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Messages - reublack

Pages: [1] 2
1
[C4D] I need help! / Re: Substance Painter to Corona C4D
« on: 2018-12-15, 17:27:30 »
For anyone interested, I wrote up a little tutorial covering the process of going from Substance Painter to Corona for C4D :)
(Feel free to leave any feedback, as I may need to clarify certain things haha)

http://www.mattrittman.com/substance-painter-corona-cinema-4d/

thx man!

2
[C4D] Resolved Bugs / Re: Alpha Channel doesn´t work
« on: 2018-11-16, 23:28:42 »
Found out how it works. But thanks for your help guys anyway. In the new version of corona, it is very easy to handle it.

3
[Max] I need help! / Re: [C4D] Render pass / Curvature
« on: 2018-11-16, 23:27:01 »
romullus if you mean data channel modifier i find it almost not usable, but yes maybe topic starter may use it

Topic starter asks about C4D, i doubt that he will find 3ds max's data channel very useful ;]

Check, I need a way to do this in c4d. But if there´s no way to do so ... topic can be closed ;)

4
[Max] I need help! / Re: [C4D] Render pass / Curvature
« on: 2018-11-11, 11:00:00 »
Got it. I think you are right, if it comes to several frames or even animations. But in my case (as it is in the example I´ve shown you) one still will do the job for me. Above all. ... I´m not a professional Concept Artist. Just doing this for my own pleasure :).
But in conclusion: there is no way for me to do this in Corona ... in Keyshot this is possible, or did those guys use a workaround on that?

5
[Max] I need help! / Re: [C4D] Render pass / Curvature
« on: 2018-11-10, 20:28:46 »
I don't understand why people making scratches and painting in photoshop when they can do this in 3d software with ao mask in layered material and render in any camera angle not one like in photoshop. Corona do not have that pass, but you can render override ao material for mask or make layered material without photoshoping
t=893

Thx man. To be honest, I´ve done it with AO in a lyererd material, but wasn´t able to achieve the result that I wanted to have. As a concept artist for me it´s sometimes easier (and not that time consuming) than to do all this stuff within the renderer. But thx for your response and the tut.

6
[Max] I need help! / Re: [C4D] Render pass / Curvature
« on: 2018-11-10, 11:46:43 »
no ideas anyone?
Just to clarify what I mean:
https://www.artstation.com/artwork/NqK9g

The passes the guys made during their breakdown render process ...

7
[C4D] Resolved Bugs / Re: Alpha Channel doesn´t work
« on: 2018-11-08, 19:57:38 »
;) ok thought that the stream tells enough. When I create scene, for example a background studio wall and an object, I cant geht an alpha pass out of the render.
Ich checked the alpha mask in the multipass settings. but the final mask is completly white. So, how can I get the studio wall ignored by the engine?
Can I assign a ID for the wall or the object?

8
[C4D] Resolved Bugs / Re: Alpha Channel doesn´t work
« on: 2018-11-07, 20:11:50 »
Still have some issues with that :(. Any ideas?

9
[Max] I need help! / [C4D] Render pass / Curvature
« on: 2018-11-07, 16:21:27 »
Hey guys,

just wondering if it´s possible to render a curvature pass in Corona (C4D).
I would need it for further compositings in Photoshop (adding rust or worn edges).
I´ve searched within the rendersettings (multipasses) and the forum. Unfortunately I haven´t found anything related to this topic.
Thanks for your help.

Best regards.

10
[C4D] General Discussion / Re: Material Slots
« on: 2018-10-25, 11:33:28 »
Thanks alot!

11
[C4D] General Discussion / Material Slots
« on: 2018-10-24, 20:07:54 »
Hey guys,

I´ve a problem using materials in C4D in the right way. I want to use different shaders within a material. Most of the time I create those shaders in Substance Painter (e.g. metallic shader, AO, normal, roughness, ...)
What I don´t understand is, where do I have to attach those shaders in the material? I mean, yes I get it with normal shaders being attached to the bump channel. But where do I have to attach all the other shaders?
Thats really frustrating to not achieve the same result like the previewed texture inside SP.
Any ideas someone?

Thanks alot!

B

12
[C4D] Resolved Bugs / Alpha Channel doesn´t work
« on: 2017-11-12, 01:11:37 »
Hey guys,

maybe someone could help me with an alpha channel problem (sorry if thit topic is already solved in another thread, link appreciated):
I created a scene with an obj, 2 lights and a studio-area (sphere, flat surface, e.g. as studio background). To render the scene I use an alpha tag in the Corona Multipass settings.
When i render everything without the studio-area, everything works well. I get a perfect alpha channel in the resulting psd-files.

The problem occurs, when i switch on the studio background. The alpha channel is white due to the fact that corona combines the obj and the studio. How can i select only the obj for the alpha tag in the multipass settings? What am I doing wrong? Any ideas?

Thanks for your help or any hint for a solution.

Best
B

13
[C4D] General Discussion / Re: Stacking Materials
« on: 2017-09-15, 18:20:58 »
Any Updates depending to this Topic? Would need it that badly :(

14
[C4D] General Discussion / Stacking Materials
« on: 2017-06-27, 17:52:06 »
Hey guys,

haven´t found anything about further developments / builds to stack more than 1 material to an object in c4d?
with the standard renderer in c4d it´s possible. is it planned in one of the next builds?

best
B

15
hey,

thx again for your answer. i get a little bit more familiar with uw mapping. Now i´m abble to attached and arrange the decals:
http://fs5.directupload.net/images/170218/llmiqpaf.jpg
But for any reason, i lose all the details i got in the displacement channel and the normals in the bump channel. (the red marks).
Or, when i first assign the decals and reload the displ and normal textures later in the the texture settings of the material ... some weird bugs occur (next link)
http://fs5.directupload.net/images/170218/yd5vg2hj.jpg
Maybe the bug occurs due to the mapping in C4D... UWV mapping for the basic material (out of zbrush, i don´t have to handle the uv coordinates). when i switch to frontal or quad box mapping (attached image) in the BP UW Editing mode i think i loose the right coordinates which are necessary to display the bump and displacement properly.
So i think the problem is, that i can´t select the default material settings (uwv-mapping) in the PB UW Editing Mode ... if i could, i think the problem wouldn´t occur. But i can´t switch these in normal mode, otherwise i loos the uw coordinates which belong to the displ settings.

If i switch the bump and displ off it´s completely the same result like in your video.

The other method works. But not perfect. get this visible edge in the mapping. Maybe because i have to rearange the obj by 0.01 units above the underlaying object (otherwise the displaced obj beneath hits the decal-material)
http://fs5.directupload.net/images/170218/ya4jd549.jpg

If you got any ideas @TomG? I appreciate em :)


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