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Messages - TomG

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5446
[C4D] General Discussion / Re: normal map
« on: 2017-09-12, 15:12:54 »
Yes for me flip red and green is giving the same result as the layered (with only a slight difference in intensity). It would be interesting to compare to the other render engine.

I rendered the same sphere twice, so it's in an identical position, and took out the red colour just to make it easier on the eyes. The first image is the "desired result" (that is, using the layered shader - though would be good to see the same render from the other engine for a better comparison), the second is flip red and flip green, no layer, adjusted normal strength to 325 (though there wasn't that much difference if I left the intensity the same - not that the intensity really matters, it's ensuring the direction of the surface is going the same way).


5447
[C4D] General Discussion / Re: normal map
« on: 2017-09-12, 14:47:24 »
It would be interesting to see the renders from the other engines, as the question you have relates to the final result (but we haven't seen the final results yet so not sure what we are comparing to, and what the differences are :) ). Could you share those renders, and the material set ups for them?

Thanks!
   Tom

5448
[C4D] General Discussion / Re: normal map
« on: 2017-09-12, 13:26:09 »
Yes, it would be reasonable to think that all normal maps are created equally and are "the same thing" - but unfortunately there are different types of them around, which is why there are the options to Flip Red and Flip Green, to accommodate the different kinds that are out there.

5449
[Max] I need help! / Re: Corona animation Back Burner
« on: 2017-09-12, 13:23:27 »
Some thoughts:

- Using Backburner shouldn't produce different results than rendering locally

- You didn't mention if you set the Animation (flicker free) value in your first rendering (it was only mentioned when you had changed to saving the UHD Cache, but it should be enabled whenever you are doing an animation whether saving the UHD Cache or not), so perhaps just using that would remove the flicker. Saving the UHD cache is mostly about reducing the time needed to calculate it for every frame rather than about removing flickering - the animation flicker free should take care of it whether the Cache was saved or not.

- There is only ever one UHD Cache if you choose to save it. If you use "Calculate from scratch" it will indeed overwrite it each time. Generally for a fly through, you would calculate it once and save it, then use the saved version for the animation; or you could use "Try to load and append" using the skipped frames, which will still save to one cache but will accumulate data from different places in the animation.

- The YouTube on saving the Cache is at

- Are you sure the flickering is related to the Cache / lighting and not some other cause?

Hope something here helps!
   Tom

5450
[Max] I need help! / Re: Diffuse color and B&W .jpg's
« on: 2017-09-11, 20:38:42 »
Sorry, I don't understand what you mean - if I place a black and white JPG (which is still just a JPG) into the Diffuse slot of the Corona Material, it comes out black and white as expected regardless of the color set in the Diffuse for the Corona MTL. Are you doing something differently, perhaps using the JPG in the Opacity slot or similar?

5451
Gallery / Re: Stand Corona
« on: 2017-09-11, 15:44:57 »
I am not sure where the model may be :) Time to apply the new skin shader though - and perhaps hair? ;)

5453
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-09-06, 18:03:11 »
The hotfix is just for fixing the two issues noted in this thread, the noise when using DR and the "Lock sampling pattern":
https://forum.corona-renderer.com/index.php?topic=17355.msg108895;topicseen#new

Skin etc won't be in a 1.6 version, as those are 1.7 features :) So those will turn up in a 1.7 daily build (which will also include the same fix for the DR noise and "Lock sampling pattern")

5454
News / Corona Renderer 1.6 for 3ds Max, Hotfix 3 released
« on: 2017-09-06, 15:55:56 »
Corona Renderer 1.6 for 3ds Max, Hotfix 3 released! Download it here https://corona-renderer.com/download/

- Fixed “Lock sampling pattern” checkbox not working
- Fixed too much noise in images when using DR/renderfarms/resume rendering with the DMC sampler


5455
[C4D] Resolved Bugs / Re: MATERIAL OVERRIDE CRASH IN C4D
« on: 2017-09-04, 14:01:09 »
Tested in two full scenes here, including the free Paris Apartment scene which is quite complex, and all worked as expected here with no crash.

5456
[Max] I need help! / Re: Corona Image Editor issue
« on: 2017-08-31, 13:29:01 »
The private uploader page has a link at the bottom that allows files of up to 10GB to be uploaded using dropbox - https://corona-renderer.com/upload

Thanks!

5458
CC Vector blur doesn't do this kind of thing, it does not look for or use actual vector data despite what the name suggests (see http://forums.cgsociety.org/archive/index.php?t-742069.html). What you need is a plugin such as Reelsoft Motion Blur, or you can use other software such as the free Fusion to create this effect - you can see that in our video about Motion Vector pass (and Fusion was chosen since it is free, and since After Effects doesn't support this effect natively without paid plugins)

 

Hope this helps!

5459
The textures cannot be redistributed due to licensing, but the links to download them are included in the info text for the library.

Thanks!
   Tom

5460
[Max] I need help! / Re: Corona Image Editor issue
« on: 2017-08-30, 16:19:20 »
Bear in mind that Photoshop does not work very well with EXRs - do you get the same problem opening with either an EXR plugin for Photoshop (EXR-IO is the one I use), or with another application that handles EXRs well (Nuke, Fusion, After Effects should all work)?

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