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Messages - Matej Ovsenek

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When animating camera moves, the IR does not update the move if there's a keyframe on the camera. I've attached a recording.

STR: add keyframe to camera, move camera while IR is running.

Operating System
   Windows 10 Pro 64-bit
   Intel Xeon E5 2670 @ 2.60GHz   58 °C
   Sandy Bridge-EP/EX 32nm Technology
   Intel Xeon E5 2670 @ 2.60GHz   67 °C
   Sandy Bridge-EP/EX 32nm Technology
   64,0GB DDR3 @ 666MHz (9-9-9-24)
   ASUSTeK COMPUTER INC. Z9PA-D8 Series (Socket-R 2011)   31 °C
        NVIDIA GeForce GTX 1070 (ASUStek Computer Inc)   64 °C
   4095MB NVIDIA GeForce GTX 1070 (Gigabyte)   53 °C
   ASPEED Technology ASPEED Graphics Family(WDDM) (ASUStek Computer Inc)
   ForceWare version: 441.08
   SLI Disabled

Using Version: 5.0 daily Nov  5 2019 (core 5 (Release Candidate 4))

I'm trying to make an earth, so I applied a beauty texture to a sphere, with displacement on UVW mapping. Earth material.
Then I needed to mask out half of the earth for the city lights on the dark side, so I made another material and added it to the earth in top of the Earth material with opacity masked with 3D gradient on texture mode. Lights material.

I needed to rotate the Lights material opacity to match the orientation of where the sun was shining from, but keep the lights map itself orientated the same way always, so I used a Projector on Spherical set to object in the self illumination tab of the Lights material to keep it in place.
So I'm only rotating the mask. Rotated it into position and my displacement map from Earth material moved with the lights mask. Earth material diffuse map stays the same orientation as it should.

STR: rotate top material on Spherical with underlying displacement material on UVW. Displacement should rotate, diffuse should stay the same.

Operating System
   Windows 10 Pro 64-bit
   Intel Xeon E5 2670 @ 2.60GHz   58 °C
   Sandy Bridge-EP/EX 32nm Technology
   Intel Xeon E5 2670 @ 2.60GHz   67 °C
   Sandy Bridge-EP/EX 32nm Technology
   64,0GB DDR3 @ 666MHz (9-9-9-24)
   ASUSTeK COMPUTER INC. Z9PA-D8 Series (Socket-R 2011)   31 °C
        NVIDIA GeForce GTX 1070 (ASUStek Computer Inc)   64 °C
   4095MB NVIDIA GeForce GTX 1070 (Gigabyte)   53 °C
   ASPEED Technology ASPEED Graphics Family(WDDM) (ASUStek Computer Inc)
   ForceWare version: 441.08
   SLI Disabled

I've uploaded a simplyfied scene. 1573742520_displ-bug.rar

Using Version: 5.0 daily Nov  5 2019 (core 5 (Release Candidate 4))

Yes. Just tried with the latest daily :)

Hi Ben,

I also tried to recreate this in RedShift, U-Render and ProRender it works fine. Corona interactive is the only one giving faulty feedback, so it might be Corona after all.
Those others are GPU renderers, so not a fair test, really. The only thing I can think of is that I'm using dual CPUs in both workstations. Maybe you're using a single socket?
W1: 2x E2670, 64GB DDR3
W2: 2x E2695 v4, 256 DDR4

I don't know, since I don't have any CPU interactive renderers. Maybe arnold

I've found some, what I think are transformation bugs:

New scene, just corona sky, create an object,  rotate it P -90°
Animate H rotation from 0°to 360°over 90 frames.
Start IR and scrub the timeline. What you see in the viewport and what happens in IR should not match This only happens if I rotate P to -90°

This first happened when I was importing a new object and it was not rotated right, so I corrected it to P -90° and keyframed the H rotation. Here's a short screengrab:

I've also uploaded a scene file.

I was able to reproduce this on Cinema R18, R19, R20 with Corona 4 and Corona 4(hotfix 1) on 2 different workstations using Window 10.

The problem here is the conversion of nodes/maps to CoronaShared nodes. The CoronaShared map copies, but the nested map always stays the same, because the node editor just copies the CoronaShared which contains the original map, so the original becomes instanced - 1 map for all CoronaShared nodes so to speak instead of being a copy inside the CoronaShared.
The problem is in the node editor, not your workflow... I've had my share of frustrations with that... had to reload all the base maps when copying materials.

Bug Reporting Cinema 4D - resolved / Re: VFB Stuttering
« on: 2017-09-25, 13:07:25 »
I can confirm this, the first video is mine actually, sent it to nkilar for the post, recorded on Specs1. Tried on both configurations with large and small scenes to avoid potential lack of memory issues over both systems. Same "performace" with or without render elements.

xeon 2690 V3
128GB ram
quadro k4200
win 7

xeon 2670
32GB ram
GTX 1070
win 10

Thanks houska, I don't think it's available anywhere freely.
Some segments from the news programme can be found on the website, but to watch whole shows you'd need a paid subscription. 

