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Messages - Designerman77

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Gallery / Re: Post-Communist Winter
« on: 2020-03-24, 15:19:41 »
Cool !

Only remark... street light were not that bright in the Communist era. :))))

Don’t underestimate soviet technology! :)

You are cool, man! :)
I don´t underestimate it. Also grew up in one of the eastern countries.


Gallery / Re: crash car
« on: 2020-03-24, 15:17:47 »
You are the first person to notice this! :)

Hey... really? That phone is a great detail that makes the image tell a story, instead of being static.
Cool job!

Gallery / Re: Early morning light
« on: 2020-03-23, 20:03:04 »
Very cool!
The plants look very realistic, as well as the lighting.

The blue texture on the sculpture seems a bit blurry ( I don't mean the DOF )... the only thing that reduces realism in this image.

Gallery / Re: Twina Office
« on: 2020-03-23, 20:00:01 »
Really perfect!

Gallery / Re: Post-Communist Winter
« on: 2020-03-23, 19:58:41 »
Cool !

Only remark... street light were not that bright in the Communist era. :))))

Gallery / Re: crash car
« on: 2020-03-23, 19:56:31 »
The guy was obviously checking his mobile phone before the crash... :)


I know that the purchase is not standard, but the materials are often of high quality
And I'm talking about poliigon and the like

You are talking about herb
We have hundreds of floor maps. What do we do with them and why do specialists make them?
Repetition is a problem that occurs even on tight spaces like a wall and the like
Even with the best seamless materials
With a wall length of 7 meters, repetition problems occur

There are solutions I've seen for other programs and plugs
I don't mean permanent repetition
Currently there are no such solutions
But treat it professionally over large areas, and that's my point

My question is how is the proper way to do this with Corona - c4d ?

like this

What was "solved" in this video?
I still see lots of repetitions...

Just an idea, have you tried using "Object buffer ID" for the mode of the multi shader, then add a compositing tag to every object that has the material applied. Then in the compositing tag, select the "Object Buffer" tag and enable the first one, make it a 1. Then go onto every other object's compositing tag and do the same but increase the number by 1 each time, or just do a mix of 1, 2, or 3, depending on how many variations you want. It is a little lame because you have to go through and manually set it up the first time, but then everything is still all within one material, and you can modify which variant is applied to which tile by changing the object buffer ID. I've only used this once for lighting an LED tube so I could control each LED within the material, but I haven't put it through much testing, so it'll be interesting to see if it works.

EDIT: So I misread the original post, and assumed you were using the multi shader, not the UVW randomizer, so you could test the randomizer, but I don't know if it would work the same. But you could accomplish what you are doing with the multi shader instead I would think. (You would just create a different texture, or send your texture through a layer node and add a transform to manually transform your texture, and make a few variations then plug them all into the multi shader)

Thanks for the idea. Sounds super time consuming. Not an option when you have to do (for example) ten complete flats with all the interiors in a relatively short time.
We need stuff like this to simply work since we do our jobs for a living... not for playing around with the software.

Gallery / Re: American house 06
« on: 2020-03-10, 13:42:11 »
Where is the flag? :)

Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you

Not really sure what you exactly mean... but what about a good seamless texture?

Hmmm... just because materials are purchased, it does not mean they are good for any situation.

To me it looks like a typical non-seamless material... and waaaaay to small for such a large surface.
You want grass-map for 1hectar of surface... take a photo made by a drone. Otherwise you will always see some repetitions... except you generate "real" grass with Mograph or other scattering solutions.

All materials used by purchase
This means that it is one of the best materials
The problem is not the material
The problem lies in placing the material over a large area and adjusting it to obtain a suitable accuracy for it
They are repeated as shown in the image above

Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you

Not really sure what you exactly mean... but what about a good seamless texture?

Do the changes literally happen every time you render, no matter what, or did you apply other changes to the scene, like adding/removing objects and/or changing the order of objects in the object manager?

Hi, I recently posted the same problem. You can bypass this problem by always putting the object affected by uvw randomizer that you want in top of the object manager, the object below it wont affect it. Not a perfect solution but at least there's not too much change to do in my animation.

Okay, interesting. Gonna try this.

However, the UV pattern changes also if your objects are NOT Mograph-objects... can be trivial stuff.

Yep... reported this problem about half a year ago...

Corona Renderer for Cinema 4D - general / Re: Tried octane
« on: 2020-03-04, 01:47:04 »
Generally: the images I have seen so far from Octane mostly looked colder and more technical in terms of light calculation, light atmosphere.
Corona has a very pleasant lighting.
Arnold seems to have more natural lighting compared to Octane... at least for my eyes.

Corona Renderer for Cinema 4D - general / Re: Tried octane
« on: 2020-03-04, 01:45:01 »
"I used VRay before... The complexity of settings and texture rules were beyond what I have time for."

vray since years has ZERO settings (one uses always the defaults), so same simple as in corona ;)
corona has a nice IPR and light mix, which is an advantage over the current vray of course.

i also never have seen 10x slower in stacking, not sure which cases that would be.

for denoiser we build outself a small intel denoiser tool as c4d plugin which i use if i need a denoiser(denoises images from disc)
 i never use the ones build in with the renders.

I am curious how your self-developed denoiser works...

Corona Renderer for Cinema 4D - general / Re: Tried octane
« on: 2020-03-04, 01:42:08 »
Yeah, I'm finding that the more you stack the worse it gets. I'm talking going from 20million rays per second to like 500.000 and less.

Afaik the denoiser is tuned to treat certain shaders differently so that it can retain details there without smearing them too quickly. Whether that is a good thing or a bad is a good question but personally, I tend to aim for 2-3% noise thresholds and so the denoiser basically does very little. Maybe check out the Nvidia or Intel denoisers?

I did so many tests with the "high quality" denoiser... man , I could write a book. Fact is: it does not denoise round edges even at low noise numbers.
So images literally fall apart in two pieces... namely areas with bump map and round edges vs. much cleaner looking areas without bump&round edge.

However, as mentioned - thanks God the devs introduced the AI denoiser, otherwise I would have left Corona.

Different "treatment" of noise would really make sense in darker areas, such as room corners, etc. There the noise is still visible long after lighter areas are optical noise-free.
I proposed this to the developers one or two times... but only received reasons why "it´s okay how it is now"...

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