Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - draekser

Pages: [1]
I solved this using the Corona Bitmap node, and set the UV tiling mode to Udim (do this first).  Then select your daz image file (I found renaming them Diffuse_1001.jpg, Diffuse_1002.jpg etc.) worked a treat.  It will then treat the whole area as one (from a SSS point of view) and load the corresponding map where required (so face, lips, ears is 1001, torso is 1002).

Hope this helps :)

wtf ?  it works perfectly... but I don't understand how he can correctly replace the maps?

and thank you

Corona Goodies! - User contributions / Re: Christmas morning
« on: 2018-01-10, 20:12:09 »

i just see your post, thank for this scene. Perfect for studying a realistic scene.


the crash should be fixed in the latest daily build ( Can you please confirm it?


works for me, perfect timing ... this morning i work's with many instance, crash render ... and a few hours later the update arrive ;)

On the other hand, not refresh the material preview when the IR view is active ? wouldn't that relieve the processor ?    when the IR view is active the material preview is secondary ... for me of course, maybe not for other.

thanks for your tests and your time.

yes, i thinks also the post prod is the best way for this scene ...
But it is not the first time i have this problem, polygonal's hair (woman's dense hair for example) give sometime the same result

There are too many things that could be the problem and going through each, one by one, through posts won't help much if you intend to finish it by Halloween. It may be something with the alpha, a setting in the shader you use for the hair. Not enough light,  the settings of the light or type. An evil normal tag...etc.

I did some tests with some hair alphas using generated flat hair and planes in a mograph cloner but with none did I get any artifacts or blackness no matter even with 100+ alphas behind each other.

Could you please upload a simplified version of your scene where those errors occur?

edit: have you tried troubleshooting the problem with the multipass channels?

very thanks for the help.

yes i tried troubleshooting the problem with the multipass channels, but i don't understand why in certains place and not others.

Here is a Onedrive's link ... thanks (90mo, i tried to make it lighter but without characters it's difficult to see those errors)!AmcXyR-xzhX7g6IRNFf38hVz39jbGQ

What are the shaders settings?The render settings?
It could be a lot of things. Please give us more information.


Thanks for the reply.
this is the settings :

i will try without single bounce, but render time go to hell (halloween maybe ...)

ho, sh.. sorry, i forgot, french interface ...

Hi all,

i works on a Halloween's scene. For the fog i use a cube with volumetric shaders, characters have a polygonal fur ( a lot of alpha channel). So, the render is very bad, lot of artifacts with fur.

I don't know if this issue come of shaders or a Corona's engine bug ? and so if there a solution to solve the issue

Corona Renderer for Cinema 4D - general / Re: normal map
« on: 2017-09-12, 15:04:45 »
hmm, for you the good result it's the material with level ?

i tested with flip x AND flip Y, i get the same result   (sorry for my English, i'm a french user with limit skill)

Corona Renderer for Cinema 4D - general / Re: normal map
« on: 2017-09-12, 12:56:01 »

just click on flip Y (green), it is not a long or hard process.

Corona normal map is OpenGL normal, no direct x Normal.

Pages: [1]