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Topics - jamieirvin

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Hi guys,

We have noticed that, when rendering a small region in the viewport, corona has a tendency to stall when computing the secondary GI.  It hangs indefinitely and any attempt to stop it causes C4D to freeze (spinning wheel of doom).  This means we have to force quit so no crash report....

This has only happened with the latest commercial V5 release / C4D R21 / MacOS on multiple machines.


Bug Reporting Cinema 4D / Virtual Beauty Pass
« on: 2019-02-05, 15:48:36 »
I'm finding that the Virtual Beauty pass doesn't work when using Team Render.  It renders out but looks no different the the beauty pass.  Whereas, when rendering locally, the Virtual Beauty Pass has significant de-noising applied.  I have tested on 0.6 & 0.8 values.

I'm trying to establish whether the denosing isn't working properly or if it is just the Virtual Beauty Pass that isn't right.

Bug Reporting Cinema 4D / Team Render & Server issues
« on: 2019-02-01, 11:16:20 »

We are suffering some serious network issues and I am trying to get to the root of the cause.  We currently have Corona licensed to 5 machines with 8 machines running the client.  We are on macOS exclusively and have been testing team render for the last couple of weeks.  This week we have seen an issue with Team Render crashing and kicking machines off the server.  It results in the whole office shutting down and requiring a restart.

The one consistency is it seems to happen when the Team Render Client is running on local machines or Team Render Server is launched on the Server machine. 

My thought is that it could be an IP issue as I believe we have a floating IP rather than static.   

Has anyone seen this before?


When rendering locally using 'Use Photographic Exposure' in the camera overide, everything renders as planned.  When we then 'Team Render to Picture Viewer' the render return very dark.  I discovered that the camera overide no longer works and the camera settings are being determined by the values in the main 'render settings' dialogue, rather then being taken from the camera. If we match the values in the 'render settings', the render then appears correct. 

This only happens when using Team Render in conjunction with photographic exposure. The regular EV works just fine.  So I can only assume this is a bug?

Okay, so I'm scratching my head a bit here.  When creating a scene for a montage I will often set the 'direct visibility override' ON with a photo loaded so I can match light and avoid a white fringe in the render.

I have always used a material that has a photo within a corona bitmap shader, nested within a Corona Tonemap Control. This ensures the backplate looks like the original image with no post-effects.

However, in the latest release of Corona, this seems not to be working...  If I load the bitmap directly in the diffuse slot (omitting the corona bitmap shader) then the backplate shows in the render. However, without the bitmap shader it looks washed out (example A). If I now load the bitmap within the corona bitmap shader it seems to be "broken".  The result is a flat grey backplate in the render (example B). 

Could this be a bug or am I missing something here?

Hi guys,

I just need a reality check with regards to my render output workflow as I have hit on a couple of snags that might have an easy solution:

I currently have an output path for each render with a 16-bit PSD for the Regular Image and a 16-bit PSD for the Multi-pass Image also.  This works fine on the whole with rendering a lot of images. However, the issues I am seeing is when I come to use bloom & glare or lightmix.  It's quite common for render not to have the bloom & glare effect applied and I need to go in to the multi-pass file and use the 'lightmix' layer or the 'virtual beauty' layer (if I have them) which have all the post-effects applied. Problem solved(ish)

My issue here is that the lightmix layer doesn't have the de-noise applied so can be quite grainy.  I have recently discovered that the virtual beauty pass does have both bloom & glare and de-noising applied which is handy, but feels like a work-around. 

Everything mentioned above is frustrating, yet not a huge issue as the virtual beauty pass saves the day.  But... if I play around with lightmix in the VFB once the render has completed, I then need to save the image out again.  The problem here is the de-noising isn't applied to the resulting image. 

I would be interested to know how everyone else handles their output and what workflow & output settings you might use?

If anyone is wondering why I render to 16-bit rather than 32-bit, it's because photoshop has limitations on the editing capabilities of 32-bit images.  So I find myself reducing to image to 16-bit for editing anyway.  It's  a bit annoying as the multi-pass layers only really seem to work 'as expected' in 32-bit and you get a lot more tonal range.

If anyone has a decent 32-bit workflow, I would be happy to hear it (especially if using Photoshop).

Side note:  Corona won't save exr images to a server path, I can only save to a local drive.  This is limited to exr files as PSD / tga etc save with no issue. 🧐

Corona Renderer for Cinema 4D - general / Corona 'bitmap'
« on: 2018-09-12, 15:10:03 »
Hi guys,

Just a quick question...

Is it good practice to load all bitmaps within a Corona bitmap shader? Until now I have been loading bitmaps directly in to the diffuse texture slot.  I was having a play with Tone Map Control and couldn't get it to function properly.  With all the exposure, LUT & tone mapping checkboxes unticked, the output looked garish and compressed.  Not at all as expected.  Then I tried loading the bitmap in the Corona bitmap shader and hey presto... it worked! 😃

This got me thinking, have I been loading textures incorrectly all along and should all bitmaps sit within the Corona bitmap shader??

Does it make any noticeable difference?

What are your thoughts?



I have created a scene that has multiple light sources within a pool.  The lights are regular corona lights (circle) and are producing VERY sharp shadows across the ceiling (see attached).  I have also tried using ies lights but I am getting the same result.  To my mind, these shadows should be very diffused as the light source is so far away from the obstruction.

This also occurs with the pool water hidden so that's not the issue.

Any ideas would be greatly appreciated!


Corona Renderer for Cinema 4D - general / C4D HDRI workflow
« on: 2018-01-04, 15:07:27 »
Hi guys, quick question... when using HDR lighting, do you set the colour profile of the HDR bitmap so sRGB (as with vray) or do you leave as 'embedded (default)" ? I get very different results and can't decide which is right. 

I am relatively new to Corona and I want to get this it nailed before I get too far down the road. 



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