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Messages - BigAl3D

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[C4D] General Discussion / Re: Realistic sand/powder
« on: 2023-01-12, 19:20:10 »
The Mograph Cloner and generate more clones on top of other clones. Maybe that might help you in this case. There is a very nice sand material in Cosmos.

How will you make the footprints? Displacement? Object Deformer?

[C4D] General Discussion / Re: Realistic snow on moss
« on: 2023-01-11, 19:26:03 »
Having an image to go by would be great. The example Benjamin created looks great for what it is. Curious if you're saying you want the snow to look piled up on the little leaves of the moss or just splotches of snow? Using stacked materials with clever masking to limit where the snow should be sounds possible, but no knowing how it should look....

Also, for what it's worth, Mograph Cloners can clone onto other Cloners.

[C4D] I need help! / Re: Blurred texture in the background.
« on: 2023-01-10, 23:50:35 »
Seems that Beanzvision is full of good tips today. One question thought. When you say "background image" are you referring to the background object with a material or an HDRI for the eenvrionment?

[C4D] Bug Reporting / Re: Possible Bug
« on: 2023-01-10, 21:13:30 »
Well now this is a possible breakthrough. I just did two tests based on your recommendation Beanzvision.

1.  I replaced all Corona Bitmap nodes with C4D bitmap nodes. I also removed the Shared Colorizer node. Collected scene is perfect.

2.  I replaced all Corona Bitmap nodes with C4D bitmap nodes. This time, I left the Shared Colorizer in place. Collected scene is perfect as well.

Not sure if removing the Corona Bitmap nodes will allow scenes to work with dedicated render farms or not, but it makes me curious. Is it possible that the bitmap node is the main culprit and on the shared issue?

P.S. Too bad there isn't a visual difference in between the bitmap nodes. Right now, Corona and C4D Bitmap nodes appear identical until I click on each one to see it's name in the side panel. Maybe there's a setting that can be changed?

[C4D] Bug Reporting / Re: Possible Bug
« on: 2023-01-10, 18:01:02 »
Knowing this issue has been around for quite a while, I have no problem finding a workaround. I know Joren from The Pixel Lab would be interested to know too. This is his first Corona pack and I don't want him to shy away from future Corona products. I'm thinking if I know what I need to eliminate from the node editor, I can set up a scene with corrected materials and be fine until a solution is found. In the attached image, and as my note indicate, it appeared there was one instance of a shared shader. I duped them and connected directly, but they still won't collect properly. I'm also confused as to why the other two shaders down below are also broken when they did NOT have shared shaders. Any insights?

Can I send this shader library to the private uploader to see if you can decipher anything wrong with the setup?

[C4D] Bug Reporting / Re: Possible Bug
« on: 2023-01-09, 17:28:00 »
Thanks for the info. Interesting.

I do remember some discussion about shared items when sending jobs out to render farms. So in this case, I dropped the two materials in question into a new scene. In the wood material on the left, would the three nodes I have selected be considered shared since their output is sent to three places? I tried duplicating those three and linking the copied to the other two nodes, but the textures were still broken.

With my limited knowledge on this, it does not appear that the metal material on the right has any shared shaders, correct? Yet that material also breaks. Is sharing shaders only a Corona thing, or is that common in node editors? Curious if this is a Corona-only problem, or could it also be a Cinema 4D issue? Does Max have this problem too?

I have also sent The PixelLab an e-mail with this problem, but I will do a follow-up with the shared items issue. Maybe they can update the pak until a solution is found.

Haven't tried to make this myself, but you can turn on auto translation and pick your preferred language. Click play then click the CC icon. Select the gear icon next, Subtitles, Auto-translate. Pick your flavor.

[C4D] Bug Reporting / Possible Bug
« on: 2023-01-07, 01:22:32 »
I have a project that I want to render on my small farm. I Save Project with Assets to ensure I have everything since this will be on another network.

Since this is an animation, I always like to pull up the texture manager make sure I have all green checks. Well, there are a bunch of materials that apparently didn't make the trip. I do see the word "shared" quite a bit in there. I believe every material in this scene is from the material library or Cosmos. Perhaps one or two I have a PBR set for. Nothing complex.

It is also possible that any missing textures may not be in the view of this camera, but didn't want to take a chance.

Is there a workaround for this? I would imagine this is a big problem for anyone sending their project to a real render farm.


Mac C4D r25
Version • 10 (Daily Build Nov 28 2022)

Just realized I have Version • 10 (Daily Build Dec 20 2022) on the remote Mac. Doubt that would cause this though.

In the pic you can see the library next to the installer, but I don't change any settings since the help page says this: "Note: there is no need to use the "Custom" installation type or to check or uncheck any options."

I will try to uncheck that box and see. Thanks.

Restarting this thread. Still having this problem with only one Mac. Trying to install latest v10 daily and getting the error. I assume this file is cross-platform since it has no extension and the only links on the help page are for Max. It's not the end of the world, but unless I collect a project, I might have some missing texture files at some point. My only issue collecting is it makes duplicates of the texture files and takes up a lot more space.

Image attached showing the error and the downloaded MaterialLibrary next to the installer. Any issues know that's the v10 installer and that's a v9 library?

[C4D] I need help! / Re: Masking - leaking issue
« on: 2022-12-27, 19:48:21 »
Interesting. Well here is an example of a stacked material. Metal first, then the label is a solid color and just the mask in the opacity channel. I don't see a white or a dark edge on this technique.

I'm not a material master, but I'm good at finding workarounds to get me by. Curious to see the conclusion.

[C4D] I need help! / Re: Masking - leaking issue
« on: 2022-12-27, 18:54:16 »
That mask and diffuse files are NOT exact fits for each other. There is a slight difference. Maybe some other apps do a better job anti-aliasing those artifacts or you. Not sure.

The first thing I see is the way you set up your Layered Material. That seems backwards. Think real-world. Metal on the bottom then the label on top. Here is a screen grab of what I changed to get a clean edge.

It also works by using a simple color in the diffuse channel and then use your mask in the Opacity channel. Add the metal material to the object, then stack the label material to the right of the metal. Hope this helps.

Gallery / Merry Christmas to All
« on: 2022-12-25, 05:56:46 »
And a big thanks to all who have shared their knowledge to make Corona better every day.

Cinema 4D and Corona 10 daily

Ah, that makes sense.

@mb3d Whoa! Is that a new discovery or is it known and just difficult for the Devs to implement? Nobody has mentioned this solution before.

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