Chaos Corona Forum
Chaos Corona for Cinema 4D => [C4D] I need help! => Topic started by: MARDUK on 2020-03-06, 22:48:52
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corona cinema 4d fix repeating patterns of textures
Repetition of textures is a problem known to everyone
But I did not find a solution to it
I searched a lot and did not find
All solutions in the Max program
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This is 3ds max section.
Maybe we need to rename forum category to 3ds max?
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Moved to C4D board.
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This is 3ds max section.
Maybe we need to rename forum category to 3ds max?
I apologize for that, I didn't notice
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Not a problem at all.
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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you
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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you
Not really sure what you exactly mean... but what about a good seamless texture?
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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you
Not really sure what you exactly mean... but what about a good seamless texture?
All materials used by purchase
This means that it is one of the best materials
The problem is not the material
The problem lies in placing the material over a large area and adjusting it to obtain a suitable accuracy for it
They are repeated as shown in the image above
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Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you
Not really sure what you exactly mean... but what about a good seamless texture?
Hmmm... just because materials are purchased, it does not mean they are good for any situation.
To me it looks like a typical non-seamless material... and waaaaay to small for such a large surface.
You want grass-map for 1hectar of surface... take a photo made by a drone. Otherwise you will always see some repetitions... except you generate "real" grass with Mograph or other scattering solutions.
All materials used by purchase
This means that it is one of the best materials
The problem is not the material
The problem lies in placing the material over a large area and adjusting it to obtain a suitable accuracy for it
They are repeated as shown in the image above
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Designerman77
I know that the purchase is not standard, but the materials are often of high quality
And I'm talking about poliigon and the like
You are talking about herb
We have hundreds of floor maps. What do we do with them and why do specialists make them?
Repetition is a problem that occurs even on tight spaces like a wall and the like
Even with the best seamless materials
With a wall length of 7 meters, repetition problems occur
There are solutions I've seen for other programs and plugs
I don't mean permanent repetition
Currently there are no such solutions
But treat it professionally over large areas, and that's my point
My question is how is the proper way to do this with Corona - c4d ?
like this
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This one (from the video) is easily done in Corona.
But it really depends on what the base texture looks like, not every texture is suitable (straight lines kill the effect).
CU
Michael
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This one (from the video) is easily done in Corona.
But it really depends on what the base texture looks like, not every texture is suitable (straight lines kill the effect).
CU
Michael
Oh man do you let me kiss you
hahaha
I need to understand more
What do you put in Bitamp 1 and Bitamp 2 and Noise ?
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I need to understand more
What do you put in Bitamp 1 and Bitamp 2 and Noise ?
Bitmap 1 and Bitmap2 are the same, as in the tutorial. Use "blotchy" textures preferably, straight lines will destroy the "illusion" due to the rotation of the texture.
Put in Noise whatever noise you like for the result, but increase the contrast and play with the scale.
That's all there is ...
CU
Michael
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Thanks for the nice example Michael. I found the render times increased substantially as the complexity of the layer mask noise shader increased. But I noticed if you bake the texture out you get all the benefits of your method with none of the render time penalties - at least none that I've found so far with my limited testing.
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Thanks for the nice example Michael. I found the render times increased substantially as the complexity of the layer mask noise shader increased. But I noticed if you bake the texture out you get all the benefits of your method with none of the render time penalties - at least none that I've found so far with my limited testing.
Glad my "translation" to Corona render was of use, but it is not my idea, I did not create the tutorial.
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Ah this is a great idea! This will come in handy.
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Designerman77
I know that the purchase is not standard, but the materials are often of high quality
And I'm talking about poliigon and the like
You are talking about herb
We have hundreds of floor maps. What do we do with them and why do specialists make them?
Repetition is a problem that occurs even on tight spaces like a wall and the like
Even with the best seamless materials
With a wall length of 7 meters, repetition problems occur
There are solutions I've seen for other programs and plugs
I don't mean permanent repetition
Currently there are no such solutions
But treat it professionally over large areas, and that's my point
My question is how is the proper way to do this with Corona - c4d ?
like this
What was "solved" in this video?
I still see lots of repetitions...
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I need to understand more
What do you put in Bitamp 1 and Bitamp 2 and Noise ?
Bitmap 1 and Bitmap2 are the same, as in the tutorial. Use "blotchy" textures preferably, straight lines will destroy the "illusion" due to the rotation of the texture.
Put in Noise whatever noise you like for the result, but increase the contrast and play with the scale.
That's all there is ...
CU
Michael
Thank you and the information you provided
But the method doesn't always work as you prefer
This was deceived to get a good result
The best solution should be there
He sees textures of 15 meters, 20 meters and 30 meters in high quality
Drone can be used to photograph this
I found 20-meter-long textures that you don't need to trick like this
Just put it in and there will be no repetition
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Designerman77
I know that the purchase is not standard, but the materials are often of high quality
And I'm talking about poliigon and the like
You are talking about herb
We have hundreds of floor maps. What do we do with them and why do specialists make them?
Repetition is a problem that occurs even on tight spaces like a wall and the like
Even with the best seamless materials
With a wall length of 7 meters, repetition problems occur
There are solutions I've seen for other programs and plugs
I don't mean permanent repetition
Currently there are no such solutions
But treat it professionally over large areas, and that's my point
My question is how is the proper way to do this with Corona - c4d ?
like this
What was "solved" in this video?
I still see lots of repetitions...
Yes, it is not a final solution
Just cheat to get a better result
Unfortunately, this is the solution currently available
And all because of the narrow textures
If the space was large, we would not need all this
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As I had written already, it's not a universal solution (nor mine, again: I just tried what to do to make it work in Corona.
Textures with straight, especially strictly horizontal or vertical lines, won't work properly for obvious reasons, textures with splotches work best and it helps to use not just one but several different masks and bitmaps layers (with different rotations).
Overall, it is a "better than nothing" solution and with this in mind, you will be a happy realist.
CU
Michael