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Messages - houska

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16
Bug Reporting Cinema 4D / Re: Bug with Corona Shared Node
« on: 2019-07-29, 10:47:17 »
Alright, I can easily reproduce this issue. Thanks for the report! We'll have a look at it.

The reason why we added the Shared shader at all is that Corona isn't able to use the same shader in multiple materials and until recently hasn't been able to use the same shader multiple times even inside one material. Shared shader allows this and with its help we were able to create our Node editor.

17
Get their people to talk to Corona people.
Howgh!

+1

18
The real question is - when we add multi-instance support, will you still need the Corona Scatter so much?

19
Gallery / Re: Reference
« on: 2019-07-29, 10:29:12 »
This is very cool! I won't comment on the differences between the images, because it's not the point to be 100% exact, right? Before I noticed the image labels, I had to guess for a while, which of the images is rendered, but I got it right in the end :-)

20
Corona Renderer for Cinema 4D - general / Re: Portal object
« on: 2019-07-26, 16:50:11 »
I'm afraid not. Given that Corona is a photo-realistic renderer, you'd have come up with a way of simulating what you want with some arrangement of mirrors or something like that.

21
Corona Renderer for Cinema 4D - general / Re: Portal object
« on: 2019-07-26, 16:22:05 »
If I understand correctly, this would be easiest to do in post-production. Do you have any online reference pictures of what you want to achieve?

22
Hello, Exactly!

We would definitely be interested in seeing a scene where the issue can be reproduced. It doesn't have to be the original object (I understand that there can be a copyright issue), but if you were able to create a similar object with the same issues, that would be great. Otherwise we can only guess what's happening there.

23
Bug Reporting Cinema 4D / Re: Bug with Corona Shared Node
« on: 2019-07-25, 20:03:48 »
Hello stereoV!

Thanks for the post. We already know about the Texture Manager, but unfortunately, there's not much we can do, because it's a C4D feature. We will see if we can come up with some clever way of supporting the Texture Manager, but it will probably be quite laborous.

As for the Shared Shader problems - we also know about a few issues, but just to be sure - could you describe the setup that is not working for you so that we have a reference? If possible, it would be ideal for us in you sent a scene where the problem occurs, so that we could use it for debugging.

24
Hi Dylan!

The fix for this issue is planned to probably appear in Version 5, but I cannot promise anything more specific, I'm afraid. For now, we don't even know, whether the fix will be easy or whether it will take a lot of time. So as for your question - I wouldn't count on this being fixed in the next few days or weeks.

25
Oh, I see... So if I understand correctly, you have an AO map (an AO texture, essentially) baked from a sculpting software and you want to use that map on a specific object? If so, maybe you could use it directly in the diffuse channel of the object's material, blended together with the "real" diffuse texture using C4D layer shader?

The question that I'd like to raise here though is whether your workflow is not a little bit amiss. I am not a 3D artist myself, so maybe others would be able to help here, but I think that you should never feel the need to use an AO texture with an unbiased renderer. Instead, why don't you try to use a displacement texture to render the finer details of your object?

26
Hi, you could mask the AO pass using a Mask pass. Would that work for you?

27
Hi Bin_B and welcome to the forums!

Unfortunately, this is a C4D issue, and a quite annoying one if you ask me. The way it works is that C4D noises have their own way of specifying the mapping. You have to select the mapping method in the "Space" dropdown in the Noise shader and then you can modify its parameters using the other UI controls. Do note that one of the space options is "UV (2D)", however. In this case, the noise obeys the UVW settings of the texture tag.

Hope this helps

28
So the animation works for me even with a .png sequence. I don't know what it is that you're doing differently :-(

29
Yeah, actually, I think we can find a .png sequence ourselves. No need to send anything :-) Thanks!

30
I'd actually be interested in how the .png sequences work. Would you be able to send a simple example scene our way?

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