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Messages - j.nosh

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1
Hey,

Thanks for your answers and the moral support!

Ok got it. Speed ups of any kind are always warmly welcomed!! :)

cheers
J

2
Hey,

I was doing backflips when I heard this improvement was coming with 12v2
My disappointment couldn't have been bigger when I realised only for Max.
Are there plans on this? I spend 1 or 2 hours daily waiting for parsing of scatters and such.

Thanks J

3
[C4D] General Discussion / Re: OSL parallax
« on: 2025-05-06, 00:18:57 »
Hey Stefan,

great news, will try it when available 👍

J

4
[C4D] General Discussion / OSL parallax
« on: 2025-03-19, 09:19:55 »
Hey,

any news on this?

Last post about this is more than 1 year old I think.

cheers
jay

5
[C4D] I need help! / Re: worn edges with AO
« on: 2025-03-13, 10:25:37 »
Ahoi bnji,

thanks for getting back and checking my file.

I just had a look at your version. (Hey I didn't know that tag stacking works with corona)

However as I said in my post before I had tried the curvature shader. But unfortunately it does not perform as expected.

Take displacement as an example. I just created a new file with two simple materials red(displaced) and white (not desplaced).

Either way using the Layered material with a curvature shader as mask or using it your way with tag stacking and curvature shader in the opacity slot.

Displacement does not care about the curvture shader.

Ok well then I thought ok maybe I have to put the curvature shader in the displacement channel as well. But hell no, it behaves even weirder :) Displacement is scaled completely different ignoring the UVW, but one could have the feeling that it sightly increases at the edge.

Maybe you could check the atatched files again. Not that I'm halucinating here or something :)

Thanks
Jay

6
[C4D] I need help! / Re: control shadow
« on: 2025-02-08, 18:26:28 »
Hey lollolo,

true that. I could render just the branch hanging into the frame as a separate image.

however i usually like the process kind of rigid all the way, so when there are lots of images to be finished i still keep the overview :)

so if someone knows something, let me know.

thx
jay
 

7
[C4D] I need help! / control shadow
« on: 2025-02-07, 17:38:57 »
hey

is there a way to control the shadow of an object.

I want to have a tree not to throw a shadow on the ground.

By using a comp tag I can solve it, but then there is now selfshadowing.

Is there any way to exclude certain objects from catching a shadow or something?

thx
jay

8
[C4D] General Discussion / Re: reflexions on ground
« on: 2025-02-05, 14:57:44 »
Cool thanks, didn't know that feature yet.

Peace
Jay

9
That's odd. I will check with the devs if it's expected. Perhaps you could use Corona Distance shader as Surface Scattering > Distribution? It seems that you would need to use capped geometry rather than splines though.

Jep, thats it. Ok thanks for the hint. I will try with the distance shader.
Would be really cool if it worked just inside the scatter thou ;)

Thx
Jay

10
Hey Maru.

Thanks for posting the video.
Sorry, haven't posted the screenshot where changed density.

But in your video it's still not working as expected.
The leaves/scattered obj always get scaled. Thats not what i need. It should only reduce the number of obj but not scale them.

Jay

11
[C4D] General Discussion / Re: reflexions on ground
« on: 2025-02-04, 13:10:23 »
Hey. This is a very old one. 
I found it in the search thou and it's exactly what I#m looking for.

Is this possible meanwhile. I have the issue that I want the Sky only be reflected by the windows of a building and nothing else.

Would be very helpful.
Thx
Jay

12
Hey Maru,

thanks for your reply.

Unfortunately I was not able to verify this.

In the falloff area 0-1m only the scale value is taking effect. density does not seem to do anything here.

Just to be clear. I need the number of Instances per square unit (density) to decrease along the falloff.

Check the screenshots and my file if you like.

Do you have a simple scene to send over in which this works?

thx jay





13
hey,

i'm having troubles with the scatter tool.
whereas the scale slider works as expected the density parameter does not change anything.

as i understand it is supposed to reduce the number of scattered instances between the near and far distance. (just like the scale parameter does this with the scaling)

this feature would be really helpful since i want to reduce number of scattered leaves according to the distance form the spline.

thanks ;)
jay

14
[C4D] I need help! / Re: worn edges with AO
« on: 2024-11-12, 12:27:09 »
Hey,

I know this is a prettey old topic. But I still haven't found a good solution to this.
I'm trying to do worn concrete edges (displacement) like in this 3dmax example. It's pretty much what I want to achieve in C4D.
https://forum.corona-renderer.com/index.php?topic=40773.msg216113#msg216113

After trying to utilise curvature map, ao, c4d boolean object or slicer material (the latter is killing the rendertime of course) the best restult so far I got was with distance shader to control the amount of displacement.
But i got some weird lines going on. Whats that? Am I doing something wrong or is it a bug?

And in general it's still far from the simple max example above.

Any suggestions?
Thanks ;)




15
... for a more complex archviz scene (not IR) it means a difference of 500-600 Rays/sample in 9.1 compared to around 2000 Rays/sample in 10.0
which of course results in a rise in rendertime by at least 400%.

I also found the CPU having some sudden breaks in render power. this also happens with 9.1 thou.

Furthermore I saw that a certain material with some displacement caused 10.0 to even have much higher Rays/sample. I will try to find that material again and send a test scene.

My colleague runs the same system. just not watercooled but with a noctua fan, and he's having the same issues. If that might help to find the mistake.

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