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Messages - caspian

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[C4D] I need help! / Re: Help outputting MultiPass to PSD?
« on: 2020-10-16, 10:14:33 »
Thank you. I've now learned that I don't need to render to Corona VDB. If I use the regular render I can save the PSD. I'm not sure where I was when they were teaching that lesson!

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[C4D] I need help! / Help outputting MultiPass to PSD?
« on: 2020-10-14, 23:52:56 »
Hi
I'm struggling to work out the workflow to output a multipass to a PSD.
When I render it I only seems to have the regular save out setting s and not an option to specify as a PSD despite the Save settings set to Multi-Pass PSD. I must be missing something.
What is the right way of doing this?

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Is there a way to have light 1 only affect object 1, and light 2 only affect object 2 etc? I thought the composition tag might help but in a quick test (2 objects and 2 lights) I couldn’t get the lights to behave as I’d like. Before I start building out my scene I thought I'd check if I can do this the Corona.
Thanks

4
[C4D] I need help! / Re: Volumetric Fog in C4D (not mist)
« on: 2020-01-22, 01:35:51 »
Thank you all for you help. I'm testing it with the 3D noise material beanzvision posted. (it certainly slows render time!)
I am trying to summarise what each of Absorption, Scattering Emission do in my notes so I don't forget and just end up pushing sliders:
I'm a little confused between the distance setting in Absorption and Emission, and what the Step size (Volume mapping) does.

Is there a help/index I can search for?

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[C4D] I need help! / Re: Volumetric Fog in C4D (not mist)
« on: 2020-01-17, 20:10:33 »
My material here (includes what I am trying to achieve:https://imgur.com/a/KvAVHlX

thanks!

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[C4D] I need help! / Volumetric Fog in C4D (not mist)
« on: 2020-01-17, 05:55:29 »
https://www.stateofartacademy.com/en/corona-renderer-tutorial-volumetric-fog/

I thought I understood the basics of volumetric fog, but I can't seems to achieve this effect (link above) that has different densities, rather than a more general mist in C4D. With my limited knowledge I thought putting a noise shader in the volume would be good place to start, but it just makes things blotchy and just looks rubbish. Any ideas greatly appreciated!

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[C4D] General Discussion / Re: rendering image sequence?
« on: 2019-11-09, 02:29:36 »
Thanks. That's what I was doing. On closer investigation I saw a whole bunch of sub-sub folders were being created. Reboot and it's working.
https://imgur.com/Fu5kVaG

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[C4D] General Discussion / rendering image sequence?
« on: 2019-11-08, 22:41:12 »
Could someone help me out. I can't work out how to render my 100frame looping animation (C4d R19)
I even tried saving at as MP4 but all I get is a single frame, even thought the renderer is rendering again and again.
there must be a setting I'm missing.
thanks

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Scattering droplets will have a different feel as the sweaty condensation type Caspian is after. I've only did this on glass where I simply put a condensation normals map in the bump slot of the material that I've used on outside of the bottle. I've tried to make a copy of the outside mesh of the bottle and have a separate water material with a normal map for the condensation and alpha for transparancy but that gave a lot of artefacts. Deadlines were quite close, so I had to fake it till I made it :)

It would be a lot better to have the condensation and glass separate though, so I'm curious in this solution too..



Redeemer, am I understanding right that in your render I'm looking at bumpy glass/label, and not water on the glass? The reflections don't seem right if it was if it was water.

Almost all of the Mograph tuts I've seen (like the popular GSG one) using scatters, randoms and falloffs make it look as if the droplets have been sprayed/stuck on and not the more convincing water effects I was achieving in my example at the top of the post using Physical Render (as if a bottle was taken out of the fridge and had a little time to warm up). I'm going to keep experimenting, but bare in mind I'm probably the least experienced person in this thread  :)

Thanks for all your advice so far.

---UPDATE -- I might have to invest in something like Spritz if I can't solve it before I go mad.

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Thanks for the advice but neither of those tips produces what i was hoping for. I added an alpha…
Left: layered material | Right: stacked but with alpha.
I mush be missing something so obvious. I realise that this is still in beta and there are no official documents. I just wish I knew how to solve it.
The native c4d stacking allows materials to interact, which was why I (wrongly) assumed it would be similar.

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Forgive my basic knowledge of how Coronal handles materials but I must be missing something very obvious.
With a simple scene and a coloured cylinder, adding the water texture seems to be removing the coloured material below rather than adding to it.
My file is here if you want to see what I have done in more detail
https://www.dropbox.com/sh/u972nan919lqvw2/AAAfTA0ttjXtZFYCZeHgUzFVa?dl=0

Many thanks
Caspian

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Thanks for the tips – now I see where the normal is hiding! Ha. I'll have another go this afternoon. And thanks for the Link to those textures.
Cheers

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I'm not having much luck working this out. Should I be trying to create a layered material? I'm trying it this way for now but its looking pretty ropey. I'm using the same noise setup as my previous glass, so it should have a lot more droplets on the surface. I've also not worked out how to add a normal channel. I've found lots of tutorials out there for other apps but not many for corona materials +C4D. Am I going about this wrong?
Thanks!


-- update -- just watched a YT that confirms that material stacking is OK... but I still can't get a decent material out. :(

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Thank you! I haven't explored the material node system yet. I guess I ought to roll up my sleeves and give it a go. 

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I'm relatively new to Corona and doing my best to work out how to do things differently (and why) to just bing in C4D. One thing I was trying to achieve on the weekend is replicate the condensation on a surface. In C4D I do it the way 3D Fluff taught me: using a number of noise shaders in the Normal and Displacement channels of the material. Corona materials don't have Normals, but it can be achieved in C4D with the Bump instead. Does anything have any bright ideas how this can be built with Corona? My attempt to replicate it didn't show up one the interactive renderer even using a corona water texture. Any help gratefully received. Thanks

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