Author Topic: Corona for Cinema 4D Beta 2 daily build  (Read 64588 times)

2018-08-08, 13:03:40
Reply #420

Beanzvision

  • Corona Team
  • Active Users
  • ****
  • Posts: 2042
  • Bengamin
    • View Profile
    • Cormats
Amazing and the rendering time is fast.
I can already make carpets with this type of finish.
Thank you very much friends, excellent work.
Would you mind to share a scene or your setup?
I am new to hair in C4d... I tried this without success....some help would be much appreciated.





Hello
if I gladly share the file
I have no experience with hair and I still do not understand the
Corona hair material, but !! playing a little you can get
good results


Yesterday I did qulacosa very similar, and as in your example I can not understand why some guides do not take the dynamics and remain stiff. To understand a few tufts of hair do not have gravity as you can see.
How to intervene to solve this?
Did you hit play in the timeline?

2018-08-08, 13:07:13
Reply #421

bango74

  • Active Users
  • **
  • Posts: 71
    • View Profile
mmhhh...
I think I did not understand, I'm sorry, you can explain me better.

2018-08-08, 13:23:15
Reply #422

Beanzvision

  • Corona Team
  • Active Users
  • ****
  • Posts: 2042
  • Bengamin
    • View Profile
    • Cormats
mmhhh...
I think I did not understand, I'm sorry, you can explain me better.
Like this...

2018-08-08, 15:40:11
Reply #423

bango74

  • Active Users
  • **
  • Posts: 71
    • View Profile

Ok, I'm sorry maybe I explained myself badly, on that I had no doubt, the problem I asked was this:

2018-08-08, 15:59:38
Reply #424

elaraisawhale

  • Active Users
  • **
  • Posts: 16
    • View Profile
@beanzvision
I am going to go ahead and presume a little bit here as I think this was listed as a feature request a while ago...

We already have material overrides, pretty much exactly like in 3ds Max. That said, I think there are a few of us out there that would like at a material override that can also take in a material not just objects.

Having it like V-Ray where you control it in the material editor is similar to that idea with the difference being that the button for the override is located under the material editor instead of the render settings.

I think that if UI clutter is an issue (_I definitely don't want to clutter it as simplicity is Coronas strength_) a good solution could be to "just add" an option whether you drag the materials or objects into the existing material override window.

Hopefully that makes sense. :P

exactly this!

2018-08-08, 20:00:21
Reply #425

BigAl3D

  • Active Users
  • **
  • Posts: 410
    • View Profile
A couple of quick things after spending just a small amount of time with the latest Beta. I'm somewhat familiar with nodal systems from Cycles and Unreal Engine 4.

I had an elaborate question of the new node editor, but in searching around the web for tutorials showing the Corona nodes in Max (maybe I could glean something from them), it hit me that this editor works differently than others I've used in the past. OK so maybe I'm looking at this wrong. Is the Corona node editor window just a single world where you can drop all the materials from your scene and edit them, but they all live separately in that window?

I see Corona renders existing non-node Corona materials fine, but is there a quality difference between the standard and node Corona material?

In other node systems, one very nice feature is, you create a new material and hit edit, then you can drag a whole set of textures into it and it creates nodes for each and adds the images to the project. Just speeds things up if you're working with lots of texture files.

I assume the node with the preview in it the "output" or final result?

Thanks for any additional info.

2018-08-08, 20:07:59
Reply #426

TomG

  • Corona Team
  • Active Users
  • ****
  • Posts: 3974
    • View Profile
There isn't really a Corona node material - you can think of the node editor as just a different way of viewing all existing materials. No special material required. So there is no difference between a material created in the native C4D material system, and one created in the node system. And of course you can just drag and drop from the native system into the node editor to start viewing and working with that (perfectly ordinary) material in the node editor, no conversion or anything required.

The one thing that is new is the shared map, e.g. I have one Noise map and I can plug that into as many slots as I want, in as many materials as I want. Not only is this nice and easy to view, set up and understand in the node editor, but the new thing is that the one very same map is now in all those inputs for all those materials - adjust the one source map, and you are adjusting it for everything it is connected to (previously, with the native material editing system, I'd end up with separate noise maps in each connection, so if I wanted to change it in all the places equally, I had to manually edit each occurrence of that noise map, once for bump, once for diffuse, once for in another material, and so on).

However the node editor works in such a way that this is pretty much invisible anyway :) You just get what you would intuitively expect - one map, connected to as many places as you like, that you only have to adjust once at the source, even though there is under the hood a magical new Corona Shared Map in use.

2018-08-08, 20:11:21
Reply #427

TomG

  • Corona Team
  • Active Users
  • ****
  • Posts: 3974
    • View Profile
Oh also, the node editor is not editing an actual material so there isn't an output - it's just a "world view" of any materials you drag into it, so it doesn't actually have an output. Again this is because it isn't editing any sort of special material, it's just a viewer for whatever you drag into it, so no output needs setting (as well as no conversion needed, so you can use the node editor to edit your previously created scenes without having any sort of conversion).

