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Messages - cathor

Pages: [1] 2 3
1
[C4D] General Discussion / Re: Secondary reflection layer
« on: 2017-09-05, 16:55:22 »
Here is an example, the left sphere has a standard corona mat, the right one is built with the layered material (base and one coat on top).

Well, can't argue with that. :) Thank you for the answers!
^Layered material only does a Normal Mix mode of whole materials.

Q: (for developers) Is it (or will it be) possible to have:
a) Other layering options/modes (ie. add, overlay, dodge, multiply, screen...)?
b) Include/Exclude channels (ie. to selectively mix/influence diffuse, reflections, refractions, SSS...)?

This, would be amazing. Great workflow enhancement.

Cheers

2
[C4D] General Discussion / Re: Secondary reflection layer
« on: 2017-09-05, 11:51:10 »
You need to use the layered material and put a fully reflective chrome material in the second material slot, use a standard cinema falloff with fresnel (for example) in the map slot.
That should do the trick...

Cheers

Thank you. Doesn't look quite right to me though. Maybe I am doing it wrong. Mind sharing example.

Back when I used 6.4 I recall I was able to layer a a thin refractive and reflective material onto another material. In newer daily builds the base material is picking up the refraction and not only reflection making this technique useless. Might be wrong.

Cheers.

3
[C4D] General Discussion / Secondary reflection layer
« on: 2017-09-05, 03:31:57 »
Hi,

How do I layer a secondary reflection over a material?

Cheers,

4
Hi,

Pretty sure that I've been able to layer a secondary reflection over a material with the layered material in previous builds. Does not work for me in 17-07-24.

The way I've done it before is set to enable "thin, no refraction" on the coat material. In the latest build the refraction is getting added to the base material. Just like the opacity is if that channel is used.

Maybe I am doing it wrong? what is the proper way to add a secondary reflection?

Cheers,

Sorry but need to bump my own question from a couple of pages back. Maybe someone can help me out with this.

Cheers,

5
cathor, this looks like the typical artifact caused by SSS. Look here: https://coronarenderer.freshdesk.com/support/solutions/articles/12000012390-my-sss-objects-are-faceted-

Thanks, Indeed, that solved it.

Cheers,

6
Anyone having shading problems with latest daily? I get vertical lines along edges. Related to nornals/phong interpretation maybe?

Cheers,
 

7
Hi,

Pretty sure that I've been able to layer a secondary reflection over a material with the layered material in previous builds. Does not work for me in 17-07-24.

The way I've done it before is set to enable "thin, no refraction" on the coat material. In the latest build the refraction is getting added to the base material. Just like the opacity is if that channel is used.

Maybe I am doing it wrong? what is the proper way to add a secondary reflection?

Cheers,

8
[C4D] General Discussion / Re: Displacement Issues
« on: 2017-07-17, 06:19:52 »
Hi!

This is a very interesting issue. In order to fix it, I'd say replace displacement with bump and use displacement only for low-frequency variation. But the question is why doesn't displacement handle your input data correctly?

Edit: In any case, I'd be interested in seeing the scene, if it's not a problem :-)

Lowering the Screen size under solved it. Thanks Mike. At first i tried to do world size but got really weird results unless going really small, but going too small increased the displacement calculation to insane times.

@houska, still want to see project file? Shouldn't be a problem. The project is still live but I can make a stripped down/simplified file and send it over if you are still interested.

Cheers

9
[C4D] General Discussion / Re: Displacement Issues
« on: 2017-07-14, 07:13:20 »
Have you tried to decrease the Screen Size of the displacement (it is under "Render Settings / Corona / Performance Settings, the default is 2 pixels which might be too rough), although in your special case I would switch to World size and use an appropriate value there (depending on the real world size of your details).

HTH,
Michael

Thanks mike! Will try that!

Cheers

10
[C4D] General Discussion / Displacement Issues
« on: 2017-07-14, 05:27:23 »
Hi,

I have this problem where it seems as if corona interprets my displacement map differently between frames. It's popping and jittering. I have attached a 45F render to show what i mean.
The displacemnt map is under a filter shader, is that not cool? The render was done on a single machine so we can rule out different machines calculating the map differently.

Any input appreciated! Cheers.

https://www.dropbox.com/s/s49tzkk7z74ltji/Displ_Issues.mp4?dl=0

Edit: Just realised that the picture quality is shit if viewed directly from dropbox, please download for better quality.

11
[C4D] General Discussion / Re: Corona for C4D A6.1 testing
« on: 2017-01-27, 07:55:27 »
Thanks Niko, it's working now.

13
[C4D] Resolved Feature Requests / Re: Map invert options
« on: 2016-12-20, 18:02:26 »
+1

14
[C4D] General Discussion / Re: Concerning motion blur
« on: 2016-12-19, 18:58:49 »
Do these problems still happen with RC6? Fixes to MoBlur was part of that:
https://forum.corona-renderer.com/index.php/topic,14330.0.html

Thanks!
   Tom

Can't say I have made any thorough tests but same scene crashed at least one time on the one workstation that had updated to RC6. But might also be my scene that is the problem in this case. A lot of rigid body/softbody simulation stuff that might screw with the calculations. Although mograph motion blur was never enabled.

Would rather not upload this particular scene file to the forum but can send it to the devs if it would be of any help.

Cheers,

15
[C4D] General Discussion / Concerning motion blur
« on: 2016-12-15, 22:27:23 »
I have a couple of questions about motion blur.

- Is object motion blur unstable in a6 rc5 or is it my scene that needs to be cleaned? Get random crashes upon rendering with object motion blur enabled.

- Can't find motion vector multipass. Is this a planned feature. I can see if it's not a high priority as Corona seems to be targeted mainly for architectural stills. I do prefer to do both mb and dof in camera but sometimes a project demands those effects to be done in post.

- I understand that mograph object motion blur is in an experimental stage but I am experimenting with workarounds for a project I am working on atm. Basically I have a scene where a particle system (xparticles) is driving the motion of softbody leaves. The leaves are cloned (xparticles generator) onto the particles and deformed by some native c4d forces (wind/turbulence/friction). Pointcache is not an option as the object change pointcount as leaves are born. Alembic could work but I see a whole bunch of uv texturing issues appear down the road.
I guess the main problem is that corona cant read the motion of an object that does not have a real pointindex, such as cloners.
Any suggestions of other workflows to circumvent this limitation.

Cheers,

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