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Messages - jojorender

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31
I would say that’s a feature, not a bug. The B&G constantly recalculates, taking CPU resources from the actual rendering. That’s a real problem while rendering animations.
If the corona team considers a fix, please look into the possibility to trigger B&G after render and before saving.

32
[C4D] Daily Builds / Re: Cosmos asset features
« on: 2023-03-22, 15:13:51 »
Cool, thanks!

33
How is your Mac studio “attached”? While WIFI might work, make sure to use a wired lan setup.
Did you do what the error message asked? Look at the TR console on the Mac studio to get an idea what went wrong.
It might be a licensing issue on the Mac studio…

34
Any update to this?
How can you get a .cxr file from a renderfarm?

35
Yes, that works. Thank you!
Still think devs should look at it. Why these 3 decimals when scrubbing. 0.1 jump in scale / density happen in higher values too.   

36
Are you able to right-click instead of double clicking to input?
Left or right click, scrubber just jumps to cursor position.

37
MacOs 10.15.7 / C4D S24 / Version • 10 (Daily Build Jan 23 2023)

Most value scrubbers won’t accept numerical input.
For example, in spline incl/ excl, I can’t double click to change value with numerical keypad.
Far distance is limited to 100

Scale and density accept numerical inputs, BUT number jumps.
Example: Input 12% >Enter> value shown 11.9%

38
I agree with James that getting a tutor can be a good thing but there might not be a shortcut to learning photography fundamentals.
Besides Stefan’s great feedback about your materials and lighting, the most important advice he gave is the one probably easiest to be overlooked.
try to think like a photographer
At the end of the day we are all just photographers that use a mouse instead of a camera.
Mastering a render engine is only half the battle. Photographic composition, lighting, etc are equally if not more important.

@kmwhitt
Ditch your mouse for a day and use your camera to photograph your own kitchen like a pro photographer would do.
What time of day do you get the best natural light? What is your main light? Do you need fill? What’s the most interesting angle? Etc…
The importance of real life reference images can’t be overstated. Don’t look at renderings as a goal to achieve, look a real life images if photorealism is your goal!!!
Many years ago I came across Peter Guthrie’s website and his scrapbook section was a real eyeopener. http://www.peterguthrie.net/scrapbook.
Collect every amazing real life kitchen photo you can find and really look at them and find out why you like them. Look at appliance manufactures images - sorry, probably mostly renderings ;-)
Look at your reference collection before starting every job,,,,

Back to Corona:
Materials: Less is more! Don’t get distracted with a gigantic material library. Concentrate  on building a few great simple everyday materials. Forget about substance, get some hi-end pbr textures and find out their real world scale. When I get material samples from architects or manufacturers, I always ask that they place a ruler next to the sample so I get the real scale. In C4D you can put a placeholder plane with the exact material sample dimensions to judge how your real life material sample maps in the scene. Makes sense? 
I use a furnished/ lit room to test out new materials to get some “real” reflections.
Test your mat on the real object, a cube tells you very little how a material behaves.
Render closeups, but be aware of the blur scale issue when further away.
Great textures make a HUGE difference.

Geo: Bevel everything!!! Where not possible use rounded corner shader.
Build your most used floors in real geo, bevel and space for grout etc. Use a couple of great wood/ tile textures, randomize and rotate for variation. It’s worth spending time on key objects to reuse in future projects.
 
Lighting:
I see a couple of (windows/ area lights?) reflections in the island lamps.
What is actually behind the camera? Make sure the room is always “complete” - bounce and reflections are very important.
I would:
- Delete ALL lights in your scene.
- Use material override in render settings to clay render the scene (preserve window glass)
- Use sun and sky for simplicity.
- Place sun to shine into window on the right, in a nice and realistic angle. Adjust sun size for softer shadows.
- Render and tone map to find your exposure value. Adjust EV, highlight compression, contrast/ curves till you have a good overall exposure just from the sun entering the room.
- Add lights that exist in your scene as 3D models (no “invisible” fill lights). Adjust their brightness to fit your established exposure. The under-shelf lights are too bright!
- If the scene is too contrasty, create masks for elements that are blown out / too dark.
- Map your new materials, turn off mat override and test render. 
- I save out several exposures EV 0, EV+2, EV-2 and use the masks, brush, etc to combine in Photoshop. This gives me better control than placing a bunch of fill lights into the scene. If you really need fills maybe lightmix could also give some flexibility…

