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 - beanzvision

Pages: 1 ... 68 69 [70] 71 72 ... 77
Gallery / Re: Pool Balls
« on: 2018-02-17, 14:06:53 »
Thanks for that but I did not found cat eye bokeh effects, where it is....?
I am Corona for C4D user.


You'll find it in the Corona camera settings. DOF/Aperture shape. Load you're custom image there.

Excuse this if it's been posted already.

I noticed that when using the lightmix and killing one light it still emits a low amount of light. When increasing the strength of the active light, the "off" light slightly increases also (as seen in the reflection). Turning them both off works as it should. Both lights have visible directly unchecked in the attributes. Test file and video is attached.


I'm keen to give this one a try, it looks like a lot of fun. Kudos for your hard work. ;)

I like the limbo fest we've got going on! ;)

happens to me in the shader ball scene too. never really cared about and assumed it was something with the camera or so.

fun fact: if you draw a new render region around that area, it works but if you touch it....everything jumps back up.
Good to know I'm not the only one, Yep I have that in the vid too. I tried to copy and paste it to a new scene but it's the same. I'm also the same, It's not a huge priority, Just thought I'd mention it.

As you can see from my video, the region render seems to refuse to render the lower portion of my image like it doesn't exist. I can re-select the lower section but as soon as I touch the box it jumps. I've tried to recreate this in other scenes but it works as it should and from what I can see this scene is the only one it happens with. First noticed this from the latest beta 1 release.

Work in Progress/Tests / Re: Utility Pole
« on: 2018-02-07, 07:56:44 »
Make sure and check out Merk's Topowire plugin for the cables...

Also if your importing CAD based models make sure and enable the developer mode in the preferences and set the shadow option to 1. The default is 0. This helps with the correct rendering of the vertex normals.

- Shawn
Hi Shawn, Not really keen on purchasing something that can be done for free ;) This plugin is perfect for what I need and completely free.

Jaggered edges were virtually illuminated.

Illuminati! New World Order confirmed!

Haha oops, I'll blame autocorrect. :)

I recently did a crypto coin using displacement (which i can't share yet) but got great results lowering world size displacement down to .5 along side with a high res texture. Jaggered edges were virtually illuminated.

Stacking materials is a huge enhancement for me but preview is bad as possible unfortunately.

For a lot of people, maybe it's a detail but for me, with some customers (exhibition stand), preview is enough.

Keep attention of this detail would be great !

The way I get around that is unchecking the opacity channel during setup.

Work in Progress/Tests / Re: Utility Pole
« on: 2018-02-04, 18:39:56 »
I'm just used to modeling in it these days. I also find the Boolean operation much smoother than Cinema4D.

Work in Progress/Tests / Utility Pole
« on: 2018-02-04, 16:50:21 »
Sample test renders of a utility pole I've been modeling in Moi3d. Now comes the fun part of wiring it up. Stay tuned

For those types of lights, I don't see why a Corona light material applied to geometry wouldn't work.

This issue hasn't popped up again so I'm guessing it's safe to close it. ;)

+1 :)
wow.... something weird when moving texture....!
object showing strange in IR.
stop IR and start again then shows fine.

see before and after.

I'd love to see that happen with my money!

Pages: 1 ... 68 69 [70] 71 72 ... 77