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Topics - kmwhitt

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I'm attempting to create a displacement map using the ZDepth pass.  For some reason the entire ZDepth pass is not rendered - see attached result.  What am I doing wrong?  Thanks!

Corona Renderer for Cinema 4D - general / Exaggerated Normal
« on: 2019-03-30, 01:21:17 »
I'm working on a visualization where I need a very subtle brush stroke on some painted trim.  It works great everywhere except the trim towards the ceiling - see attached.  I can't help but think this is a bug as it looks great in all the other shots.  I created the normal map in Substance Designer using DirectX which has always worked for me - normal map also attached.  There are no overlapping polygons.  The phong tag is not an issue as I have the same problem without the phong tag.  I have tried changing the camera angle slightly and get the same problem.  I have tried everything I know to do.  Anyone got any ideas?  Also, I thought at one time we could decrease the normal intensity by lowering the strength percentage under bump.  Even at 1% I get the same ugly artifacts.  I would really appreciate any advice as I need to finish this project over the weekend.  Thanks!  Kevin

Corona Renderer for Cinema 4D - general / Material Help
« on: 2019-02-18, 20:46:26 »
I purchased a model intended for 3DS Max and I can't get the material to look correct - see attached.  I have all the original textures used by the creator, but my recreation turns out either too metallic or too flat.  I'm assuming the chandelier body is metal, however, it appears to have some diffuse properties as well.  Could this be a metallic base with a clear finish coat on top?  If so, how do I do this with the layered material?  I would greatly appreciate any pointers on getting this look as I've spent about 2 hours now trying.  Thanks!

Corona Renderer for Cinema 4D - general / Break Up AO
« on: 2018-10-03, 15:05:37 »
It's probably a very simple solution, but it's not coming to mind.  How is it possible to break up AO in the diffuse channel?  In other words, I like to add a texture map, to create breaks in what is normally a very linear effect.  Thanks in advance.

With the latest build (10-25-17), all of my materials are showing as black in the editor window.  They render fine, but this is making it impossible to work with IR as I can't see where I'm going.  The materials are nothing special (diffuse + reflection) - no metals.  Image maps show up fine.  Any suggestions?

I've got a closet design to finish for a client this weekend.  The view cleans up quite fast (within 15 minutes without denoiser), but the area around the neckties continues to show artifacts/noise - see attached.  I have tried different settings to balance the sampling with no luck.  Does anyone have any suggestions on how to get this cleaned up?  Thanks!

Is there any way to fit a render to fill the entire frame buffer?  As it stands now, I can only zoom in/out by 200%/50%.  The Corona Image Editor behaves the same way.  Now that more post work can be done directly in the frame buffer, having zoom to fit would be a nice feature.  I know this can be done in C4D's picture viewer, but I prefer to work in the VFB.  Thanks.

Corona Renderer for Cinema 4D - general / Portal Placement
« on: 2017-09-03, 21:14:02 »
The examples I've seen for proper placement of portals are simplistic.  My windows and doors are more complex than a hole in the wall.  In the attached diagram, do I use 5 separate portals as indicated by the green lines (actual glass openings) or one large portal as shown in red?  Thanks, Kevin

Corona Renderer for Cinema 4D - general / Ground plane
« on: 2017-08-24, 20:24:03 »
Is anyone using a ground plane outside for interior renders?  I know in older versions of Vray it was recommended for additional bounces.  I am wondering if it is even necessary with Corona.  I noticed you can specify a color for the ground which leads me to believe it already handles bounces from an invisible plane.  Thanks!

Corona Renderer for Cinema 4D - general / PG HDRi's
« on: 2017-08-18, 17:17:08 »
Hello everyone.  I have started using HDRi maps for environmental lighting with Corona.  I have most of the Peter Guthrie maps and have used them often with Vray for C4D.  I am noticing that an intensity of 1 is far too much for my interior scenes as everything quickly becomes burned out.  I could use them with Vray at 1:1 with no problem.  Any suggestion for finding a reasonable emission intensity for use with Corona?  I would imagine others have used these same HDRi's successfully and may be able to give me some pointers.  Thanks,  Kevin

Is it possible to create an overcast sky effect in Corona for C4D without using an HDR?  There seems to be a setting in Max that I don't see in C4D.  Any advice would be greatly appreciated.  Thanks.

Corona Renderer for Cinema 4D - general / Scale Sky Object
« on: 2017-06-03, 13:39:06 »
Is it possible somehow to scale the sky object or the HDRi I'd like to apply to it?

Corona Renderer for Cinema 4D - general / Light Mix Remnants
« on: 2017-05-27, 13:43:42 »
I am staring to use Light Mix - really great feature.  When I turn off a light completely, it is still showing up in the reflections.  Is this how it is supposed to behave?  In the attached image you can still see the reflection of the rectangular Corona light I am using under the cabinets.  Any way to avoid this?

Corona Renderer for Cinema 4D - general / Material Override
« on: 2017-05-26, 01:01:34 »
I can't get it to work.  I am using 1.6RC2.  Is this a known problem with this version?  Perhaps I am doing something wrong...  I am using exclude with an interior scene.  In the exclude box are the glass materials and the Corona Sun and Sky.  I've even tried excluding the camera.  What am I missing?  Thanks, Kevin

I am now using textures created in Substance Designer in Corona C4D, but I have questions about the IOR mat.  I know this has been discussed here,, but I am confused on how to use the Layer shader with the map generated by Substance.  Guillaume states:

"You don't need to uses "CoronaMix Texture" node in C4D, because you already have the "Layer" option. You'll find by clicking on the arrow next to the map slot. It's very complete and has different type of blending too.

For the IOR map generated by Substance Designer, you need to set the highest IOR value you want on your material.
Example: I designed a Chrome with dirt on it in Substance Designer > In Corona, I put 20-50 in the IOR value (for chrome) of my standard Material, then I input the IOR map generated by Substance Designer in the texture slot, it will decrease the value of the IOR where the dirt appears. (Chrome ~ 20 -50 / Dirt ~ 1.4)."

How does what he describes above involve the layer shader?  I must be missing something.  Any advice would be greatly appreciated.



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