Recent Posts

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21
There's nothing created specifically to do this - but Corona now does have export to vrscene for Vantage, and it has load vrscene for Enscape. Therefore it MIGHT be possible to use the first to save a vrscene, and the second to load it - but do keep in mind the "subset" of vrscene capabilities created for both was for a very specific reason, ie to send to Vantage specifically, and to load from Enscape specifically. You can try it and see though ;)

EDIT I will add, in case it is not clear from the above, that "save from C4D and load into Max (or vice versa)" is neither an intended nor supported workflow for these functions :) If it works, even to some extent, then bonus, and if it doesn't work, it is NOT a bug or issue.
22
That's great! Thanks :)
23
Nice! Perhaps this is something we could improve. I'll check with the devs.
24
Hello Corona community,

I’m working with Cinema 4D and 3ds Max and often need to share 3D models with textures between both apps. I’ve tried exporting geometry as .vrmesh (V‑Ray proxy) from C4D and importing it into 3ds Max (and vice versa), but I can’t seem to transfer textured materials—only geometry appears correctly.

According to Chaos documentation, .vrmesh does include texture channels, material IDs, UVs, normals, etc.. In theory, it should embed all data needed for rendering in both C4D and Max
But in practice, when I load the proxy in Max, the textures/materials aren’t applied—rendered surfaces appear blank or grey.

So I’m wondering:

Is there a technical reason .vrmesh doesn’t transfer materials/textures between C4D and Max?

Has anyone found a workaround (e.g. export/import settings, naming conventions, proxy scene files, something else)?

Or is the expected workflow actually to export a .vrscene or another format instead?

Any insight, advice, or example workflows would be much appreciated!

Thanks in advance 😊
25
Roughness modulation seems to be the thing that causes it, in low resolutions. Good find! Thanks you for your help!
26
Interesting! I will have a look soon, but I just got some client feedback I need to dive into :) I'll get back on this when it's possible.
27
You can try one more thing: turn random rotation back on and change "normals filtering" to "none". Then check if there are brightness differences.
When set to the default "roughness modulation", this basically turns bump into roughness. My thinking is that when the bump texture is randomized, different tiles may end up with different roughness.
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It goes away when I disable rotation in the randomiser. So maybe it's the shape of the displacement. But I it doesn't seem to be very anisotropic in it's nature, it's just grain. But it does seem like the effect is only there in low resolutions with rotation enabled.
29
That's odd. If it's happening in IR only, it could be due to adaptive light solver / adaptive enviro sampler. Both can be disabled in the Development / Experimental Stuff rollout.
30
Doing interactive rendering now I'm getting the effect again. It's very faint so if you are on a crappy monitor or under bad viewing conditions it might not be visible at all.
screenshot attached, object cropped out and also made a copy of it with solar curves on it so one can see what's happening better.

I'll try to disable rotation in that randomizer to see if it's the "plush" effect as you called it, maru.

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