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Messages - Cinemike

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751
[C4D] Resolved Feature Requests / Volume Lights
« on: 2018-02-08, 19:22:42 »
I know they are easily set up, but I'd really like a checkbox in the light objects to simply add Volumetric Lights / Shadows to a Corona light.
Yes, Corona is a physically based renderer, but since the renderer with Mister Schwarzenegger's first name can do them and also claims to be physically correct, we should get them, too!

752
[C4D] Feature Requests / Re: Load Textures into Area Lights
« on: 2018-02-08, 19:14:04 »
Cookies? YAY!

http://www.dreams.metroeve.com/wp-content/uploads/2017/03/dreams.metroeve_cookie-monster-dreams-meaning.jpg

Cookies/Gobos might not be exactly what the thread opener had in mind, but they would make a nice addition!

754
Yes, I think this is planned with the new motion blur implementation. Ales would know more :-)

The man who never sleeps ;)

So I keep hoping :)

755
I might add that using Displacement on Polygon selection might lead to unwanted tearing off said selections from the rest of the model.

756

It would be useful to know what you already got for the job.
You probably tried other settings for Displacement than what's default in the render settings?
You got a proper, custom-made and hi-resolution displacement map that's not a JPG and preferably 16 bit or more?
Is it for an animation or for a still?
And - what's currently wrong you would want to have better?

I used screen size 0.5 with hi-res B&W texture, lines and edges was not smooth. It was still and very closeup camera view.
I saw Corona displacement tutorial... used same technique but I was not getting result which I was needed. If any special setup for that.... please would like to see that.

@burnin: I was also doing bitcoin...!

Thanks.
...

Sorry if I repeat myself, but most problems I have seen with displacement come from the used maps.
Your displacement map is not a JPG or something lossy, it's a TIFF or something else in a lossless format with 8 bits per channel (or better 16 or even 32)?
And the resolution was big enough to give enough information to the rendered parts of the image with your chosen render resolution? So, if you use your displacement map in the Diffuse channel everything looks smooth in the rendering (with no sampling for the texture in Diffuse to get the real deal)?

Sometimes a little smoothing (blurring) of the texture helps, but only if it is hires enough and you might lose details nevertheless, of course,

757
Doing A small coin job with displacement and bumps have to use. I did some tries but not getting good results of displacement....! If there is any trick to get good result... please let me know..

It would be useful to know what you already got for the job.
You probably tried other settings for Displacement than what's default in the render settings?
You got a proper, custom-made and hi-resolution displacement map that's not a JPG and preferably 16 bit or more?
Is it for an animation or for a still?
And - what's currently wrong you would want to have better?

CU
Michael

758
BUMP!
Still curious!

759
Just out of curiosity - how much does the just release Beta 1 differ from the RC4? Any new fixes?

760
[C4D] Resolved Bugs / Re: Freeze with C&P object
« on: 2018-02-04, 04:59:13 »
You are as fast as lightning.

761
[C4D] Resolved Bugs / Freeze with C&P object
« on: 2018-02-04, 01:47:01 »
Win 10, C4D R19, Corona Beta 1 RC 4
uploaded as 1517705392_Desktop.zip

Steps:
Load "Corona Crash Part 1.c4d". The used bitmap "Face.jpg" is within the upload.
Load "Corona Crash Part 2.c4d".
Go to Part 1 and copy the object "Bonbon Gelb" in the object manager.
Switch to Part 2 and try to paste the object there.
End a frozen C4D with the task manager.

Repeat above steps but before copying the object, replace the bitmap in the layer shader of the only material (Diffuse slot) with a procedural shader.
No freeze.

CU
Michael

762
[C4D] Resolved Bugs / Re: Displacement broken
« on: 2018-02-01, 00:34:04 »
It might not be that easy.

Coming from VrayforC4D, I know how problematic all the polygon selection (and stacking) stuff was due to the way C4D works (no mapping per channel possible in C4D was an explanation I got, IIRC, I am not a Max user and I have no idea how things work there). So I do not know how the Corona team made it possible at all(quite a lot more usable than in VrayforC4D already when it comes to stacking and polygon selections!).

To me, even with subdividing the hell out of a model, it looks like polygon selections are internally treated as separate objects, which would then be the reason for the "detached" look. But I might be completely wrong about that, too, of course.

I hope the Corona team can manage to get displacement (and stacking, but it is not stacking this bug report was about, to say it once more) to work as close as possible to C4D in the beautiful render quality Corona comes with. It'd be a lot easier than working with masks and UVs and layered shaders all the way.

CU
Michael

763
[C4D] Resolved Bugs / Re: Displacement broken
« on: 2018-01-31, 16:43:12 »
As burnin wrote.

Look at the renderings from RC2 and RC4, an image says more than a thousand words and the virgin cube from RC 4 is not what I would expect.
While we are about it, detaching the polygon selections for applying displacement is also not quite what looks right to me, I'd rather have them attached to where they belong.

CU
Michael

PS
Added what it looks like with the native renderer from C4D.

764
[C4D] Resolved Bugs / Re: Displacement broken
« on: 2018-01-31, 13:17:24 »
Yes, it's noted on the release page & change log:
Quote
Changes in Beta 1 release candidate 4
  • Material stacking now takes the first material's displacement
... and in detail, posted here:
Quote
Just a note: in the 3ds Max version, when using the layered mtl, the displacement is as well considered only based on the base layer. This is by design, but we are receiving some reports that users do not like this, so this may be redesigned in the future.
... but you already know that. ;)
Yes, I am pretty well able to read, but I might lack in writing properly, I forgot a "NOT" in my initial post. Fixed it.
So it NOT working WITHOUT stacking used qualifies as a bug for me, especially since it reminds me of the VrayforC4D way now, which totally sucks (the displacement material itself, not working with selections and stuff).
I can live with the stacking way now as it works in RC 4, but with RC 2 the rest was working fine: Like using different displacement maps on different selections, no stacking involved there.

So ...

765
[C4D] Resolved Bugs / Displacement un-broken
« on: 2018-01-30, 20:44:17 »
With this RC, displacement will not be calculated if there is more than one texture tag and the tag with the displacement is not the first in the line. No matter, if stacking is NOT involved or poly selections are set.

I suppose this results from the change to the latest RC where, actually with stacking only, the first tag's displacement is used. Please, fix this!


Win 10, C4D R19, Corona B1 RC 4

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