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Messages - bnji

Pages: [1] 2 3 ... 14
1
Hi there,


Thank you so much @John_Do for your suggestions. These are indeed some of the most common ways to adjust/change texture's scale.


@Konichowaa, it would be great if you could provide us with more details/info regarding what you're trying to achieve.
You can share with us some screenshots, screen recordings or even your scene project. (or at least a stripped-down version if you're not able to share your entire project).
Looking forward to hearing from you.
Have an amazing day/evening.

2
Hello eyelike,


Thank you for bringing this to our attention.
Is this happening with a specific Cosmos asset?
Are you storing your downloaded Cosmos assets on a network drive or locally?
Have you tried using different Cosmos Asstes?
I've tried reproducing this; however, I haven't had enough luck.
It works as expected. (see attached images)
My sample scene consists of a Cosmos asset (a green car), a simple plane (floor), a Corona Sky, and a Corona Sun.
I tried selecting the plane object and the car (Cosmos asset), but every time I tried, the result was always correct/expected.
Looking forward to hearing from you soon.


3
Hello @Philw,


Thanks for your feedback.
I've been trying to reproduce this; however, I haven't had any luck so far. (see attached GIF)
I tried copying a Layered material (just the layered material) into a new empty file, and after pasting the Layered material, it also copied all used materials in the Layered one.
Also, I tried copying just the object using the Layered material, and it works as expected; I mean, it copies the object, the Layered material, and all materials used in the Layered one.
Looking forward to hearing from all of you.
Have an amazing day/evening.

4
Hi there Teo,


Hahaha, no worries, I'm glad to be assisting you.
I've downloaded your scene file (thank you so much for that), and for this specific case, I'll use any of the following solutions:
Solution A:
-I'd use the Corona Compositing tag, and then I'd create different masks to separate elements (Emeralds, Diamonds, and the metal parts).
-Then, I'll compose them into the video editing software.
Solution B:
-I'd use the Cryptomatte Multi-pass and set it to work in Material mode (as I can see, you already assigned different materials and IDs
-Then, save them as multi-layer EXR images so that you can extract the required multi-pass in your video editing software (assuming you'll be using AE)
Note: For this specific solution, please consider that you'll require a 3rd party plugin for your video editing software to be able to extract multi-passes from EXR files.
Solution C:
-You can always define the Alpha channel for specific materials.
-I mean, you can go to the Metal material, then click on the "Advanced" channel, and set the Alpha to "Always Black"
-Repeat the process for the diamond material
-Lastly, render your images, but save them using an image file format that supports saving the alpha channel.
-This way, your image will look like a regular image, but if you apply the Alpha channel, then your image will be cut out.
I hope this helps.
I'm including a modified version of your file so you can experiment with it.

5
[C4D] I need help! / Re: Multishader multipass masks?
« on: 2024-05-14, 17:26:34 »
Hello Teo,

No worries; Please let me know if you have any further questions regarding this.
Have an amazing day/evening.

6
Hello @wardy_mk,

Thank you for looking into this.
It is, in fact, an odd thing.
To upload any files, you can use our secure uploader.
The uploader is in my signature.
Once you have uploaded your scene files, please write me a message so I can look up to retrieve your files.
Looking forward to hearing from you.

7
Hello there Teo...
Would you be so kind as to share your scene project? (or at least a striped-down version of it)
Looking forward to hearing from you.
Have an amazing day/evening.

8
Hello there,
Thank you so much for all your feedback.
We usually ask for testing files because we need to try allocating the root cause, which may differ from one user to another, from one computer to another, and so on.
The more information/files we gather, the more likely we are to find the root cause of the issue.

@frv, thank you for the project; I'm downloading it while writing this reply.

9
Hello there,
This is still being investigated.
Kind regards.

10
Hello there,

Thanks for bringing this to our attention.
Could you please provide screenshots or screen recordings showing the issue in action?
I've been trying to reproduce this; however, I haven't had luck so far.
I have a "Scene_A" file and a "Scene_B" file, respectively.
Both scene files have the same objects (geometry and names) and the same materials (names and textures loaded)
I'm copying/pasting objects from Scene_A to Scene_B, and every time I try, the objects paste correctly, and the materials get duplicated (meaning C4D is copying the materials from the source file).
So far, this is expected, correct?
Please provide me with some additional feedback/steps/info so that I can understand the issue you're reporting and successfully reproduce it on my end.
Looking forward to hearing from you soon.
Have an amazing weekend ahead.

11
Hello there,

Thank you for all your feedback.
Have any of you already tried the latest Daily build? (23.4)
Does the issue persist?
Could any of you share a previous scene so that we can use it to reproduce the issue on our end?
Looking forward to hearing from you.
Have an amazing weekend ahead.

12
[C4D] I need help! / Re: Multishader multipass masks?
« on: 2024-04-30, 17:21:16 »
Hello there,


I'm sorry you had to deal with this. There's a nice solution for this...
If you're using a "Multishader", you can use the same shader for the Multipass to get a "Mask" according to the shader colors.
If you're only using 3 colors for the Multishader, you can copy the Multishader from your material, then use a "Texmap" in the Multipass window and paste it right there; last thing, set the Multishader colors to use R, G, and B colors respectively, this way you can get an RGB mask.
If you prefer, you can use several/different "Texmap" elements in the Multipass window, copy/paste the Multishader, and set colors to use B&W but only one at a time; I mean, If you're using 4 colors for the Multishader, you can set the first color from the first copy of the Multishader to white, and the rest set them to black color; then, use a new "texmap" Multipass and paste the same Multishader, but this time, set the second color to white, and the rest to black.
I know this is not perfect, but it will provide you with a solution that works.
I'm including the sample file (using your previously submitted file) to illustrate this.
Quick note: Don't forget to enable the "Ignore background" option for the "Texmap" Multipass.
I hope this helps.
Looking forward to hearing from you.
Have an amazing day/weekend.

13
Hi there,
Thank you (all of you) for testing this and bringing as much feedback as possible.
This is being investigated.
I hope to have some news regarding this in ASAP, I'll just ask you for your patience.
And once again, thank you for all the feedback here.

14
[C4D] I need help! / Re: Solo Mode
« on: 2024-03-27, 07:31:50 »
Hello again.
I know it is a workaround, and I hope it helps in the meantime.
The issue has already been reported to the dev team.
(ReportID=CC4D-686)
We want to thank you for bringing this to our attention.

15
[C4D] I need help! / Re: Alpha is cutting bloom/glare
« on: 2024-03-26, 07:00:41 »
Hello @TeoRossi93, I think @pokoy may be right...
In AE, you can define whether if an image sequence will use the Alpha channel or if it should be ignored and interpreted as a solid alpha channel.
Just set the image sequence to use a solid alpha channel, then proceed as @maru suggested to composite the layer using the "add" mode for blending the layer.
I hope this helps.
Please let us know the outcome.
Have an amazing day/evening.

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