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Messages - Eddoron

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16
Hi, if you apply 2 or more hair_objects to 1 object there is a crash. Last RC - [08:17:59] CRITICAL: Duplicate definition for net.maxonexample.cinema4dsdk
 [object_impl.cpp(4478)]

I tried it manually and with the corona button which creates a hair object. Everything worked fine. Do you have a scene or video?

17
[C4D] Feature Requests / A shader Wishlist
« on: 2018-10-16, 08:30:32 »
Since my birthday is coming up in a few months, I wanted to make sure that I get everything I want. No ponies this time, I don't feed them anyway.
All these requests are relevant to C4D only.

-Corona Distance Map | This has been on the list for quite some time and aside from multiple AOs, we don't have any working shader that could be used to simulate it. The proximal shader was good, but slow in C4D's AR, in CRN it takes ages.  It would be awesome if the fall-off could be user controlled via a spline.
Getting a (very useful) feature that isn't one of the latest things like openVDB etc. should be more of a priority.

- A metal material mode in the spec. channel | I know that this might fit better into the core feature wishlist section, but because it's tied closely to C4D materials (conductor mode) I'll add it here. This would make conversion a bit less tedious aside from being enormously useful.

- An invert checkbox to glossiness | this would save time by not having to manually invert roughness maps. It'd be great if it would automatically change to the metallic/roughness workflow when the metal mode is activated. The checkbox, however, should always still stay.

Support for:
- Blur (Smoothen) | Sometimes displacements, especially procedurally generated ones need to be softened. The blur-offset/-strength always did a good job. This doesn't work in the DSP channel. Plugging it into multiple shaders doesn't solve the issue.

- Chanlum shader | A native C4D shader that emulates the scattering of fuzzy surfaces without the need for hair and can be used beneath/additionally to hair.

- Lumas Shader | This was basically an old reflection shader with multiple highlights. However, it can be used in AR to mask out AO where there shouldn't be any (eg: areas hit by direct sunlight). Currently, the shader only works within volumes.
A newer or VRay like version with day/night side would be quite useful.


@Everyone, feel free to post your shader wishes here.

18
Hello!
Any chance to get rid of those bright pixels? When using Beta 2 RC1 they dont appear.
Scene attached...

Windows 7/10 / Cinema 4D R18/R19 / Corona Beta 2 RC2/RC3

Have you enlarged the images of the previous renders and could it be that the hot pixels show up when the camera is closer?
If not, then it's the Mandela-effect.

Do you have volume caustics enabled and what's your MSI? Also your material setups and basically any info we can get.

19
[C4D] Resolved Bugs / Re: Material node problem
« on: 2018-10-14, 09:34:36 »
Huh, that's really strange. I have no clue. (rare)
I noticed that when using the CRN shared shader manually or automatically created, the undo function kicks out most of the connections.
Is there something similar in the scene?

Soon someone will tell you to upload the scene, so  I'd already do that and when the devs are back on Monday, you might get an answer.

20
With Cloth tag... IR goes crazy.....!
Even the object is disable, traffic lights are off... IR same.

file sent.

...

You are tearing me apart, Lisa!

It seems that you have a sixth sense, that is coupled to the IPR always being active, for finding a new bug every day.

BTW, what do you get when you set all traffic lights to green?




-A crash!

21
[C4D] General Discussion / Re: global illumination
« on: 2018-10-12, 23:15:29 »
Corona is an unbiased renderer. Realism through many bounces, reflective caustics active by default is the norm with such engines.
So, engines like these are mostly used where one needs an HQ photoreal look without much adjustment. Corona, for example, is by intention very easy to use.
You don't need to change any settings, the defaults are working well in pretty much any situation. Also, it won't become much faster by reducing the number of bounces.
You can, however, set the GI mode in the generals tab to only use direct light or a single bounce. But those settings are usually for special cases or for debugging.



About AO: Afaik, there's always a little bit added to the scene, but AO is (roughly speaking) just an emulation of GI and not needed when the GI solver has done its job well.

You can assign a Corona AO shader to your materials or add it to just one and use that as an override material in the generals tab. (Just make sure that in the current version, every object in the scene needs to have a texture tag) In that case, you can change the GI settings, though it should render quite fast without maps and use that output in PS to enhance the shadows or mask out certain things where you used the AO shader. Though, I'd use the "render only masks" option or a selection etc. pp. for such a thing.

->Interactive Documentation<-


22
Ok, so everything's fine with a texture tag, but there are always some situations where none are assigned or some missing, with hundreds of objects. I'd fix it before the final or the tsunami of questions will wash us away like the dinosaurs (who lived near the coast).

24
yup, I mentioned it in my edit. (this post was just in case you didn't see it)

25
My coffee is still about to kick in, so please bear with me.
The problem is with the tiny 2d preview, not the "shaderball" 3d preview of the material, right?
A pic says more than a thousand words. It's just that either, I don't have, see or understand the problem bc I tried the map and it looked as expected.

edit: ok. Did some testing. I created a small file in PS. a square with the top left, pure white, bottom, right pure black and the rest 50% gr @16bit linear.
The CRN Bitmap shader gives the correct output. (small 3d&2d prev.) The embedded color looks the same as choosing linear. (still prev views) The render fucks up. There's a visible aberration of the desired glossiness.

To me, it looks like a bug, but I'd wait for others to try it before creating a bug report.

26
Hi,

I know that C4D supports UDIMs indirectly. I was just joking because that high map size seems to be one of MARI's better-known features.
However, If you had to map a planet using a singular spherical map, 8k barely does the job.


I'll take a look at the file later. The dev's, if they haven't left into the weekend, should also have a look at it.

27
Override material with bump texture... c4d quits. Tested few files.

...

confirmed

28
Hi, could you please upload the scene or a downscaled version of the map for comparison?

It's the first time I hear about this issue.
I can't tell where the problem lies as I don't use MARI(never had to paint a 32k² map ;) ), but having the files could shine some light on the whole problem. At least point towards a direction.

edit: have you tried plugging the map into a corona bitmap shader? It usually resolves similar issues, even though it may not like it would do more than manual selection.

29
[C4D] General Discussion / Re: Layered material and bump
« on: 2018-10-07, 23:02:08 »
Are we moving backwards in time? Is Mandela alive again?

I thought you knew how to do it, iirc you already posted pics of similar materials quite a while ago.

What do you do when SP spits out a BW mask, very similar to what you already have?

Also, from your pic, I can't tell which layer is which, what it contains and why they're used twice when you have a baked mask.

30
[C4D] General Discussion / Re: Layered material and bump
« on: 2018-10-07, 05:21:11 »
Try using your baked mask in the bump slot.

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