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Messages - jojorender

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196
[C4D] Bug Reporting / Re: Render region issues
« on: 2019-07-03, 18:03:13 »
Hi houska,
I don’t think it would be confusing since the user drew the render region in the first place, but just in case someone forgets the status text update would be a good idea.

Is it possible to use the region render in TR, or is there a technical reason why this won’t work?

197
... is there any plan to refine the region render behaviour so the 'marquee' doesn't reset on each render start?  It's REALLY frustrating.  It would be handy to have a tick option to keep the region active. 

I agree, please fix the render region!
Already posted a bug report here https://forum.corona-renderer.com/index.php?topic=25148.0
with no response from the devs.

198
[C4D] Bug Reporting / Render region issues
« on: 2019-06-18, 17:34:24 »
MacOS 10.13.6 / C4D Studio R18.057 / Corona Version: 4.0 (core 4)

1. The set render region disappears after starting new render regardless if region mode is active or inactive.

Expected behavior:
Like in previous versions, the render region marquee stays active between renders.

2. Render region marquee ignored while Team Rendering.

199
[C4D] General Discussion / Re: Volume Material - Inside Mode
« on: 2019-06-12, 23:02:16 »
Thanks Tom, that helped.

The helpdesk for max features some sample scenes with volume mats used (max only).
Once Corona 4 is out, maybe we c4d kids can get some sample scenes too?
That would really help to get started with volumes.

Maybe this was asked before, but will the c4d version get the Corona Volume Grid?
For example a realistic fireplace fire seems to be a real challenge in arcviz and from the samples on the max helpdesk,
being able to load .vdb's will do the trick.

200
[C4D] General Discussion / Volume Material - Inside Mode
« on: 2019-06-12, 18:28:15 »
Hi all,
can someone please shine a bright light on the “inside mode” feature in volume materials. Yes, pun intended.
It’s not clear to me how this feature is supposed to work and can’t find any info about it.
In my test, I can’t see a difference between ‘on surface” and “inside mode”.

201
When installing Corona on macOS, I try to deselect LUT and IES in the “Customize” section.
It won’t let me deselect both.
I really don’t want these .ies files and I only use 1 lut and don’t want this annoyingly long list
of luts that, by the way, are not in alphabetical order in the VFB
Of course I can delete all files after installation, but if there is no technical reason for it to be installed in the first place, would be great if this can be fixed.

202
[C4D] General Discussion / Re: Material packs for C4D
« on: 2019-03-19, 19:58:36 »
..it's not so much that a library is needed - more that guidance is needed to make sure you're building materials the 'right' way.
Well put, davetwo. That’s exactly what I was trying to say with my long and winding post. ;-)
I do remember the “Paris Apt” scene, that’s a great example.

Of course no developer should be tied up in creating this, but I saw that the Corona Team has a freelancer job posting out, for a new 3ds Max Material Library Creator.
Maybe it’s possible to hire a talented c4d guy to create some “material scenes” under Render Legions supervision, so we don’t feel “left out”.
 

203
[C4D] General Discussion / Re: Material packs for C4D
« on: 2019-03-17, 17:58:50 »
Hi all,
I never found material libraries particularly useful.
In my view, things like texture quality, final render size, personal taste, etc vary largely and materials from most libraries are never really a perfect fit. That said, I do understand the convince to “just drop something in” and move on, but that almost never looks any good.
Everything looks good on a shader ball!

I think it would be a lot more useful for everybody, if the Corona team posts a “material scene”. For example a interior/ exterior arch-viz scene with high quality materials applied. This would give everyone a good starting point and the ability to dissect materials, understand how they are correctly applied, how the scene is lit and quickly experiment with variations. A scene like this could grow over time when new shaders etc become available.
 
To give an example, to this day I’m not really happy with the look of my stainless steel kitchen appliances. Of course I can make a stainless steel material or get one from a lib, but when applied, it lacks realism. Missing variation in anisotropy, subtle fingerprints, dents, etc. If I had a scene where I can see how a pro builds/stacks materials and I can see the rendered results, that would help me a lot more than 50 “different” metals from a lib.

This could even be a forum feature, if a user believes he/she can improve the scene, to upload their variation.
Of course not everybody here is in arch-viz, but the same principle applies.   

Maybe I missed the point and this thread is not about improving your skills…

204
It's been a while... Any updates on TR nodes disconnect issue? Any fix in sight?

205
[C4D] General Discussion / Re: volume fog
« on: 2019-03-09, 14:46:51 »
Hey beanz,
did you see my steam mesh? No edges to chamfer…
It’s what Tom said, the problem is, it’s only calculated on the surface.
The proximal shader also didn’t do the trick. I just brushed in the fade in PS.

Any plans to give the volume mat a “inside mode”?

206
[C4D] General Discussion / Re: volume fog
« on: 2019-03-06, 16:31:23 »
Thanks Tom and beanz,
will give that proximal shader another try.
With the gradient you still see a “hard” outline at the mesh edges. I tried round,  irregular shaped meshes and different gradients (circular etc) and also different mapping, nothing really worked.
That's why I was hoping, the volume mat could be 3D mapped inside the mesh.

207
[C4D] General Discussion / Re: volume fog
« on: 2019-03-06, 13:34:03 »
Hi Tom,
thanks for the explanations. I already tried to wrap my head around the Proximal shader, but I can’t figure out how to use it in this context. Can you point me in the right direction?

“that at a certain distance from a certain object the Absorption color is pure white (which counts as zero absorption, that is, no effect).” 

How does the volume material get mapped inside the volume mesh? I thought I might be able to achieve the fading with a gradient to pure white, but that doesn’t seem to work.

208
Gallery / Re: Vacation House in the pine forest.
« on: 2019-03-03, 16:31:25 »
Great exterior details. Love the muddy water around the house. It’s always so tempting to make things “pretty”, but then loose all realism.
I feel the grass etc in the first shot is too saturated for this kind of foggy morning light.
Anyways, well done!

209
Gallery / Re: CGI- Luxury Interior
« on: 2019-03-03, 14:32:32 »
"Would you like to have one?"
Yes, please. I'll take one of these magic pillows that can melt into the sofa.

210
Gallery / Re: Modern Apartment Building
« on: 2019-03-03, 13:49:46 »
Really well done Vladimir! You put an amazing amount of detail into this scene.
Regarding the motion blur in the daylight scene, I believe there would only be a tiny amount of motion blur in the cars. At dusk the pedestrians would probably blur more. Maybe photograph similar light situations and see what that really looks like…
In the dusk shot, is that a teddy bear driving the car? If it is, love your sense of humor!

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