Author Topic: How to solo node?  (Read 2265 times)

2022-05-25, 08:54:34

eschac

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Does Corona for C4D have a feature like Redshift or Octane's solo node for previewing textures? I was looking around on the forums, but couldn't find much other than feature requests from several years ago-- did this ever get implemented?

2022-05-25, 14:10:17
Reply #1

TomG

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I am not sure what "solo node" achieves or does, could you describe the functionality and what it is used for? Thanks!
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2022-05-25, 14:18:42
Reply #2

Beanzvision

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I found this online: ''It will solo any "child node" you select. So, you will only see the render of that Node in the Live viewer. For example, suppose you use the Noise texture node in the bump channel. If you make a solo node while selecting a noise texture node, you will only see a simple Noise Texture render in LV. It is a very handy choice. So you can adjust the texture and see how it looks in real time.''

Unfortunately, we do not have anything like that. You mentioned it was requested somewhere, can you link me to that?
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2022-05-25, 18:22:48
Reply #3

eschac

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When working in the node material editor, it's a quick way to preview a selected node in the render view. For example: if I want to add a noise texture to the bump slot, I can select the noise node, activate solo node, and it will allow me to preview only the noise texture and how it is mapped onto my object live in the IR viewport. It's very useful in a node based material workflow.

Here is a short video showing Redshift's functionality, which is called "connect node to output": https://www.cineversity.com/vidplaytut/redshift_quicktip_connect_node_to_output
and here is a link to Octane's version: http://www.aoktar.com/c4dmanual/index.html?ContextMenu.html

Here are a couple of links to requested feature threads that I found:
https://forum.corona-renderer.com/index.php?topic=21601.msg140690#msg140690
https://forum.corona-renderer.com/index.php?topic=32480.msg182059#msg182059
« Last Edit: 2022-05-26, 02:07:57 by eschac »

2022-05-25, 19:57:37
Reply #4

davetwo

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You can achieve much the same result by moving the node path into the luminosity slot. But that is a faff, and it would be much preferable to have the functionallity added properly.

2022-05-26, 02:04:02
Reply #5

eschac

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You can achieve much the same result by moving the node path into the luminosity slot. But that is a faff, and it would be much preferable to have the functionallity added properly.

Forgive the novice question, but how do I find the luminosity slot in the Corona Physical material? Don't see it by default.

2022-05-26, 02:09:39
Reply #6

Rutg3r

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Forgive the novice question, but how do I find the luminosity slot in the Corona Physical material? Don't see it by default.
[/quote]

you need to check self-illumination in base material tab to activate node slot...

2022-05-26, 12:12:01
Reply #7

Beanzvision

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It has been added to our internal list for consideration.
(Internal ID=904701283)
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2022-05-27, 20:30:59
Reply #8

jojorender

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…you will only see a simple Noise Texture render in LV.
activate solo node, and it will allow me to preview only the noise texture and how it is mapped onto my object live in the IR viewport.

This might be good for a IR workflow but who has time for that? I think the way c4d mtls have the “viewport display” options can be a faster workflow in general.
For example I create my stainless steel with micro scratches in bump, select bump as viewport display and save mtl in asset browser.
Next time I apply this mtl it shows me bump mapping in the viewport, I can quickly adjust mapping and move on. No need to go back into the material and “un-solo” anything for rendering. This would be a huge timesaver!
Not sure how most people work, but when I work in fairly detailed interior/ exterior scenes I never use IR. I know how my materials look in final render, I just need to quickly see that they are mapped correctly.
 

2022-05-27, 22:04:49
Reply #9

Rutg3r

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...I know how my materials look in final render, I just need to quickly see that they are mapped correctly.

Agree about that, but during material creation from scratch solo node is useful...

2022-05-27, 23:30:01
Reply #10

eschac

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I mean if you already know what all of your materials look like beforehand, then you probably aren't the target audience for this functionality. I do hear what you're saying about the IR being slower - maybe since I'm coming from snappier GPU based renderers I'm used to having the render view active most of the time while working. I would be happy with it either working within the viewport or the IR, I'd just like to be able to hit a key to preview how a texture is mapped, like most other renderers.

I'm curious what peoples' workflow is like in Corona without this kind of feature? If you are customizing a material or creating one from scratch, how do you preview what a map like bump or roughness will look on an object (aside from actually waiting for the render fully resolve in the IR, then adjusting, then letting the render resolve again, etc)?
« Last Edit: 2022-05-28, 01:33:58 by eschac »

2022-05-30, 00:36:44
Reply #11

jojorender

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I mean if you already know what all of your materials look like beforehand, then you probably aren't the target audience for this functionality.
What I was trying to say, I don’t need to review every material I apply to a new model in IR, but I do need to see in the viewport how this material is mapped.
Just trying to point out the workflow difference betw “solo mode” that renders and a “solo mode” that just shows in viewport.
This applies mostly to metal and glass that don’t give you any representation in the viewport. I do it the painful way and copy bump or roughness shader to diffuse. With the legacy mtl I untick all except diff, make mapping adjustment in the viewport and then turn all back on. Of course you need to set preview size to your bump map size to get a useful viewport preview.
I usually leave the bump shader in diffuse (unticked) for later use. This works in legacy but not in physical.