window) that I can lay out a product like this and see how it really looks. This render only took 3 minutes on my workstation.

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