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Topics - robpayne

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[C4D] I need help! / Displacement not smooth
« on: 2021-06-01, 11:48:29 »

Is there a reason my displaced material looks faceted? The attached screenshots show a disc that’s been displaced with a height map (shown on the right). It should be smooth, shouldn’t it? The result looks much the same without autobump off.

The height map is baked from a mesh in Substance Designer. I’ve also tried making my own in Cinema (with flat projection gradient) and the result was much the same.

The height map looks smooth in Arnold, although admittedly Arnold displacement works quite differently (it’s subdivided, not per-pixel).

I want to work be able to blend height maps to get the shape I want (i guess a bit like sculpting, but without the hand brush work). Is there a way I can do this with Corona?


[C4D] Daily Builds / Physical Material not propagating masks
« on: 2021-01-08, 07:54:33 »
Firstly, I really like the new Physical Material. Thanks for adding it.

I’m trying to propagate masks through glass. It works if the glass is a Legacy Material, but not if it’s a Physical Material. I’m using Daily Build 2020-12-31.

It would be great to see this working in the next release!

[C4D] Bug Reporting / Team render doesn’t save
« on: 2020-10-02, 12:49:53 »
Team Render doesn’t ever save my images, meaning I have to be there at the end to save them myself. It works fine with other renderers, so why not Corona? I often have many long renders to process overnight, but I can’t use the render queue or takes system to render them because they won’t save. It’s a problem.

Is anybody else having the same problem? Is there a way to fix it?

The latest daily build doesn’t load when I start a Team Render client (R23). There’s no log in the console as if it weren’t installed, but it loads ok in the Cinema 4D editor. It’s the same across several machines.

All machines are running OSX (Mojave or Catalina).

Team Render isn’t saving any renders to disk upon completion. It will save the main image when an absolute path is set, but no multi passes. With relative paths it won’t save anything.

We use one render setting with a relative path and naming tokens to avoid duplicating render settings for each shot. Needing to save each pass manually is a problem, especially when rendering overnight as renders are erased when the picture viewer cache is exceeded, resulting in lost renders.

We’re using R21.026 with Daily Build 2019-09-20. All machines are iMacs running OSX Mojave.


I’m having trouble rendering an image using team render. The image is very large (2175x8700px), and the clients stop after a minute or two with the message:

2019/02/21 11:15:01  [Corona4D] [ TR ] Canceling render because of test break

I can team render a much smaller version of the image without any problems. At 362x1450px the clients stay online and render the image.

Does anyone know how I can fix this? I’m attaching the full TR client log incase it’s helpful.



[Max] General Discussion / Frosted glass noise
« on: 2019-02-20, 18:59:19 »

Is it possible to speed up the rendering of frosted glass using the GI vs AA balance or Light Samples Multipler? I have a very large (4500x9000px) image of a bottle to render that is mostly frosted glass. It cleans up nicely with denoising, but I can’t use denoising on rebus farm.

Any guidance will be much appreciated.


[Max] Feature Requests / Coat layer
« on: 2018-10-08, 11:01:41 »
A coat layer would be great (similar to Disney BRDF) for more advanced specular layering.

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