Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: reublack on 2018-11-07, 16:21:27
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Hey guys,
just wondering if it´s possible to render a curvature pass in Corona (C4D).
I would need it for further compositings in Photoshop (adding rust or worn edges).
I´ve searched within the rendersettings (multipasses) and the forum. Unfortunately I haven´t found anything related to this topic.
Thanks for your help.
Best regards.
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no ideas anyone?
Just to clarify what I mean:
https://www.artstation.com/artwork/NqK9g
The passes the guys made during their breakdown render process ...
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I don't understand why people making scratches and painting in photoshop when they can do this in 3d software with ao mask in layered material and render in any camera angle not one like in photoshop. Corona do not have that pass, but you can render override ao material for mask or make layered material without photoshoping
t=893
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I don't understand why people making scratches and painting in photoshop when they can do this in 3d software with ao mask in layered material and render in any camera angle not one like in photoshop.
Because it makes the render slower. Nothing is as fast as simply plugging in a texture map into a slot. When you add more shader nodes, especially nodes that trigger extra rays, like the AO map, the render will take longer.
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I don't understand why people making scratches and painting in photoshop when they can do this in 3d software with ao mask in layered material and render in any camera angle not one like in photoshop. Corona do not have that pass, but you can render override ao material for mask or make layered material without photoshoping
t=893
Thx man. To be honest, I´ve done it with AO in a lyererd material, but wasn´t able to achieve the result that I wanted to have. As a concept artist for me it´s sometimes easier (and not that time consuming) than to do all this stuff within the renderer. But thx for your response and the tut.
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I don't understand why people making scratches and painting in photoshop when they can do this in 3d software with ao mask in layered material and render in any camera angle not one like in photoshop.
Because it makes the render slower. Nothing is as fast as simply plugging in a texture map into a slot. When you add more shader nodes, especially nodes that trigger extra rays, like the AO map, the render will take longer.
Ok you making it in photoshop, many layers and stuff, and employer asking to change angle a bit or making second angle the same painting etc, how you replicate the same setup in photoshop? It's slower rendering ~10-30% depend of material in frame, is it much slower than making it in photoshop?
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Thx man. To be honest, I´ve done it with AO in a lyererd material, but wasn´t able to achieve the result that I wanted to have. As a concept artist for me it´s sometimes easier (and not that time consuming) than to do all this stuff within the renderer. But thx for your response and the tut.
I mean you can render in override slot material with only AO and use is as mask as curvature in photoshop.
Layered material working similar as in photoshop, it is hard only at beginning with AO but you have interactive rendering what is help very much, use it as advantage. To see how AO mask is working you can put it to diffuse with colors what clearly see for example red and green, and adjust how you want it to use as mask then put it in layered mask and mix with other material. Do not forget to plug on ao some noise\damage textures
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I don't understand why people making scratches and painting in photoshop when they can do this in 3d software with ao mask in layered material and render in any camera angle not one like in photoshop.
Because it makes the render slower. Nothing is as fast as simply plugging in a texture map into a slot. When you add more shader nodes, especially nodes that trigger extra rays, like the AO map, the render will take longer.
Ok you making it in photoshop, many layers and stuff, and employer asking to change angle a bit or making second angle the same painting etc, how you replicate the same setup in photoshop? It's slower rendering ~10-30% depend of material in frame, is it much slower than making it in photoshop?
Absolutely, especially when you are rendering 100's or even 1000's of frames. A 5 minute tweak in the map in an image editing program vs. many extra hours to render is worth it.
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Absolutely, especially when you are rendering 100's or even 1000's of frames. A 5 minute tweak in the map in an image editing program vs. many extra hours to render is worth it.
This is not 5minutes in photoshop, some people even paint model at photoshop, they making mask of elements what even not exist in 3d model, how they can make animation for that at every frame if it was manual mask? At example model even do not have glare at light parts in photoshop making it in every frame is much longer in post processing imho
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Got it. I think you are right, if it comes to several frames or even animations. But in my case (as it is in the example I´ve shown you) one still will do the job for me. Above all. ... I´m not a professional Concept Artist. Just doing this for my own pleasure :).
But in conclusion: there is no way for me to do this in Corona ... in Keyshot this is possible, or did those guys use a workaround on that?
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Don't know about keyshot but i am telling you again you can render AO material as mask, that guy tells what curvature using as selection color, that similar selection you can render in corona, do not see AO example from that guy you can make AO map similar to curvature(the same thin lines) but only in one color that's enough to make mask for dirt\scratches, just adjust ao thickness and other parameters
Something like this
(http://imagizer.imageshack.com/img921/479/UfP5eD.jpg)
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Absolutely, especially when you are rendering 100's or even 1000's of frames. A 5 minute tweak in the map in an image editing program vs. many extra hours to render is worth it.
This is not 5minutes in photoshop, some people even paint model at photoshop, they making mask of elements what even not exist in 3d model, how they can make animation for that at every frame if it was manual mask? At example model even do not have glare at light parts in photoshop making it in every frame is much longer in post processing imho
It is 5 minutes in any image editing program, I do this every day. The problem with using AO as a mask, is that it changes on every frame when there is movement, which is a terrible way to create a mask because of frame by frame inconsistencies. You need a static map based on pRef geometry, which you simply can not get using an AO mask on moving objects.
Your robot example is a good example of moving objects creating inconsistent masks when using AO as the mask, it is a bad idea. Better to just feed the object into Substance, press the 'Bake Maps' option, then use those maps as a mask, plus it renders faster.
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AFAIK Corona curvature was considered at some point, but then Autodesk introduced its own awkward version of curvature in some 3ds max version and the idea was abandoned by Corona team. But if C4D doesn't have curvature shader, then maybe we still have a chance to get this handy tool, properly implemented by RL? ;]
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Njen, i meant like this, it's not 5 minutes work
many people work like this, don't know why, recently employer show me psd from similar workflow it's big mess, it was paint even decals at car in photoshop, and renders was terrible, view angle and frame car was out of frame, don't know how he was plan to fix 3d rendering after this mess in photoshop, i can find this psd for you if you want ))
I understand this is concept but still i think it would be less problem in future if you will make it in 3d, a bit slower but it's the same as corona what faster than vray not in rendering time but in new workflow with easy setup scene
romullus if you mean data channel modifier i find it almost not usable, but yes maybe topic starter may use it
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romullus if you mean data channel modifier i find it almost not usable, but yes maybe topic starter may use it
Topic starter asks about C4D, i doubt that he will find 3ds max's data channel very useful ;]
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romullus if you mean data channel modifier i find it almost not usable, but yes maybe topic starter may use it
Topic starter asks about C4D, i doubt that he will find 3ds max's data channel very useful ;]
Oh right, sorry, it's 3ds max section tough =)
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Njen, i meant like this, it's not 5 minutes work
You are moving the goal post. The initial discussion was about creating a curvature map only takes a few minutes, not the whole full texture.
The bottom line is that using an AO map as a mask on moving and deforming objects will always give inconsistent results and render slower, that is a fact. Better to spend a few minutes in a program like Substance to guarantee perfect, and fast rendering results.
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I agree that premade curvature texture is much better than AO pass, but it requires properly unwrapped UV and takes away some flexibility. I think that dedicated render-time curvature shader would still be a nice thing to have.
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romullus if you mean data channel modifier i find it almost not usable, but yes maybe topic starter may use it
Topic starter asks about C4D, i doubt that he will find 3ds max's data channel very useful ;]
Check, I need a way to do this in c4d. But if there´s no way to do so ... topic can be closed ;)