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Messages - TeoRossi93

Pages: [1] 2 3 ... 10
1
Gallery / Ducati Desmosedici RR
« on: 2025-05-15, 16:45:26 »
Hello guys!
I'm sharing some renders I did using a Ducati Desmosedici RR base model that I "enhanced" a bit by adding aerodynamic parts.
Everything was modeled, textured and rendered using c4d+corona.


2
I still don't get it why not model a sphere with thickness by modeling a sphere with thickness. :)

The problem with thickness is that the "thick" part was too harsh in my tests

3
Hey guys! Sorry for the later reply. The big issue for this image is that it's going to be used in a UI with overlapping graphics, I wasn't allowed to be too much fancy with reflections and stuff. I'm attaching the final output for the client.

The only thing that I wasn't really able to achieve was the "thickness" effect on the edges of the glass ball (like the 2 images attached with bubble/droplets).

4
Hi guys!
I'm working on an odd task, rendering a golf ball inside a glass sphere. It's an image that is going to be used in a UI design.
I'm attaching an image (1) that is an AI generated reference done by the client.
At the beginning I wasn't getting nice results since a "solid" sphere would distort the contained objects. I tried then the thin film option in the material and I even tried to give thickness to the sphere, but the output is really bad (you can see the attached images 2).
SOmething I'm aiming to is the attached image 3 I guess.

I think the big issue here is represented by the lighting that must be studio and pretty clear and neat since the render is going to be featured in a UI system

5
Gallery / Ferragamo watch animation
« on: 2024-12-07, 15:22:29 »
Hey guys!
Here's an animation I did 2 years ago for Ferragamo, I got the permission to share the video just now.
Everything was done using c4d and corona!



6
Don't use the Legacy (sRGB linear workflow) Color Space. Try the scene-linear Rec2020 Color Space in the Project Color Management drop down. I had a Standard Render (yes I still use that from time to time) issue. The Render Viewport colors were very dark compared to the Render to Picture Viewer output. I also tried opening the file in C4d 2023 and had no color problems.
Tried to change color space but it doesn't fix the issue.

This problem is indeed some setting in my c4d version

7
Hi Benjamin,

since the problem occurs in every scene I'm just sharing with you a random one.
https://we.tl/t-BFnwan1UCV

Thank you

8
Hey Benjamin,

so I tried turning this on and off and the result is always the same (wrong).
See attached screenshots please

9
Hi there Teo,
Thank you for contacting us.
Could you please elaborate a little bit more about the issue?
As far as I understand, the rendered image (regular render) using the VFB looks ok; the rendered image using the IR (Interactive Rendering) in the VFB also looks ok, but the IR for the Viewport is the one that is not working as expected, am I correct?
Could you please double-check if the Linear Workflow is disabled for the Viewport?
Looking forward to hearing from you.
Have a nice day/evening.
Kind regards.

Hi there! Yes you did understand perfectly what the problem is.

These attached are my current settings for colour space. I didn't touch anything since I installed c4d 2025 few days ago.
Turning on and off the linear option in the viewport doesn't change the colours behaviour

10
Hi guys!
I've updated c4d to 2025 few days ago and installed the Corona 13 daily that supports it.
Renders in the vfb and interactive (both viewport and window) are working fine. Unluckily if I render the viewport colours are different, looks like the gamma is wrong.
I think this could be a color space problem, but I checked the linear space and everything should be ok

11
Did you check if the curtain has proper UV coordinates? Assign checkerboard texture and see if there are any obvious stretching. If modelled correctly, objects like curtains should not require triplanar, instead they should have nearly perfect UV coordinates already.
Yeah the uvs are there, and they're working fine. This problem is not related to UVs tho, I can scale the texture how I want but the bump problems is still there

12
Hey guys,

So I'm having an issue with a bump texture that is rendered correctly when it's in the triplanar slot. When I put it in the bump channel without triplanar it's not rendered in a correct way.
I tried to put the texture inside a Corona bitmap but it doesn't change anything.
I'm attaching an image where you can see the correct behaviour at the top of the curtain.
I'm attaching the scene aswell.

Looks like my latest project is giving me all the issues I've never had in 6+ years using Corona lol

13
Hi Benjamin,

I think that none of this solutions is what I'm looking for. I don't need to separate gems from the silver bracelet. I need to render gems only because I need to generate bloom and glare only on them.
Since I couldn't spend lot of time on this I did it by exporting an alembic with all the objects separated, I was able to do the trick but it was a little messy in terms of file management.

14
Hello there Teo...
Would you be so kind as to share your scene project? (or at least a striped-down version of it)
Looking forward to hearing from you.
Have an amazing day/evening.
Hey Benjamin,
sorry for harassing you lol.
I'm attaching an object here, can't share the whole scene. I left notes inside to point out what I need to do.
Thanks in advance!

15
I don't think "render selected" and selected content from a cloner can work together.
A cloner is a generator, which means that everything inside stops being an indepent object and something new (a collection of clones) is now in existence.

PS
You can always include the cloner as a whole and switch off (traffic lights) specific clones inside.

Including the clone and switching off the useless stuff will work for sure, but I need alpha for the useless parts, so it's not gonna work.
I'm gonna bake an alembic animation I guess

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