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Messages - LeSill

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46
Hello

I have noticed a bug when using ligting by plane with Light material applied. I use INLUDE/EXLUDE section of the Light material/Emission window to light just some section of my model. EXCLUDE function works fine, but INCLUDE function seems to broken. It ignores it. This needs to be fixed. Many thanks.

Best regards

47
[C4D] Daily Builds / Re: Node Material Editor Bug
« on: 2021-06-29, 13:55:51 »
Hello guys,

here is the scene. I think there is no need fot the video. You should see it yourself when you open it.

I have a question. To whom can I write a few suggestions to make Corona more user friendly? Thank you.

Best regards

48
[C4D] Daily Builds / Invisible objects
« on: 2021-06-28, 08:30:14 »
Hello guys,

I have noticed, that all the objects are invisible as soon as they have applied a material with missing textures. I have moved some textures on my disk to different location so the linked textures in my material were missing. Then all the objects became invisible. I guess it is not a correct beahviour.

Does this happen to other users using Corona and Cinema 19?

49
[C4D] Feature Requests / Node Material Editor Layout
« on: 2021-06-24, 14:51:29 »
Hello guys

I like to use the node material editor, but it is terribly annoying to always click the right button then a few times the left button to go through the number of subsets to reach forexample the Corona collor correct shader. IT WOULD BE NICE to have all the corona and usable cinema shaders listed on the left side so it could picked directly an placed to the editor. PLEASE TRY TO MANAGE THIS OPTION.

MANY THANKS

50
[C4D] Daily Builds / Material Library Bug
« on: 2021-06-24, 14:47:50 »
Hello guys

When I use some materials from the library and try to scale the bitmap in the material editor by using the shader LAYER or PROJECTOR it doesn't change anything. Actually it changes the scale in the Cinema perspective window but it doesn't render the scaled bitmap!!!

Please try to fix it. Many thanks.

51
[C4D] Daily Builds / Node Material Editor Bug
« on: 2021-06-24, 14:45:17 »
Hello

I have noticed a problem with NODE MATERIAL EDITOR. When I edit a material there and delete some branch of bitmap fxp. bitmap for displacement it doesn't actually delete the material in the normal material editor. This can then cause, that the object witrh the material is not rendered.

Please try to fix this. Thanks guys.

52
[C4D] Bug Reporting / Re: Wierd light color artifacts
« on: 2021-05-03, 09:51:45 »
Thank you guys for your answers.
After going through the scene I have found the problem. I have used a simple plane mesh for the background of the windows. By using Corona compositor I have disabled seen by GI and cast shadows. I wanted to keep it seen by reflections and it was the problem. So there is some limitation to this.

53
[C4D] Bug Reporting / Wierd light color artifacts
« on: 2021-04-30, 17:15:54 »
Hello,

I am having trouble with artifacts showing on a few geometries. It is a bit strange because I have 2 rows of the same chairs in the picture. One seems to be OK but the other one has the artifacts. The same problems shows on more meshes. The meshes are often simple cubes so the geometry shouldn't be the problem. I have tried to place on the chairs simple material without any textures and when I have darken the color the same artifacts has appeared. Any solution?

Thanks guys

54
Thank you for answer. I will test it again. The main problem was, that it looked like the faster/local machine didn't compute/produce any frame and the only computation was done by the slower client. But that didn't correlate with the opposite status in the Team render machine panel. I will test it again as soon as possible.

55
Hello

I am trying to use team rendering for an animation but I am having some problems. First of all when I start rendering the animation in the VFB it works fine. As soon as I render I press TEAM RENDER TO PICTURE VIEWER I get an error about native cinema IES lights which are part of the native Cinema libraries. It is probably because they are not part of the Cinema Client. It is a shame but I can solve it by extracting the IES to another folder and place it back to the scene.

I wanted to render 75-250 frames. It started to calculate 162nd frame. WHY IT DIDN'T START FROM THE BEGINNING?

