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Messages - tshelton

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Just an idea, have you tried using "Object buffer ID" for the mode of the multi shader, then add a compositing tag to every object that has the material applied. Then in the compositing tag, select the "Object Buffer" tag and enable the first one, make it a 1. Then go onto every other object's compositing tag and do the same but increase the number by 1 each time, or just do a mix of 1, 2, or 3, depending on how many variations you want. It is a little lame because you have to go through and manually set it up the first time, but then everything is still all within one material, and you can modify which variant is applied to which tile by changing the object buffer ID. I've only used this once for lighting an LED tube so I could control each LED within the material, but I haven't put it through much testing, so it'll be interesting to see if it works.

EDIT: So I misread the original post, and assumed you were using the multi shader, not the UVW randomizer, so you could test the randomizer, but I don't know if it would work the same. But you could accomplish what you are doing with the multi shader instead I would think. (You would just create a different texture, or send your texture through a layer node and add a transform to manually transform your texture, and make a few variations then plug them all into the multi shader)

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Ah this is a great idea! This will come in handy.

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i hope c4d users can take advantage of this feature, too. on trello "corona c4d roadmap" there's no hint for such feature...
It looks like on the trello roadmap, it is in the pool of features to be considered. Here is a link to the feature request. https://forum.corona-renderer.com/index.php?topic=27545.0

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[C4D] Feature Requests / Re: Cinema 4d Material library
« on: 2020-02-26, 19:41:12 »
I think this desperately needs to be implemented. What I would love as well would be a place to store materials as well to use in other files. I don't like having to open an old file to copy and paste a material, and then copy and paste all of the textures over as well. It would be much easier if it worked like Substance Painter where all of the materials are stored in the library at the bottom, and you can add your own materials as you wish, and it stays for every open project to easily pull in.

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[C4D] I need help! / Corona Lights very bright in Viewport
« on: 2020-02-21, 18:11:36 »
When I place lights, they are very bright, they blow out the image and make it hard to see what I am working on. This is with Gouraud shading. It looks great in the render, but very blown out in the OpenGL viewport. I turned on Enhanced OpenGL and turned on the setting that makes Corona materials view properly in OpenGL as well, but neither has fixed the issue.

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[C4D] I need help! / Re: Cinema 4D Fabric
« on: 2020-02-20, 17:06:09 »
It looks like Fusion is an older version of the Layer shader. So it would accomplish the same as I have, but with less control.

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[C4D] I need help! / Cinema 4D Fabric
« on: 2020-02-19, 18:24:09 »
I followed a tutorial a while back on creating a fabric material in Corona. And it works great, except it was made in 3ds Max, and I have a question on how to accomplish one element that they used. They used a falloff node in the fresnel mode, then plugged an image into the light part of the falloff and a darker version of the same image into the dark portion of the falloff node. This is to replicate the look of fabric reflecting more light at glancing angles. I looked through Cinema and I couldn't find anything that could accomplish what 3ds max does easily. So I created a convoluted way of merging my images with fresnel, then merging them together using layer nodes. Is there a better way to accomplish this? Image is attached below showing my solution.

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[C4D] I need help! / Re: Faceting in Render
« on: 2020-02-13, 17:04:14 »
I have uploaded that file

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[C4D] I need help! / Re: Faceting in Render
« on: 2020-02-13, 16:45:39 »
Yeah I messed with the phong tag but didn't have any luck. I deleted it and re added it, I also changed the angle and that didn't help either.

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[C4D] I need help! / Faceting in Render
« on: 2020-02-13, 00:53:00 »
I am having an issue with these curtains. I rendered it and noticed some really bad faceting. It only shows up when I render, it looks perfect in the viewport. I also tried rendering it with Physical Renderer in Cinema 4D, and it didn't have the issue. I have only seen the issue in Corona. Any ideas what may be going on? When I imported the mesh, it was triangulated. The gray and black curtain are both still triangulated, the white one I ran the untriangulate command and it didn't solve the issue.


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Okay, I modified it a bit. I'm still not really happy with it, but thought I would share it here for some additional feedback.

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Okay, I figured out one major issue. It felt like none of my glossiness maps and bump maps were having any affect. Turns out, that was true. I needed to set the glossiness map and bump map to the linear color space, and now they are working and I'm getting a much better result. I will share results when I have something that looks better.

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Hello!

I am just starting with Cinema 4D and Corona, and I wanted to get some feedback on what I could do to increase the quality of this render. Everything looks so flat and no matter of tweaking is helping me get much more out of it. Let me know what suggestions you have for me to try to fix materials and lighting and such.

I have attached my current render, and a photo of the venue I am recreating. I'm not concerned with some little modeling variances, like scale is slightly different, I am more concerned with the texturing, lighting, and rendering which is what I know is holding it back from looking more realistic.

Thanks!

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