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Messages - bango74

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31

Hello, I'm having a problem for two days, a problem concerning the rendering phase. Specifically if I cast a crown view, any view, the initial phase is very slow as if it were a large file, but then again, this problem comes with either HD or LD images, either with small or large files.
Honestly I do not know how to intervene, I tried to upgrade version of the crown to beta2, to update the beta1 but no positive result.
I hope there is a solution because the work has slowed down considerably, even using IR the same situation happens to me.
Thanks Roberto.

P.S. I forgot to say that once the rendering started then everything proceeds normally.

32
Corona Renderer for Cinema 4D - general / Re: Problem IR
« on: 2018-04-13, 15:54:21 »

Unfortunately I can not post full images, nor files of some of my work, however I noticed that exporting everything to another file works again.
With the boredom of having to recreate all the multipass.
another question, there is no rescue of the multipass setting?

33
Corona Renderer for Cinema 4D - general / Problem IR
« on: 2018-04-13, 15:14:44 »

Hi, I would have a problem with the IR, this is the second time that happens to me on a file, and both in the previous file that in this one I'm working on suddenly the IR has stopped working, in practice it opens the window but not the rendering, does not stretch between parsing scene and preparing geometry.
I do not know absolutamnete where i intervene, and for what reason this happens, someone has solutions?
thank you
P.S. the version is the beta 1 core 1.7

34
Fixed, it was enough to bring the axis of the camera to 0.

35
Good morning, does anyone know how to solve this artifact that is created by rendering the 360 view?
Thank you

36
Corona Renderer for Cinema 4D - general / Tiled camera 360
« on: 2018-03-26, 12:00:04 »
Hello, I'm trying to render a 360 view, but unfortunately I'm out of memory, so I thought to use the tiled room and divide the image into 4 tiles, but I'm having problems with the 360, as doing all the operations for dividing the 360 into four separate images always appears to me the whole image, does anyone know other solutions or procedures to solve my problem?
Thank you

37
unfortunately, no

39
Ok, you have to lower a lot of world size, the problem is bypassed at the expense of a huge amount of memory to lend.
wolrd size from 0.05 down ...

40
Try enabling the devel/debug mode (in Corona preferences) and then using this string option:
float geometry.displace.maxSizeScreenOutFrustumMultiplier = 1

After entering the string I have to launch rendering with world size selected?
I tried with screen size selected and I did not solve anything.

41
Good morning beanzvision, I would not want to be wrong but I think it's not your right example.
I understand that in the example tuom the part to reflect is all within the screen .... or am I wrong?

42
This isn't a bug, it is a wanted feature to speed up performance. Corona calculates displacement only where the camera can see it. As the displacement is calculated before the reflection, the camera doesn't know that it sees it (in that case in the mirror). This feature to speed up the performance has it's limitations as we see in your example.
Hopefully we have the option to calculate only seen displacement and all displacement in the future.

Cheers...

Yes, thank you, I had guessed it, but I'm trying to figure out if this problem can be remedied.
For the moment I followed the suggestion of romullus but without result, I hope there is a solution to this problem.

43
Good morning, thanks romullus of the suggestion, I tried to tack on world size but I have not solved anything, indeed, notable consumption of memory and moreover the displacement was not present on the whole shader.
I hope I misunderstood, and that the parameter to be changed is not this:


44

369/5000
Hello, today while I was rendering a scene I finally realized this problem on the displacement map that was reflected in the mirror.
I tried with the search button but I did not find anything about it, it would seem that the part of texture that is not part of the PV has problems of display map displacement.
Someone knows how to solve, thank you.

45

thanks beanz ... I'll try

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