That also means in the same world view, you can be looking at as few or as many materials as you like. You aren't actually "inside" any sort of material, node or otherwise.

2018-08-08, 20:21:59
Reply #428

indexofrefraction

  • Active Users
  • **
  • Posts: 106
    • View Profile
yehh.. nodes... but seems to be a bit rough on the edges
i just played 5 minutes, admit i have to test that more...

it seems the node system contains all materials... not just one as "normal"
in a way that is complicated, but also cool, because you can easily create materials with connected properties
really like the shared shader ... could be named link shader, though
it would be great (a must?) to be able to group materials / input shaders into one node,
otherwise its difficult to keep everything tidy .)
ideas:
a menu with a list of all materials in the node "screen" to zoom on the selected material (with all input nodes)
maybe a possibility to hide all unconnected or unselected nodes

btw.. is there any info when maxon plans to open their node system for third parties?

2018-08-08, 20:41:50
Reply #429

BigAl3D

  • Active Users
  • **
  • Posts: 410
    • View Profile
Thank you @TomG! That really clears things up for me. That shared concept sound very powerful considering the time it could save. Time to play.

2018-08-08, 20:53:16
Reply #430

TomG

  • Corona Team
  • Active Users
  • ****
  • Posts: 3974
    • View Profile
Lol kind of surprised to find out this is not normal, since that's how it is in Max - the Slate editor is just another way of editing the same materials as the Compact editor, and is a "world view" of whatever you show in it.

BTW, for grouping things in the Corona Node editor, one option is to create separate views. Again, they aren't separate nodes or materials, just a blank canvas into which to drop whatever you are working on at the time. Not sure if that does the same thing you were thinking of, for wrapping up a group of materials into one node, or if you had something else in mind?

2018-08-08, 21:07:11
Reply #431

menano

  • Active Users
  • **
  • Posts: 65
    • View Profile
Any news on the issue with layering several triplanar maps?

2018-08-08, 21:44:04
Reply #432

Nejc Kilar

  • Corona Team
  • Active Users
  • ****
  • Posts: 1054
    • View Profile
    • My personal website

2018-08-08, 22:31:05
Reply #433

indexofrefraction

  • Active Users
  • **
  • Posts: 106
    • View Profile
Lol kind of surprised to find out this is not normal, since that's how it is in Max - the Slate editor is just another way of editing the same materials as the Compact editor, and is a "world view" of whatever you show in it.

BTW, for grouping things in the Corona Node editor, one option is to create separate views. Again, they aren't separate nodes or materials, just a blank canvas into which to drop whatever you are working on at the time. Not sure if that does the same thing you were thinking of, for wrapping up a group of materials into one node, or if you had something else in mind?

well yes, what is normal? :) :) it was just that all other node editors in c4d renderers i know work per material. but your concept is welcome ofc, it offers cool possibilities!

what i mean by grouping is what you can do in xpresso as well (and also in the new c4d nodes):
group a setup of multiple nodes into a "master" node (with input/output slots) see the new uber material for r20, for example.
this could also be used to display one material as one node, which would maybe let u keep a bit more order
(i imagine 50 materials all with input multiple node chains... grouping would allow to keep things in order)

i didnt get what "create separate views" means, yet
... must play more :)
« Last Edit: 2018-08-09, 09:46:27 by indexofrefraction »

2018-08-09, 10:14:28
Reply #434

mendunia

  • Users
  • *
  • Posts: 4
    • View Profile
There isn't really a Corona node material - you can think of the node editor as just a different way of viewing all existing materials. No special material required. So there is no difference between a material created in the native C4D material system, and one created in the node system. And of course you can just drag and drop from the native system into the node editor to start viewing and working with that (perfectly ordinary) material in the node editor, no conversion or anything required.

The one thing that is new is the shared map, e.g. I have one Noise map and I can plug that into as many slots as I want, in as many materials as I want. Not only is this nice and easy to view, set up and understand in the node editor, but the new thing is that the one very same map is now in all those inputs for all those materials - adjust the one source map, and you are adjusting it for everything it is connected to (previously, with the native material editing system, I'd end up with separate noise maps in each connection, so if I wanted to change it in all the places equally, I had to manually edit each occurrence of that noise map, once for bump, once for diffuse, once for in another material, and so on).

However the node editor works in such a way that this is pretty much invisible anyway :) You just get what you would intuitively expect - one map, connected to as many places as you like, that you only have to adjust once at the source, even though there is under the hood a magical new Corona Shared Map in use.

My problem is that if I create a new material using the node editor (with some bitmaps or use a bitmap from another material in the screen), then I will save this material in the content browser or copy it to another scene, bitmap will not be saved or copy.
Becouse of that for me idea of shered shader is "one time use" inside one scene

best
Greg