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Messages - jrgby

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Gallery / Re: Dancing with a deer
« on: 2020-01-24, 10:38:12 »
Lovely atmosphere and attention to detail - kitchen drawers not perfectly aligned. Call me boring but it's those kind of details that greatly add to the believability of an image for me.

I need help / Re: The Quest for HDRI managment
« on: 2020-01-13, 17:48:43 »
Also interested. I tend to use a similar setup to what you have pictured, including corona skys along with hdri etc.

And yes, looks like a bug wiring up controllers to the uAngle.

I need help / Re: Problem of Hair and fur Corona Render 5
« on: 2019-12-02, 17:25:20 »
Good tip. I tried to do this recently and couldn't figure out why I couldn't get it to work.

Gallery / Re: BOHO GARDEN
« on: 2019-11-18, 10:15:29 »
I like the Rousseau vibe - nicely done.

Try adding a Point3 XYZ controller to the uvwOffset node.

Gallery / Re: Milano Gold/Night Kitchen CG
« on: 2019-09-06, 11:25:13 »
Those are some exceptionally clean images, good work.

Work in Progress/Tests / Re: t1907 Material Rnds
« on: 2019-08-22, 10:47:39 »
Very nice.

How did you get the internal cells for the crystal materials, did you cut the poly with some sort of veronoi first?

Corona Renderer for Cinema 4D - general / Re: Portal object
« on: 2019-07-30, 14:27:21 »
Is this what you mean?
(added a wiretex around the portal box to illustrate better)

This is in max, but it's all material properties so hopefully works just the same in C4D:

1. portal box one side deleted, give this a material with full refraction at IoR 1.0
2. objects inside box have a material with the following:
    - rayswitch map into opacity slot with color set to black for refraction, the rest white
    - rayswitch map into refraction slot with color set to white for global illumination, rest black

If you don't set rayswitch in refraction slot then you get shadows from your scene showing up in the portal box when it's 'empty', this is the bit that's tricky.

I need help / Re: Light material intensity capped
« on: 2019-07-23, 13:34:53 »
I'll try that - thanks romullus.

I need help / Light material intensity capped
« on: 2019-07-22, 18:36:24 »
Is there a way to increase Corona Light Material intensity above 10,000?

It was my understanding that light material should be interchangeable with a Corona Light, which can be set to 999,999

Someone is bound to say I shouldn't need so high, but I'm often prototyping lighting products where I need to model LED sources to scale, i.e 1-2mm, sometimes smaller, and sometimes you just need a stupid high number to get the right result.

Any ideas?

Feature requests / Re: Caustics implementation in VFB
« on: 2019-07-16, 15:22:51 »
But what if we have multiple lights in the scene, each casting its own set of caustics? You would have to control the caustics effect globally (on/off) and additionally for each separate light, which gets really complicated. 
Good point. I guess having a check box in the LightSelect element to include caustics, in the same way that you can "Include Environment Light" would be one way to do it. That way the user can set up as simple or complicated as they want.

Even just controlling it globally I think would be a useful improvement.

Currently you can enable the "Only in caustics element" checkbox and have beauty and caustics separately. Then you can composite them in post.
Yep, this is what I do most of the time. However, if given the opportunity to do all my post work in the corona VFB then I will!

Feature requests / Caustics implementation in VFB
« on: 2019-07-16, 13:11:11 »
I am loving the new caustics, but it would be even better if we could toggle the effect on/off in VFB, in the same manner as Bloom&Glare.

Currently I find it more practical to set caustics to render only in element because it can often produce splotches/fireflys that need a lot longer to resolve. This means then opening in photoshop to add the caustics, which is yet another step.

In addition, being able to adjust it in the LightMix panel along with other light sources would make sense.

Hope that's all clear.


Learner's Corner / Re: Anodized Aluminum/Apple Mac Pro
« on: 2019-07-12, 10:54:17 »
I mean a very thin layer of rainbowy film, when you see something really up close. I am just not sure if this effect appears on metals.
I've noticed looking at many metal samples (mainly silver color) in the office that there is a layer that appears as a mix of green/purple at certain angles (unless it isn't an additional finish but just a characteristic of the specular reflection itself).
That micro specular color varies for other colored metals.

Could be several things: some sort of subtle tarnishing or oxidisation / oil from hands that then gets imperfectly cleaned off / OR probably a type of lacquer/varnish of which there are many types and thicknesses.
There is even a type of lacquer that is marketed as 'nano coat', several companies do a version of it, that is suposedly invisible and completely protective, but in our experience does produce some very subtle oily-rainbow type effects in places.

1. did you try adding a CoronaBumpConverter map into the chain?
2. in RoundEdges map ticking 'Legacy behaviour' I think is what you're after.

I need help / Re: Colored glass prisms
« on: 2019-06-19, 12:38:14 »
No problem. Actually, thank you for suggesting body within body because this is a much better method. I just tried it now and it looks true to life from all angles, which is great.
I had only thought of slicing 1 body and capping open boundries, which doesn't really work.

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