Chaos Corona Forum

Chaos Corona for Cinema 4D => [C4D] General Discussion => Topic started by: mrittman on 2018-03-19, 19:35:23

Title: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-19, 19:35:23
Hey guys, I recently purchased a model from TurboSquid. The model was originally created in 3ds max and the textures were done with V-Ray. I'm just wondering what the best approach would be in order to bring the model into Cinema 4D using Corona materials. The download did include an FBX and OBJ, along with image textures for the different channels, but plugging in the textures into the different channels of a Corona material and dropping it onto the object didn't seem to work. Anyone have experience with this process?
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Beanzvision on 2018-03-19, 19:52:45
Have you tried this converter?
http://www.roberthitzer.de/projects/coronatools/
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-19, 20:05:19
Have you tried this converter?
http://www.roberthitzer.de/projects/coronatools/

I have not! I will give it a go :) Thanks!
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Beanzvision on 2018-03-19, 20:12:42
No problem, good luck ;)
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-19, 20:17:51
After giving it a try, I don't think this will work :( I think that plugin is for taking V-Ray for C4D materials and converting them to Corona for C4D materials. I'm going to try a few other things, but thanks for letting me know about this plugin. It will definitely come in handy in other situations!
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: iacdxb on 2018-03-20, 03:39:10
Have you tried this converter?
http://www.roberthitzer.de/projects/coronatools/

Long time now and which I remember... I think its for PC and now for Mac OS X also...?

...
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-20, 05:33:35
So I’ve got the model open in 3ds max with Vray. Is there a way to get it into Cinema 4D with Vray? If I can get it to that point, I could use CoronaTools to convert everything to Corona materials. Gosh, this is ending up to be a bigger problem than I thought :(
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: iacdxb on 2018-03-20, 07:57:58
max vray to c4D vary.... yes, try this....
http://www.3dtoall.com/products/maxtoc4d/

I hope it will help you and then you can convert to Corona.

...
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: hog0 on 2018-03-20, 08:16:02
max vray to c4D vary.... yes, try this....
http://www.3dtoall.com/products/maxtoc4d/

I hope it will help you and then you can convert to Corona.

...

this will work if you have c4d version up to 18.. if you are running c4d r19 then the plugin doesnt work and you will have to wait for them to release v4 (should be out soon i heard)
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-20, 12:55:18
Hmmm interesting. I wonder if something like this would actually work descent. Anyone have experience with this?
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-20, 15:41:49
Since these are Vray materials, I'm having trouble figuring out how to set up the materials. There are image files for:
- Diffuse
- Displace
- Gloss
- Lor
- Normal
- Reflect

I put Diffuse into the Diffuse channel, Reflect into the Reflection channel, Normal into the Bump channel (with Corona Normal shader), Displace into Displacement channel. But it's not looking right. And I'm still left with Gloss and Lor images? Where do these go?
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Cinemike on 2018-03-20, 16:02:01
Gloss should be glossiness and Lor is rather IOR (I, not L) and would go into the IOR slot of the reflection channel.
I think ;)
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-20, 16:24:22
Oh duh lol... LOR haha. What an idiot. I think I may have gotten it! Thanks to your help, I think I have gotten the bullet to look as it should. I may have been making this harder than it should lol. Going to try the rest of the materials tonight. Thanks again everyone!
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Cinemike on 2018-03-20, 18:39:59
I often feel overrun with the various names of the texture maps out there and I am still not quite sure, for example, what to do with the AO textures some distributors offer (probably mixing with albedo/diffuse or abuse in some slot I have not yet thought of).
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Beanzvision on 2018-03-20, 18:49:13
I often feel overrun with the various names of the texture maps out there and I am still not quite sure, for example, what to do with the AO textures some distributors offer (probably mixing with albedo/diffuse or abuse in some slot I have not yet thought of).
That's how I use the AO, layer it with the diffuse and blend as needed.
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Eddoron on 2018-03-20, 18:53:39
I should add position, world space and thickness maps to my materials.
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-20, 20:05:02
Hey guys I am trying to figure out the AO as you were saying. I rendered the back of the model, and it appears jagged, as I think it is related to an AO problem? I have also attached an image showing the breakdown of the material setup. I'm just unsure what I am supposed to do. Any ideas?
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Cinemike on 2018-03-20, 20:38:16
I was not referring to AO as the effect in Corona but to AO textures that come with texture sets.

The AO shader you would use as a mask, you would add or multiply it, and with a much lower value than 100 cm mostly.
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Cinemike on 2018-03-20, 20:40:02
I often feel overrun with the various names of the texture maps out there and I am still not quite sure, for example, what to do with the AO textures some distributors offer (probably mixing with albedo/diffuse or abuse in some slot I have not yet thought of).
That's how I use the AO, layer it with the diffuse and blend as needed.

So I am not doing it totally wrong ;)
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-20, 20:52:13
Oh I gotcha. Dang it, they didn't include an AO map :/
I found this for adding the worn edges effect:
https://help.c4d.corona-renderer.com/support/solutions/articles/12000030787-how-to-use-ambient-occlusion-
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Beanzvision on 2018-03-20, 20:53:50
I often feel overrun with the various names of the texture maps out there and I am still not quite sure, for example, what to do with the AO textures some distributors offer (probably mixing with albedo/diffuse or abuse in some slot I have not yet thought of).
That's how I use the AO, layer it with the diffuse and blend as needed.

