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Topics - ficdogg

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Is there a way to get a mask rendered for decals?
For instance, in the attached image is there a way to render a mask for the pink parts which are a Corona Decal in this case?
Material ID, Object ID, or anything else dont seem to work.
Previously in situations like these, I would have to make a second render with a black material override for all the materials in a scene, and then turn all the label/decal materials into self-illuminating materials to get a black and white render to use as a mask in post. I was under the impression that Corona Decals would spare me the second render.

[C4D] General Discussion / Bloom and Glare per light
« on: 2020-11-06, 12:19:56 »
Is there a way to get multiple bloom and glare passes for select lights?
Say B&G of lights 1 and 2 on one layer, and B&G of lights 3 and 4 on a separate layer?

This is for an animation, so Im not sure that lightmix would work for this.

[C4D] General Discussion / pass presets
« on: 2020-08-29, 18:05:41 »
Is there a way to create presets with selected passes, so I don't have to set up the same passes for each scene separately?

[C4D] Daily Builds / Reflections in ID bug
« on: 2020-08-09, 17:56:27 »
So I've been trying to set this up but I ran into two issues. One it doesn't work at all with some imported CAD models(which I cant share), but CAD models are often odd so it's something I've got to live with.
The second one is a phantom disc appearing seemingly random. I recreated the problem with a sphere with some holes punched in it and a cube catching reflections. As I change the difuse color closer to white at some point a disc occluding the reflections appears.

Corona 6RC2

Is there a way to get denoising on passes to be on by default?
If I want a pass for post, it stands to reason I want it denoised.

[C4D] General Discussion / Corona and frame step
« on: 2019-09-04, 20:48:25 »
I was trying to render a preview of an animation with a frame step of 3(every third frame) but corona ends up rendering all the frames, and with an unusual flicker for some reason.
Anyone faced this kind of thing or is it just me?

I'm trying to do some work while a render is on its way and in the preferences I set it to use only 4 of the 6 cores I have, but Corona doesn't seem to respect those settings. It still goes full on all the cores.
Is this a bug or is there a corona specific setting for this kind of thing that I'm missing?

I have a project where we have some text and graphics on a product and would like to get a mask out for fine-tuning the color in post.
I made a quick test scene as an example of the issue I'm running in to.
I have a cube with a white glossy material on it and the graphics as a darker material with opacity stacked on top of it. In multipass I have a mask with material ID set up.
Applied over another material the mask doesn't render, applied just on a plane, it shows up. Is this a bug or am I missing something?
I have hundreds of these renders coming up as well as dozen or so animations, so ideally I'd set this up as a multipass output rather than a separate render.

[C4D] General Discussion / include/exclude an object
« on: 2019-08-22, 11:01:45 »
Is there a way to exclude one object from another object with corona?
For instance, in the attached image I have a disc for adding a targeted reflection on the cube, and I have the disc set not to appear directly only in reflections via a compositing tag. The issue comes in the fact that it reflects in the floor as well which while technically is how it's supposed to be, I would like to exclude it from showing up in the floor reflections.
With physical, I would just use the include/exclude tab on the compositing tag, but those don't seem to work with corona.
Is there an alternative way to achieve this?

So I noticed that if you drop a Corona Sky object in the scene the sky/ground is rotated 90 degrees, but if add a sun object as well it rotates the right way around.

Hi everyone, I got tired of manually making a light material and sky setup for lighting a scene so I made a HDRi rig for corona.
Here is the download link, it's free. If you want you can follow me on Instagram for updates and other freebies.

Let me know if you've got any suggestions or ideas for improvements.

[C4D] General Discussion / Shadow catcher projection
« on: 2018-08-23, 13:50:41 »
So I noticed some odd behavior when loading a backplate in the shadow catcher. If I load the backplate directly, the frontal projection works as it should, but if I run the backplate image through tonemap control(or anything else for that matter) the projection no longer works.
Is this a bug or am I doing something wrong?

[C4D] General Discussion / render time boolean
« on: 2018-07-06, 22:33:59 »
Is there a way to make a render time boolean with corona?
I saw the distance shader for the max version and it's exactly what I was looking for, but it seems that one is not yet available for c4d.
I tried with the proximal shader but the results were not predictable.
Using camera clipping also doesn't really work, for one it cuts everything in the scene and two GI doesn't penetrate the cut areas, they come out black.

[C4D] General Discussion / AA in high contrast areas
« on: 2018-04-29, 19:00:36 »
Aside from lowering the GIvsAA is there any other way to deal with AA in high contrast areas?
It's most noticeable on the chrome legs here.

I was wondering does the direction of the normals matter for portals?
Does the resolution of the HDRi play a role in direct illumination noise levels?

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