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Messages - John_Do

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106
Hi,

It's in a weird location but still here :


107

I've not come across this before, but what is a Scene Hook exactly?

Cheers!

Np, let us know what you are cooking ;)

Regarding Scene Hook I don't know ( I'm just hacking my way through Cinema's Python SDK), you have to ask the devs ! But it seems like a way to store specific data at the document level ( multipass, corona nodes ) without parenting / nesting it inside an already existing Cinema 4d object (like c4d.GetWorldContainer() / c4d.SetWorldContainer()). It's specific to C++ plugins.

Some info here :
https://developers.maxon.net/docs/cpp/2024_4_0/class_base_scene_hook.html#af1445d83b18dbfa67d8c663d308dde48

https://developers.maxon.net/docs/cpp/2024_4_0/class_scene_hook_data.html




108
I hope it was helpful

Nice !

I wrote a quite similar code on my side.

Get and set multi-pass settings

Code: [Select]
# Access to the corresponding scene hook
mp_settings = doc.FindSceneHook(1037467)

# Enable multipass
if mp_settings[c4d.CORONA_MULTIPASS_ENABLE] == 0:
mp_settings[c4d.CORONA_MULTIPASS_ENABLE] = 1

Get passes list

Code: [Select]
# Passes are stored under a c4d.GeListHead object
# First we get the scene hook that stores multipass settings
# and the branch for passes

hook = c4d.documents.GetActiveDocument().FindSceneHook(1037467)
branch = hook.GetBranchInfo()


# Then we look for the list head

if branch:
head = [b.get('head') for b in branch if b.get('id') == 1037373]
if head:
head = head[0]
                return head

Then you can handle the passes list from the head level or the nodes level depending on your needs.

109
Hi,

There is no documentation for this stuff, but you can find some hints in the description files stored in the Corona plugin folders ;)

I get back later today with the code and some explanations.

110
I wrote something to do exactly that, do you want to do something like this ?




111
[C4D] General Discussion / Re: Rotate bitmap texture
« on: 2024-07-08, 08:43:41 »
I feel your pain, but it's more a Cinema 4D issue than a Corona one.

For the longest time Cinema handles mapping at the material level, with the projection settings on the Texture Tag. It's handy with a pristine PBR material, but a f**** hell as soon as you want multiple textures with different projection settings (and buggy Projector shader everywhere ). It was fixed in the recent versions through the addition of the Node Editor ( the C4D one), but Corona doesn't use it.

So if you're using Corona 12 (latest version) you can convert your Bitmap to Corona Bitmap and use the Rotation W setting :



Or if you don't need to use the mesh UVs, you can use a Triplanar shader and it's Rotation settings :


112
Nice stuff, we finally have a decent rugs collection like the Max guys. Thanks !

113
Hey, thanks for the reminder and the interest. I didn't have much time to spend on it lately, I have to get back to it !

114
John_Do, i've tried to execute gamma correction on saved image but with not good results. Can you please suggest me which kind of correction have you made on the example picture you have posted?

It's just an Exposure layer in Photoshop with the gamma value set to 2.2, nothing fancy!

115
[C4D] Daily Builds / Corona 12 RC1 General Feedback
« on: 2024-06-24, 10:18:55 »
Hi,

Thanks for the latest build. I did a few quick tests and I hope the feedback below will help fine-tune the product before release.

Windows 10 22h2, Cinema 4D 2023.2.2

VFB 2.0
- Changes to Tonemapping settings aren't registered if Enter is not pressed (regression)
- Tab key to move from one parameter to another doesn't work (regression)
- Tools panel width can't be modified (regression)
- Can't scroll anymore between the Pass with the mouse wheel (no big deal but I like to navigate between items like this) (regression)
- Stop / Render buttons blink when orbiting / panning / zooming
- New icons are nice and clean but IMO really BIG. Could be there a compact version to gain a bit more vertical space for the image ?
- Could the Render and Render IR be two separate buttons ?
- Scaling the VFB window to image dimensions by double clicking on the image doesn't work anymore (regression)
- Zoom shortcuts don't work on my side ( Ctrl +, Ctrl -, Ctrl 0)

Solo Mode
- There is a bit too much delay when toggling the solo mode, whatever the scene size is (around one second in an empty scene in the worst case on my side)
- IMO the isolated texture should be rendered as if it was plugged into the self-illumination channel. Also it shouldn't be affected by the tonemapping IMO.
- Could be nice to have the Solo function as a menu command, in order to turn it into a shortcut. Also it would allow us to disable the solo without having to go back to the solo-ed node, much quicker.

Other
Long standing bugs still here :
- UVW Channel override in Corona Bitmap doesn't work
- UVW Channel override for Anisotropy Orientation doesn't work
- Triplanar still not supported in the Bump channel if a C4D shader is in the stack

Also it would be handy to have some shortcuts for the VFB commands. Some ideas :
- Save image
- Trace render region
- Remove render region
- Pick object
- Pick focus
- Lock IR resolution
- Zoom increment ( 100 200 400, one command for each ratio)

116
The gamma correction is missing on the version saved through Python. I think it's handled by C4D Picture Viewer but it's bypassed in this case, so you have to find a way to add it to your bitmap before saving.



117
[C4D] Feature Requests / Re: Reverse Material Convertion
« on: 2024-05-23, 14:42:12 »
I have something here, it does the bare minimum, it's hacky, but it works.



Script is attached

118
Support for Triplanar and Mapping Randomizer added in the latest release, finally ! 😎


119
[C4D] I need help! / Low Rays/s and general slowness
« on: 2024-05-16, 19:06:08 »
Hi,

I have the feeling that Corona is becoming slower and slower with each release.

That's probably my fault since I like to put always more stuff in my scenes with all the bells and whistles. To be clear I keep things simple in the sense that I don't fake anything and go straight to the point (more or less). But I'm using all the features Corona has to offer (anisotropy, sss, displacement, no fake lighting etc. ) and it's really convenient but I'm beginning to feel a bit too much the price to pay for that simplicity.

What is your typical ray/s value in your interior design projects ?

I'm often around 2M, but it also often goes as low as 1,5M (on an OCd 5950X). Typical .c4d file size is around 1GB, it can be managed but IR is obviously very far from interactive at this stage, and even tests / regions renders are painful to deal with ( parsing times hellooooo). Copy pasting objects in a new scene to adjust a material look is second nature to me now.
For final rendering, from 2h for the best case scenario to 7h/8h sometimes, with an average time of 4h at 4K - 4/5% noise - 100 passes.

Not a rant, I know my projects are heavy and that performances decreases according to scene complexity but this slowness is distracting me more and more from the creative side of my work and I'm getting tired of it. I guess using Blender on the side for the modeling doesn't help since Cycles is very responsive and the comparison hurts (but I'm not getting into that debate, it has its own issues too !).

Did you ever feel that way about your workflow, your projects? If so how do you manage it, do you have any workaround? Should I upgrade my hardware ?

I already know about this article and this topic, but it hasn't changed much.


120
Hi,

I didn't understand if the materials are used inside a Layered Material or stacked with Texture Tags and opacity maps, or not at all, but here few ways to do it :

- use a different UVW Tag for each material by placing each one to the right of it's Texture Tag



- use the Projector shader to modify the bitmaps scale inside the material. Caution, it has several issues with some Corona shaders.



- convert the materials Bitmap shaders to Corona Bitmaps and use the UV settings in the Additional Mapping section





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