So I am not doing it totally wrong ;)
Apparently not! ;)
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Beanzvision on 2018-03-20, 21:12:41
Oh I gotcha. Dang it, they didn't include an AO map :/
I found this for adding the worn edges effect:
https://help.c4d.corona-renderer.com/support/solutions/articles/12000030787-how-to-use-ambient-occlusion-
You could probably make an AO map using this free software.
https://shadermap.com/home/
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-20, 23:19:05
It seems the edges of the texture are being stretched a lot. I can't figure out what would be causing this.
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Cinemike on 2018-03-20, 23:37:54
Could be distorted UVs in an SDS, hard to say from scratch ...
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-21, 00:16:05
Is it okay the way I've done it? I basically applied the material to the geometry, then dropped it into subdivision surface.
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Eddoron on 2018-03-21, 00:26:03
you should check the topology before adding SDS. Tris & catmark don't mix on non-planar areas. Also, check the UV interpolation options.
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: iacdxb on 2018-03-21, 04:00:58
It seems the edges of the texture are being stretched a lot. I can't figure out what would be causing this.

SDS... make editable and Relax the UV again, stretching will be fixed.

...
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: Eddoron on 2018-03-21, 08:50:06
Just look at your tools:


Quote
The edge weighting is somewhat more precise than the older types. It can be fine-tuned more precisely for larger weighting (i.e., just under 100%).

OpenSubdiv Catmull-Clark
(https://help.maxon.net/us/pics/040424.jpg)

This type represents the old Catmull-Clark type in the Pixar implementation with the aforementioned differences. If no weighting is defined or no OpenSubdiv-specific functions are used, the result will precisely represent Catlmull-Clark. Only four-sided polygons will be generated in contrast to the next type.


OpenSubdiv Loop

This type is for use in special pipelines (e.g., game development). It is designed for processing triangles; if quads are present, they will be triangulated before smoothing. The subdivided, smooth object is only made up of triangles. The subdivision process differs from the normal Catmull-Clark types:

(https://help.maxon.net/us/pics/040425.jpg)

Catmull-Clark subdivision (top) and OpenSubdiv Loop (bottom) with different subdivision of objects.
Vertex, edge and polygon weighting also work in this mode.

OpenSubdiv Bilinear

This type principally works the same way as the Subdivide … command with a disabled Smooth Subdivision option. It subdivides but does not smooth. It creates a type of non-destructive subdivision (which can be reversed at any time).

OpenSubdiv Catmull-Clark (Adaptive)

This option enables a special type of tessellation that is calculated by the GPU (the shaping is similar to OpenSubdiv Catmull-Clark). Since internal OpenGL shaders are used, Hardware OpenGL must be enabled in the Preferences menu. Otherwise only the un-subdivided cage object will be displayed.

A reminder: the GPU tessellation visible in the Viewport is not available as geometry for rendering.

Subdivide UVs

The Subdivide UVs setting resolves the problem of texture seams along the edges of adjoining small and large polygons. The Standard mode corresponds to the normal functionality. The Boundary and Edge modes apply Subdivision Surface algorithms to the UV mesh of non-OpenSubdiv types and subdivide it accordingly.

When Subdivide UVs is set to Boundary or Edge, the UV mesh will be altered and may cause parts of the texture to be hidden.
Example:

(https://help.maxon.net/us/pics/001005.jpg)

Suppose you have textured a low-poly cube 1. using the Checkerboard shader 2.. After hours of creative work, you Drag & drop the cube into a Subdivision Surface object and notice that the texture is stretched out of shape 3..

Here’s where the Boundary and Edge functions come into play (experiment to find out which function works best for you). For this example, the Edge mode was chosen 4., which preserves the original outer edges of the UV mesh.


RELEASE 18

Subdivide UVs

OpenSubdiv types have their own settings that define how UV coordinates should be handled. The settings refer to UV islands and how inner and outer UV corners are dealt with. The following options are available in the respective areas (Linear means linear interpolation (= no smoothing, no subdivision))):

Linear, None: No linear interpolation will take place, everything will be smoothed
Linear, Corners Only: The linear interpolation is restricted to corners (UV vertices that are only part of a UV polygon)
Linear, Boundaries: Linear interpolation will only take place along the edge of UV islands, the outline is maintained, the inside will be smoothed
Linear, All: A strict inner and outer linear interpolation will take place, absolutely nothing will be smoothed, the UV islands’ outlines will remain constant
Boundary Interpolation

(https://help.maxon.net/us/pics/040434.jpg)

Use this setting to define whether or not corners should be smoothed. What are corners? Corners are vertices that belong only to a single polygon. Note in the image above how the corners are not smoothed if Edges and Corners is selected.

Edge

All corners will be smoothed.

Edge and Corner

Corners will not be smoothed.

from: https://help.maxon.net/#OSDS-ID_OBJECTPROPERTIES
Title: Re: 3ds max (V-Ray) ► Cinema 4D (Corona)
Post by: mrittman on 2018-03-21, 14:42:01
Thanks guys, I appreciate it. Definitely an issue with SDS and UVs. I need to make changes to the geometry, so I would prefer being able to keep the SDS and not making it editable. Not sure that's possible I guess :/