Chaos Corona Forum
Chaos Corona for Cinema 4D => [C4D] Bug Reporting => [C4D] Resolved Bugs => Topic started by: Cinemike on 2017-10-26, 23:46:23
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This is either a bug or I am completely misunderstanding the opacity option in the light material.
I would expect the opacity to determine which part of the emission texture is visible and illuminating, but obviously it does not work that way.
My original plan was to use a flame texture für lighting a portion of the scene and having an alpha texture cut out the black part.
It works with a standard material and self-illumination, but it is pretty noisy, of course, so I'd prefer the Light material.
Any ideas?
CU
Michael
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same for me.
It seems like the opacity channel only affects the alpha pass in the rendering. The same alpha put into the emission slot and it is shown cut out.
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Should I rather have posted this in Bugs?
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I am really, really curious!
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Nobody knows an answer?
Corona standard material plus opacity: works fine, sucks with noise.
Converted to light material: no chance with opacity.
Bug? Feature? Oversight? Misunderstanding?
Currently, I am working around it with standard mat plus extra lights (but I have to simulate the flame flickering with xpresso on the lights).
Is that it?
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Looks like a bug - I tested in C4D vs Max, and in Max the texture in the Opacity slot works as expected, but in C4D it has no effect at all. Tried a directly loaded bitmap, and a bitmap loaded through the Corona Bitmap, and in both cases the C4D light remained solid.
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Thx for looking into it.
Should I post it as a bug then or can you move the thread?
I'll have to use the workaround for now.
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Thx for looking into it.
Should I post it as a bug then or can you move the thread?
I'll have to use the workaround for now.
Thx Mike! I'll move it to the bugs section for you. We'll try to look at it soon.
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Muchas gracias!
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It is working in the daily from November 7.
And thank you once again for a fast fix!