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 - kmwhitt

Pages: [1] 2 3 ... 6
That worked great.  Thanks for the help!

Hi Tom.  Thanks for the quick reply.  You may well be right.  I have tried other camera types to no avail - even super telephoto.  This is a technique I was able to use with Vray before making the switch to Corona.  I wonder if it's possible with C4D's native renderer.  If anyone has any ideas on how to create a displacement map of roof shingles, I would be greatly appreciative.  I have Substance Designer, but not too proficient at it...

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!

Thanks Houska.  I will simplify the file and upload tonight.

Houska - would you please provide some input regarding this post and the proper settings for DirectX normals?  I can provide the file if you think this might be a bug.  Thank you.

Gruender - thanks for the input.  I have never had to change the settings in the past.  Also, the normal behaves as expected everywhere else with the default settings.  I would appreciate some advice from the developers on this problem.  I asked the preferred settings using DirectX generated normals months ago in this thread: and never got a response from support - you yourself participated in this conversation.  It would be nice to put this finally to rest and be given the correct use of DirectX normals from the team that wrote the plugin.

No comment/feedback from support?  No request for the file?

Spawnik - it's already on linear and as stated above lowering the bump intensity has no effect.  I have run into this before with Vray where the normal does not behave correctly due to the viewing angle of the camera.

Attached is an image of the normal channel.  I've always used the default settings with maps exported from Sub Designer with no problem.

Here's a pic of how the brush strokes look in Sub Designer.  This is exactly what I'm looking for and in the past have gotten a perfect match in Corona C4D. 

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 / Re: Material Help
« on: 2019-02-25, 15:10:07 »
Eddoron - thanks for the suggestion on the skin shader.

Corona Renderer for Cinema 4D - general / Re: Material Help
« on: 2019-02-20, 14:51:37 »
The image in the first post is what I hope to achieve.  The result I'm getting is in this attachment - too metallic.  I realize this is not the same environment, but it doesn't have the quality of the first image.  I think the first image might be a metallic base with a layered top coat, but I have not found a way to do that using the layered shader yet.  I'll watch the video as recommended to see if that helps shed some light.

Corona Renderer for Cinema 4D - general / Re: Material Help
« on: 2019-02-19, 18:18:30 »
Thanks for for the link.  I'll give it a look tonight.

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!

Pages: [1] 2 3 ... 6