BUT the biggest problem I got is the TIME RENDERING using the team rendering. On my local machine is AMD Ryzen Threadripper 3960X. On the Client PC are two CPU Xeon E5-2650 v4. I have tested the same scene on both PCs and AMD Ryzen got faster than 2x Xeon about 40% - 50%. So I thought I will get shorter time when I do the team rendering and use all CPUs available. But by doing that I need longer time for one frame with using all CPUs than just with AMD Ryzen. I have checked the status of both machines in the TEAM RENDER MACHINE PANEL and the local machine got orange icon (working) and the Client got green (prepared but not working). When I checked the console it got messages, that the client is working in some passes and chunks. ANY IDEA HOW IS THAT POSSIBLE? This team rendering is really big issue. Especially for animations, when we don't see the progressing preview in the picture viewer like we can see in the VFB while calculating. I really like Corona and I have switched from Octane to that, but when I need to use distributed rendering I am thinking about Octane and how well this part worked there.

Many thanks for any ideas where could be the problem with the time per frame and the other issues.

56
That might be an easier sollution. Thanks. But I would have to buy another license of Corona I guess. I have both PCs on the same network so there might be a problem with the licensing. But I will give it a shot.

57
Thank you for your answer. I will test your suggestion and as soon as I finish current job I will try to do some other tests about the network/team render behaviour on a simple scene. Nevertheless I am a bit dissapointed about the Corona & cinema team rendering connection. I think that there is s DR for 3dsMax so it is a shame that they didn't come up with a proper DR for Cinema.

58
Hello

I am trying to use team rendering for an animation but I am having some problems. First of all when I start rendering the animation in the VFB it works fine. As soon as I render I press TEAM RENDER TO PICTURE VIEWER I get an error about native cinema IES lights which are part of the native Cinema libraries. It is probably because they are not part of the Cinema Client. It is a shame but I can solve it by extracting the IES to another folder and place it back to the scene.

I wanted to render 75-250 frames. It started to calculate 162nd frame. WHY IT DIDN'T START FROM THE BEGINNING?

BUT the biggest problem I got is the TIME RENDERING using the team rendering. On my local machine is AMD Ryzen Threadripper 3960X. On the Client PC are two CPU Xeon E5-2650 v4. I have tested the same scene on both PCs and AMD Ryzen got faster than 2x Xeon about 40% - 50%. So I thought I will get shorter time when I do the team rendering and use all CPUs available. But by doing that I need longer time for one frame with using all CPUs than just with AMD Ryzen. I have checked the status of both machines in the TEAM RENDER MACHINE PANEL and the local machine got orange icon (working) and the Client got green (prepared but not working). When I checked the console it got messages, that the client is working in some passes and chunks. ANY IDEA HOW IS THAT POSSIBLE? This team rendering is really big issue. Especially for animations, when we don't see the progressing preview in the picture viewer like we can see in the VFB while calculating. I really like Corona and I have switched from Octane to that, but when I need to use distributed rendering I am thinking about Octane and how well this part worked there.

Many thanks for any ideas where could be the problem with the time per frame and the other issues.

59
[C4D] General Discussion / Re: Multilayer PSD with alpha
« on: 2020-11-15, 11:50:17 »
When you save PNG file with alpha enabled and open it than in the Photoshop, you get the picture with alpha aplaied allready - the alpha parts (black parts) are transparent allready. When I saved PSD file with alpha rendered with Octane, it saved alpha allready applied to the layers (beauty, reflection, refraction etc.) so I didn't need to apply alpha layer myself in Photoshop. It would be nice to have this option with Corona as well after you toggle "save alpha, direct alpha" in the save menu of Cinema.

60
[C4D] General Discussion / Re: Multilayer PSD with alpha
« on: 2020-11-10, 16:47:07 »
Hello

Yes I can save Alpha pass into multilayer PSD file and this option is good. As I have mentioned in the first post it would be probably more efficient if the alpha would be directly used in PSD layers (maybe in case we toggle that "save alpha, direct alpha"it in the save menu of cinema). The same when saving PNG file format.

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