Yes, I managed to do it like this and it worked fine. Rendered preety fast too. refr IOR 1, gloss 1, volume only.

I'm working on an animation which involves some storm clouds being formed over a surface and here's my problem.

The volume material doesn't appear in the alpha channel of the final render, and I need it to for post process purposes. The whole thing is gonna be in a virtual studio, so I need to key it exactly. I can't even get alpha from the volumetrics render element - it's the same as the beauty alpha.
I have tried with overriding it with the corona compositing tag, doesn't help.
I have tried with material properties/advanced/alpha mode/ always white, doesn't work
I have tried the mask render element with appropriate material ID's and it didn't show up.

I need soft alpha on the edges, so the element can be quickly selected and cut from the background, so rerendering with default material doesn't help me much.

The refraction and translucency options weren't satisfactory, since they produce a surface on the cloud.

I also tried Keying in after effects, putting a solid color in the background via rayswitch directly visible, but I loose all the details on the edges of the cloud during the keying process.

Please, make it happen :)

Hey guys.

Not the same stacking in corona as in cinema 4d physical.

You need to use Coronas Layered material,

Apply the base material to the base slot (skull material in you example) and the overlaying material (graphics) to slot 1 of the Layered material. Use the mask on node 1 to show the overlaying material. Apply layer material to you object.


just read your post again, you need decals, wouldn't know how to do that without unwrapping... :D

Corona Renderer for Cinema 4D - general / Re: Working Setup?
« on: 2016-09-23, 17:54:13 »
I've had crashes on heavy scenes while navigating, creating materials, and also on empty scenes... sometimes even starting Cinema4D with OpenGL enabled and idling my computer on an empty scene for a while would freeze up Cinema 4D when I came back, so I don't think it's related to any specific use.

I've had to forcequit every single time, with no bugreport present when firing it back up. A couple of times (1 or 2 out of 100) I've gotten a warning, stating that the driver has crashed, but that could be related to some other issue, at this point I just don't know.

I just gave up calling the IT guys after about 2 months of constantly nagging them. Once, the IT guy actually sent the workstation back to HP and HP even replaced the motherboard (wtf's that got to do with anything?!?), but I'm doubtful, that they actually replaced anything at all.

I do not know it the issue is resolved in R17 or R18.

It's interesting that Cinema doesn't crash on you if you're using Physical or Standard, I almost strictly use Physical and it's crashing all the time with OpenGL.

I just did a quick test with Alpha from the Corona site.

With OpenGL enabled
Switched renderer to Corona, made a cube, made a corona material, made a light, while moving the light - It froze up.

Another try, froze up when creating the material.

With OpenGL disabled
Same procedure, working fine without interactive.

Same procedure, I enabled Corona interactive, and Corona_Release.dll crashed, bugreport and everything, as expected.

Certified drivers don't work for me, maybe it'll work for GilmourMotionDesign.

If anyone had the same problem with R16.051 or 16.050 and got it working on R17 or R18, please let me know also, maybe I can convince the powers that be for an upgrade.

Corona Renderer for Cinema 4D - general / Re: Working Setup?
« on: 2016-09-23, 11:26:52 »
I'm almost certain it's the nVidia K**** series card  and Cinema problem, I believe it's got nothing to do with Corona, because I don't use Corona on that machine and am experiencing random freezes all the time.

the ONLY solution for me was disabling OpenGL, but for now, no other solution presented itself, not from nVidia, nor Maxon. (edit/preferences/opengl/Use opengl checkbox)

There's however a bugfix on the MAXON site, which updates to 16.051, that claims it can help... but it doesn't do it for me.

You can also try going to the nVidia control panel and under Manage 3d settings / program settings, select MAXON CINEMA 4D and set OpenGL rendering GPU from Auto select to your K5000. Some people claim it helps, but again... not for me.

As I have this setup at the company that I'm emloyed at, and their IT's don't know the solution, I just keep OpenGL disabled. Causes !!extremely!! bad viewport performance, but hey... at least I can get something done.

Rolling back drivers didn't help either.

At home I've got a gtx 1070 with Corona and OpenGL enabled - no hanging problems at all.

employer machine setup:

C4D R16.051
Windows 7 Pro 64bit SP1
nVidia k4200 (Driver: 358.91)
CPU: 2x Intel e5-2690 v3 2.6Ghz

I'm building two of these machines, one as a workstation and one as a node...
srmarkovic, can you please give me some pointers on how to modify that psu, that you just  mentioned? is there a converter i could use instead? thanks

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