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] 4 5 6
31
Hey, I don't know whether this will help or not.
As long as this is the only problematic area and you use the same material on all objects, I would guess the prob is in the geometry. Maybe flipped normals or something special which causes those artifacts.
Cheers

Hi Gruender - thanks for the reply.  That's what I thought too.  I created the ties in Marvelous Designer (the geometry is rather dense) and then added a cloth surface modifier to them in C4D to get a little thickness.  I have tried making the cloth editable and the result is the same.  All normals are in the correct direction.  I've tried without the thickness modified too.  I am out of ideas.

32
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!

33
Gallery / Re: Private house in the village Novoglagolevo
« on: 2017-10-16, 21:18:02 »
These images are stunning!  Thanks for sharing them...

34
Thanks for sharing your methodology.  I found the talk quite interesting...  Your renders are amazing!

35
Gallery / Re: Impremta Garden (+ breakdowns )
« on: 2017-09-14, 20:05:57 »
Thanks.  The material is very well done!

37
Gallery / Re: Impremta Garden
« on: 2017-09-14, 19:49:30 »
Very beautiful work!  Where did you get the wood beam material?  I will be needing something like this for an upcoming project.  Thanks...

38
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.

39
Corona Renderer for Cinema 4D - general / Re: normal map
« on: 2017-09-14, 14:23:29 »
I use Substance Designer/Painter for all my maps.  Bitmap2materials is also very good for generating from images (also by Allegorithmic).

40
Corona Renderer for Cinema 4D - general / Re: normal map
« on: 2017-09-14, 13:00:56 »
Eddoron - thanks for confirming.  I think the need to invert Y comes from 3DS Max where it is necessary.

41
Corona Renderer for Cinema 4D - general / Re: normal map
« on: 2017-09-13, 20:05:40 »
Attached are the normal images I used to test.  The only one giving proper results is DirectX.

43
Corona Renderer for Cinema 4D - general / Re: normal map
« on: 2017-09-13, 18:32:03 »
I'm not using the Corona export settings from within Substance.  The normal maps I use are definitely formatted DirectX and they work as intended in the Corona normal shader without swapping or flipping any of the settings - which leads me to conclude Corona uses DirectX not OpenGL.  Would be good to hear from support on this.

44
Corona Renderer for Cinema 4D - general / Re: normal map
« on: 2017-09-13, 15:10:05 »
draekser above states:



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

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

I find the opposite to be true.  DirectX normals work just fine in Corona (at least as exported from Substance Painter/Designer).  Would someone from the Corona team please confirm the proper format for normals?  Thanks Kevin

45
burnin - thanks for the reply.  It would take a long time to break down those openings.  Besides, I am getting fairly decent results within a couple hours.  Where did you read that they were doing away with portals?

Pages: 1 2 [3] 4 5 6