Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - twc

Pages: [1]
Lizzz, I did not.

The scenario:

Client needs multiple spaces (between 20 x 20 to 80 x 80) modelled, lit, and populated with misc objects within a couple of hours. Not really any time to spend arranging realistic area lights or fixtures. What do you do for lighting?

Currently I'm slapping a single giant area light at ceiling height but am wondering if there's a slightly less crap route.

So far we have Value, Target Object, Whole Scene, and Camera Clipping as options for ZDepth values.

It'd be great if you could have "camera focal distance" that auto updates as you switch between cameras.

Where is that located? I don't see it as an option for either new material nor Corona specific shader.

[C4D] General Discussion / Lamp/Curtain Two Sided Materials
« on: 2017-02-21, 19:05:12 »
What are Coronites/Coroneers/whatever the term is for Corona users doing in place of vRay's two sided material?

I've read the other topics on the matter but one seemed more geared towards vegetation and the other was fairly generic.

This is the typical example of a two sided curtain:

Perhaps there is a simpler method that provides the same result, specifically with lamp shades. I am all ears! Cheers

PS attached are the scene files of what I'm currently attempting to apply it to.

[C4D] General Discussion / Re: Sampling Balance
« on: 2017-02-21, 19:00:14 »
Great tips. My scenes are 99.9% interiors at night, if that makes a difference. I'll have a play around with the suggestions.

[C4D] General Discussion / Sampling Balance
« on: 2017-02-21, 17:30:14 »
Has anyone come up with some ideal settings for different scenarios? The base settings are great for final renders but as much of my work involves copious amounts of "add this table, switch this material, and get it back in five minutes for review" I was wondering if there is a speedier arrangement for quick drafts. Such a thing obviously would not have to be completely accurate, but semi presentable.

I did RTFM regarding this section but some examples would help me understand the theory better.

Oops! This thread can be deleted


Is there a setting somewhere that deals with this? Attached is an example. Most obviously the very white or black parts of the image are transparent, but also it appears bounced light is affected - the backs of the red chairs for example. Have I missed something?

hi burnin, thanks for the reply.

Attached is a scene file. Below are two screenshots, one from vRay and one from Corona. The bump amount is different between the two (I don't know how to correlate Corona's percentage to vRays world units), but the grout width of 2% and bevel width of 5% remain the same between them. Obviously there is something my layman understanding has failed to grasp here.

This is on Mac, 1.6 hotfix 2.

Steps to reproduce:

Create a tile shader in the diffuse slot
Duplicate tile shader into bump slot and switch to black/white tiles and grout

The result is double lines outside of the grout as attached. How come?

Pages: [1]