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Messages - davetwo

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+100 Solo and UVW transform

Totally agree that this is a bit of a pain. But also I guess this issue is simply solved by using interactive viewport instead.

After looking at different artists workflows - particularily for adjusting HDRI's -  I've become curious.

Is there any advantage in using Corona's Colour Correct node over the native C4D Filter node for making adjustments? They seem to do basically the same thing....

Any ideas?

Although its not usually advised - I just use my wifi connection. Thus far its been stable enough (I only render stills). My TR setup is as per the reliable 3D Fluff method:

I was working from MAC with PC as renderclient this week. No issues to report. All good ;)

Corona Renderer for Cinema 4D - general / Re: spot varnish
« on: 2019-09-12, 11:21:12 »
Oh - on second reading I see you're using a layered material which complicates matters.
So actually it will probably better to duplicate and slightly offset the label geometry. Add a glass material with refraction set to 1. Opacity and bump as previously described. Result attached.

Corona Renderer for Cinema 4D - general / Re: spot varnish
« on: 2019-09-12, 09:59:03 »
Duplicate the label material & make it glossy.
Stack the new glossy label on top of the base material.
Add the area you want as a varninsh as a alpha channel in the label art - then load that alpha into the opacity slot to mask the area out.
Copy the alpha into the bump channel and give it a small blur to give it some depth.

You can bake out the textures into a flat bitmap
I dont do it often so best to google it

In product visualisation scenes, it is sometimes useful to have two lights - one to cast a only reflection, and one to cast a only shadow. In C4D this works fine using the compositing tag - you just untick the 'cast shadows' box for the reflecting light - then untick 'seen by reflection in the shadow casting light.

It seems as though Corona's Compositing tag should do the same. But if you untick the 'Cast Shadows' box, it just turns the light off.

Used mainly on a plane with light material, but doesn't work on a 'real' light either

Just a thought. But if I were doing it, I think I would have used the Direct Visibility Override in Corona's Scene Settings rather than try and use a physical plane.

I found your file a bit confusing so didn't check you're setup properly.

Hi - is it known yet if Corona will work with the new R21 release of C4D?
There was talk of plugins needing to be re-written. Is corona one of them - and if so is there a timeline for a compatible release?

I need help Cinema 4D / Re: Dumb displacement question
« on: 2019-07-07, 09:12:47 »
Ah - of course. Thanks!

I need help Cinema 4D / Dumb displacement question
« on: 2019-07-06, 08:59:51 »
In Cinema's native displacement dialogue, it's possible to use intensity (black not effected), or intensity centred (mid point grey not effected) for displacement maps. 

Intensity centred is very useful for adding debossed and embossed effects to the same surface without altering the 'ground level of the main surface.

Is it possible to achieve the same effect in Corona's displacement setting?

Hmmm, I suppose that's probable.
I seem to have some distant memory or c4d stacking working OK like this. Maybe I was mistaken.

Actually i think this may be a bug.

I tried a test file with the displacement method using a poliigon shader:

With 2 surfaces - one with the can material and one with the condensation - it sort of works. But if you stack the condensation material on top of the can material on one surface, it turns black.

Adding caustics makes it darker too. Turning refraction value to 1 doesn't help either.

images attached for ref

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