Some tips you might already know:
I sometimes use ray switcher on wooden floors to control color reflected back into the room/ ceiling.
Use legacy mat for glass to be able to control reflection strength if necessary     
Important! NEVER use fill lights to just throw more light into a room. If absolutely necessary use fills to model edges / shapes.

Instead of just watching 3D YT videos, watch how photographers light rooms and apply that in 3D.
Most important: Look at your REAL LIFE reference images!

Hope this helps.
Post a update when you made some progress!


39
Hi James,
thanks for your input and yes of course I use workarounds but as I said “The workaround for this missing feature is very time consuming and makes the workflow for C4D users so much slower!”

This thread is not about the solo node, There are a number of things C4D users have asked for again and again over the years that just got forgotten/ ignored.
This is speculation, but I think it’s mostly because developers don’t really use Corona in a real life workflow, and why would they? It’s not their job, but it’s my job and everything that makes my everyday workflow faster is far more valuable to me than let’s say adding Chaos Scans.

40
Not having tried it in C4D, I thought it was "rather than display the result of combined maps, limit it to just showing one before the combination”
Not sure I understand what you are saying…
You never tried to map a corona metal material with a roughness texture and see the result in C4D viewport???

When you get a chance please bring “solo node” up with Nejc, he fully understands the importance of this feature!
He even requested this more than 1000 times ;-) in his pre corona-team days…
Solo node works in max and we need it to work in C4D too!

41
Sorry, I should have been more clear. The solo node was not meant to turn off maps in IR / final render. It’s meant to just make a certain map visible in the viewport for easier mapping. So, what you are describing is effectively a “solo node in viewport” in max.

C4D - Besides IR, how do you QUICKLY map metal, glass, etc with bump/ roughness correctly in the viewport?

42

Prioritization is of course tricky- C4D users don't want to be left behind without new features because older things were being worked on,…
Thanks Tom,
I get that, but as I said, I’m talking about VERY OLD bugs/ missing features.
As an example of another “big” one, the missing SOLO NODE in C4D first came up in Nov. 2018. See https://forum.corona-renderer.com/index.php?topic=22286.msg137119#msg137119
This is a very useful feature for EVERY user but since this feature seems to be supported in Max OTB for all render engines, this is probably not important enough to make it work just for C4D users. The workaround for this missing feature is very time consuming and makes the workflow for C4D users so much slower!

Are you saying this feature has been on your to-do-list for the past 4+ years and there was never any time to work on this?
Or, is this feature in your view not important enough to get any prioritization?

43
Do we need a current inventory list of old bugs/ shortcomings that still exists in corona 9/10 for C4D? Too many times these issues seem to get “forgotten” in the bug/ feature request sections.

We are almost 8 versions into CoronaC4D and there are still things that never worked in C4D but they do work in Max.
A “big” one for me is deformation motion blur & velocity pass not working in C4D but they work in Max.
To be clear, I’m not asking about new features that we might want to have, I’m just asking to give us the same features Max users already have.
After all, we are paying the same for Corona as the max users do!

Does it make sense to start a “missing features - inventory list” that developers can work on before V10 comes out?
Instead of spending time on "fun" new features like Chaos Phoenix, maybe working on something we C4D users can actually use would be great.

Thoughts?

44
This is still not fixed in V9.
Why not?

45
Do I understand this correctly, you need to be on the latest daily to get the latest Cosmos assets?
My understanding is that the cosmos browser is “just” a browser. The latest (updated) assets are loaded from the cosmos server.
Is that not the case?
What are these “updates” when opening the cosmos browser then?

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