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Messages - lollolo

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61
+1

62
[C4D] Bug Reporting / Re: Proxies not rendered
« on: 2023-06-20, 13:11:37 »
I think you're exposed to 'Multi-Instance' issue.

Yep, you are right, it's only happening when I set it to Multi Instances. Render Instances are working as expected.

63
[C4D] Bug Reporting / Re: Proxies not rendered
« on: 2023-06-20, 09:40:12 »
I just tested it using RC3 and this issue is still there. Renders fine in IR, but in final render only first proxy is visible.

Thanks for checking!

Hi, thanks for testing and letting me know. Are you able to share a test scene for me and I will see if one of the guys has R20 to test it with?

Sure.

64
[C4D] Bug Reporting / Re: Proxies not rendered
« on: 2023-06-19, 18:25:17 »
I just tested it using RC3 and this issue is still there. Renders fine in IR, but in final render only first proxy is visible.

Thanks for checking!

65
[C4D] Bug Reporting / Re: Proxies not rendered
« on: 2023-06-19, 13:04:15 »
RC 3 isn't out yet for C4D, but I will make a test.

Yeah, this issue is only in R20, it's working fine in all other versions...

66
This topic is 100% resolved, and can be deleted or moved.
 
Thanks for your answers. :)

67
[C4D] Bug Reporting / Re: Proxies not rendered
« on: 2023-06-18, 23:15:31 »
Hi there, this issue was partly fixed, but I think it is still not working correctly on R20.

I tested it with the latest build, RC 2.
IR is working as expected, all proxies are rendered. Final render does only render the first proxy in my SurfaceSpread cloner hierarchy. Surfacespread is set to multi instances. Render instances are working as expected.

Can you check this R20 issue again? 

68
Aaah, thank you, this makes much more sense already :)

And please make a note in the help desk for that, I don't think I'm the only one who did't understand how the new decals work in terms of opacity.

69
It's not reflection, it's the opacity - I placed a red cube behind the object, and a blue cube in front of it, and you can see the red cube through it but no reflection of the blue cube.

From what I can see, this is expected - the decal has opacity, it's replacing the opacity of the original plane, so now you can see through the plane based on that opacity.

PS - if you are using Corona 10 daily build, you can disable "Replace Opacity" which I think may be the effect you are looking for.

Thanks for the hint with "Replace Opacity". I will check it out when i find some free minutes.
But still, why does it override when I have values between 1% and 99% opacity, but not when I have 0% (full black) and 100% (full white) opacity? this makes no sense to me. (Check my first post, when I check "Clip" in opacity channel, I get different results. Why?

70
I may just be confused here, but that doesn't look like Glossiness to me, but Opacity - you are seeing through the object due to opacity, there's no reflection / refraction going on there. Can you share the scene, since it looks like a simple test scene?
I don't think it's opacity, although it happens only if opacity of the decal material is lower than 100%.

Here my setup: plane with a black material, 0% glossiness.
Decal with a white color in diffuse slot and a noise in opacity channel. Glossiness also 0%.
In the second image, I rendered the same scene again, but using April 3 build, and got correct results, without reflections on my plane.

Hope this will be fixed till the final release :)

71
Hi

Latest build and c4d r20 on win10.
If I use Corona Decal on a simple black plane, the result is always very glossy, although my materials have 0% glossiness. So there should be no reflections at all. But when I check "Clip" under the opacity settings of my decal material, I get correct results, without any reflections.
Seems to me there is an issue, could you check it? 


Thanks!

Edit: I downgraded to the daily build before (April 3) and this resolved my issue. So my reported issue is only in the latest build.


72
[C4D] I need help! / Re: How to use...
« on: 2023-03-24, 10:08:46 »
I figured out, that this one colourfull map contains AO, metallic and gloss in RGB chanels. In Photoshop one can build his own maps... Or can we seperate the RGB chanels via a shader in Corona?

Could you try it with c4d build in filter shader or Corona Color Correct?


Here as example.
First node is to separate RGB values, second node for saturation, to get black/white.

73
+1 Thank you for this feature request, finding materials in node editor is a bit of a pain. Should really be improved!

I would like to add something. Could you mark the material in node editor, if it's selected in material manager? (is it called that way?)
The other way around would also be useful, to find the material in material manager.


Thank you

74
[C4D] Feature Requests / Re: Corona texture baking (GI)
« on: 2023-01-27, 23:45:38 »
+1

Texture baking is still a missing feature, hope we will get it in C4D too...

75
thanks!

Is this a light object with a texture? Very nice, thanks devs :)


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