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Messages - meidenberg

Pages: [1] 2
1
What's the edge shader?

The problem could be two-fold.
One thing is that explicit normals from CAD don't go together nicely with the shadow terminator fix.
The other things is that CAD tesselation may not look good or produce similar artifacts if you reset them and recalculate based on face angles. This never works well with CAD data.


I ment RoundEdges :P

I'm not sure how this works technically, the only thing I'm sure of is that this works with c4d and it works with Vray, it probably works with other render engines aswell but not with Corona.

Even if the "Terminator fix" is making some of the artifacts dissapear it will stop working when applying RoundEdges.

I would love to use Corona as the main render engine but without a single word about this issue from the developers it just wont happen.


2
We'been through this on the max side some time ago.

With normals from CAD data, there's a problem with the shadow terminator fix. In max, there's a way do disable it and AFAIR it's possible in Cinema, too. Try to disable it and see if that helps.

Hi,

Yeah I've read somewhere that it could be changed to "1" and in this scene it actually completely fix the problem untill I turn the edge-shader on. In the previous test-scene it did'nt fix all the artifacts.

Wil see if I can find the Max thread, maybe something there could help.


Thanks


3
Another test showing the issue, works fine anywhere except with Corona.

Edit: Added image showing result in viewport when the normal tag i removed.

it can only be that Corona is ignoring the normal tag right?

4
Yes, sure. Here's the file.

Thanks,


I'm afraid using the settings you have on the first page on the FBX file makes an even worse result then importing the Stp-file directly into R20 with default settings. I actually don't understand why you made an FBX of it?

On the image you posted there is no artifacts but on the other side of the model there is plenty of it. if you put a strong light on it instead of sun/sky it's more visible and if you put the edge shader on it will look even more broken.















5
Hi there,

Did you try the setting I shared on the first page? Seems to be working here. PS, your scene file loads upside down ;)



The settings on the first page is for FBX, I don't have the same settings for Stp, the thing is that the default settings makes the mesh perfect in the viewport and for rendering in C4d/Vray, in Corona I get artifacts. Same thing for Cad or Modo Mesh-fusion models.


Looking at your import it looks like it has very low polycount, I can't see any artifacts though. Could you share it?


Oops, Yeah it does, had the grid and axis tool turned of for no logical reason ;)



6
Hey,

Hope it's allright to continue in this thread, the issue is the same.

I've made an example file demonstrating the issue, it looks good in the viewport and render perfectly in Cinema 4d and Vray but have artifacts in Corona, Changing "Shadow shift" in terminator handling/debug mode (Solution from other thread) makes it better but when adding an edge shader to take care of the straight edges the artifacts will be back.

Would be nice if someone can confirm this is not working.

STP & C4D in zip.

https://www.dropbox.com/s/swxj96720691oog/Blubbs.zip?dl=0

7
Hardware / Re: My new PC for work
« on: 2019-01-24, 17:35:23 »
Any reason you want that chassis instead of "Fractal Design Define R6" except that it is a full tower, takes more space, cost more, is 6 years older etc? :)

You could also check if you can find "Samsung 970 Evo Plus 1 TB" that was released 2 days ago instead of the one you have there if the price different isn't to much, it's faster. r3500MB/w3300 MB/s instead of r3400MB/w2500MB/s




8
it actually works!

The weirdest thing of all is that the bump now works on Another scene where I noticed this yesterday without changing delta, I am so confused right now and need to test this out alot more.

Thanks beanzvision.

9
I have tried everything and never had a pleasent result since Late 2016 untill "Build 2018-12-14", which looks great.

The weirdest thing is that it seams to be only me having this problem.

Maybe if you posted the testing scene, we could play with it too? Now we can only guess what you're doing there. And it's not just you. Other people reported issues with bump in past too.

Sure, not much is correct in this scene but I have the same issues in all projects where Corona is used.

10
it's a bit sad but personally I could live with that. The Problem I'm having is that the bump dos'nt look like bump at all when using noise, The only time that it has looked nice is in "Build 2018-12-14", for me it have never worked before it and not in the build after it. I posted an example image in previous post, cube is 4x4cm.

Have you tried playing with the scale of the noise? It just seems to me like the scale is much lower in the newer build if I compare the 2D cases. Also, cranking up the strength might help. But note that this has its limits because of how Corona tries to keep physical consistency.

I have tried everything and never had a pleasent result since Late 2016 untill "Build 2018-12-14", which looks great.

The weirdest thing is that it seams to be only me having this problem.




11
The bump is still acting weird for me when using noise, the only time that it has looked nice was in "Build 2018-12-14" when the new bump was introduced but then the 3d mapping did'nt work.

in Build 2019-01-02 the bump looks more like the noise were in the diffuse-channel exactly like all versions before "Build 2018-12-14"

As much as I hate saying it, this is expected though. Due to limitations of C4D, we can't have "nice" bump and the non-2D UV mappings together. As I suggested elsewhere, use a texture to fully harness the new bump implementation.

it's a bit sad but personally I could live with that. The Problem I'm having is that the bump dos'nt look like bump at all when using noise, The only time that it has looked nice is in "Build 2018-12-14", for me it have never worked before it and not in the build after it. I posted an example image in previous post, cube is 4x4cm.

12
The bump is still acting weird for me when using noise, the only time that it has looked nice was in "Build 2018-12-14" when the new bump was introduced but then the 3d mapping did'nt work.

in Build 2019-01-02 the bump looks more like the noise were in the diffuse-channel exactly like all versions before "Build 2018-12-14"

Hi, can you share some examples of what you mean when you say "weird"?


Attached an image showing what I mean.

13
The bump is still acting weird for me when using noise, the only time that it has looked nice was in "Build 2018-12-14" when the new bump was introduced but then the 3d mapping did'nt work.

in Build 2019-01-02 the bump looks more like the noise were in the diffuse-channel exactly like all versions before "Build 2018-12-14"

14
is noise in the bump-channel only suppose to work in 2d space?

15
[C4D] Resolved Bugs / Re: Anisotropy rotation
« on: 2017-11-09, 20:46:07 »
Well, you pretty much have it already in the first case. The only problem being the numerical instability aroud that singularity on the top. I asked Ondra and it's a known issue.

Yupp, I did'nt know if it was known or not so I just wanted to mention it while it's a beta.

As houska said, you pretty much got it. Using a map for anisotropy works very well, even if you have anisotropy disabled.
However, another thing you could do with (ani. enabled) is to use the layer shader with the base material duplicated and one put in the base and the other in the first layer slot. You only have to rotate the anisotropy on one layer.(see pic)
The rest like bumps etc. should be easier.

Thanks!

I only want the anisotropy in one axis, it looks to me that it's not possible with maps right now on shapes like spheres, or at least I hav'nt figured it out.

In example 1 of my first post there is no map for direction but it has the desired result, the problem is the small area in the top which is left with no anisotropy at all.
One workaround for that area is to make a really small tip where the singularity is located and the faulty area will be gone. (See attachment)

When I add a map for anisotropy on an object lika a sphere I get two singularitys, one per default which I can rotate by changing the axis of the object and one that is controlled by the map, I can change both to the same axis but then the rotation isn't correct anymore. A workaround for that is simply to make 3 materials, one for each axis. (The other attachment)

I don't even know if there is a perfect solution for it but I somewhere hope that all anisotropy can be controlled by maps in a single material.

it's a critical feature for me so I just had to bring it up, maybe it works or maybe it could be fixed in the future if it's not. Otherwise I can live with the workarounds :)



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