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Topics - edub

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16
[C4D] Feature Requests / Material "invisible to z-depth"
« on: 2021-01-29, 01:51:40 »
as the title says, i hope this is self-explanatory.  It used to be possible (in v5) to have a material be invisible to Z-depth (for archviz with a lot of glass, this is kinda essential). 
Not sure when, or how, this was decided to be removed, but I really hope you can bring this back, so I don't have to render a separate z-depth pass for every single view I render (roll-eye emoji).

I hope I am explaining this problem accurately, but please refer to this thread for the same issue:
https://forum.corona-renderer.com/index.php?topic=30661.msg177702#msg177702


17
This always annoyed me, but i finally was able to give exact description:

In VFB editor window>Tone mapping>exposure...  let's say I have a value of -1.5 for my EV, and now I want to adjust this with a new value, so I double-click the input field to select everything....  except the "-" sign is NOT selected.  So, normally I would quickly input a new value - let's say -3, to make the adjustment....  but the value is not accepted in the field - it stays the same as before, except now the whole value, including the "-" sign is selected, so if i enter "-3" again, it will work this second time.
If the first time, I just enter "4" it will register as "-4", because the "-" sign is still there.

I know the work-around is to not double-click, but instead use the backspace to erase the existing value, and then enter the correct value...  but who has time for that? LOL

I know this is probably the most ridiculous bug report ever, but it has caused my frustration to no end ;)

18
When I work in a typical archviz scene, I might have a camera with a specific (non-default 6500[K]) white balance (e.g. 8000[K]), which also makes my viewport have this color. adjustment..  I just don't find the need to have this white balance adjustment made in the viewport, as it actually makes it harder to get proper overview of materials.  I would prefer to be able to deactivate the white balance in the viewport (as a camera tag setting).

19
Since corona glass material shows black in viewport, my fix is usually to have the object properties set to x-ray.  This used to work in Corona4, but no longer works.
Archviz workflow is suffering.

20
When I have my final output resolution set for 4k, and I start interactive render w/ VFB I get a *huge* window that is larger than my monitor resolution.  When I make scale the window smaller, the rendered image still stays at the final render res, and I now have to scroll to see all parts of the image - I can't just zoom out and contain the while image in the window.  This makes for extremely annoying workflow - constantly having to resize my render setting output for the purposes of the VFB.
Please make it how it is in max (I'm no fan - actually never used it myself, but only seen it demonstrated), as this seems to be hugely beneficial in workflow optimization. 
Please note my other feature request re: "Real Zoom" which is a totally different scenario than described here.


21
Quote
Real Zoom – When enabled, scrolling will not function in zooming the pixels of the rendered image but will move closer or further from the rendered geometry.

this allows you to do a "2D detail zoom", to check material behavior, etc on a more detailed level. 

22
- There seems to be duplicate "Material ID"option.
- Names do not correspond to those mentioned in the daliy build changelog:

Quote
Renamed randomization modes in UVW randomizer:
"Instance" -> "Objects"
"Material ID" -> "Texture tag index"
(!) "Material GID" -> "Material ID"
"Object GID" -> "Object buffer ID"

23
If I use corona materials in the scene, the constant shader viewport mode looks all black.

24
Seems that the Helpdesk login is broken.  I try login with the same id and password as my Corona Customer Zone - but it doesn't work.  I also can't not seem to change my password fro the Helpdesk site, or even create a new ticket (all because I can't login to begin with)...  can anyone explain to me how this helpdesk is supposed to work?

25
I remember reading some post where someone mentioned that the C4D node editor (R20) was better than the Corona node editor...  but I never tested it.  It seems that I can't find any references to that.
Is it supported with Corona materials?

26
when I have Corona render setting, I don't get the "multi-pass image" file save dialogue.  If I switch back to standard render, and check the "multi-pass" on the left column, then switch back to Corona, then it's there...

27
when naming an existing material layer, and hitting "enter", another identical menu pops up, and you need to hit enter again.

28
Super frustrating to create a nice (complex) material using the node editor, then only to find out that I can't use it in any other files, because the Corona Shared shaders get broken when copying to a new file.  This happens especially with the C4D Layer shader.
I can't tell is this has been brought up before, as I can seem to restrict forum search to just one forum (i.e. Bug report forum).
If I need to elaborate on the problem, please tell me, but I can't imagine I' the only one that has these experiences?

29
The title explains it ;)
The workaround of using the C4D Variation shader works in diffuse, but not in bump or displacement (I've posted in the bug forum in this regard)

30
The variation shader is crucial for getting UV variation on polygon faces, but when using the node editor there is no way to input nodes to the texture slots in the shader.

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