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Messages - twcg

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Additional Bug:
in Single Frame Mode all Particles visible in Viewport are also visible in the render.
When Rendering the whole Animation, a lot of particles are missing in the render.

when I render in Cinema 4D Particles, the error message "Scene bounding box is too large, some shading artifacts may occur" appears.
In addition, the artifacts mentioned are also produced.
Scene scaling etc. is fine.

This error occurs as soon as the first particles reach the end of their lifetime and "disappear". Does anyone know if there is a solution for this case?
The particle system is currently unusable :(

Corona 3 HF 2
Cinema R20

We are using Renderer 3 HF 1 ...
I have also just started getting NANs is some recent work.  ...

The NaN-Problem should be fixed in V3 Hotfix 2

Within the Cinema materials there is a checkbox "Animated Preview" under the point "Editor" to show the animation of a texture sequence in the viewport.
Unfortunately I don't find such a checkbox in the corona materials. Am i missing something?

Would it be possible to add something like this?

As for the crashing with IR, thanks for the vid and bugreport. I will submit to our internal list for investigation. At the moment, this is looking to be limited to Mac users.

We have crashes all the time on different Windows 7 Machines while IR. Especially when scrobbling or clicking through the timeline. Submitted a bugreport on this two weeks ago...

editing Materials is painfully slow, especially in the node editor and even if we set the Material Preview Quality to 0.1 or something. When IR is running in parallel, it is basically unusable :/

Resolved bugs / Re: Starting a render changes Geometry
« on: 2019-03-19, 17:13:45 »
Is the "Render Multiplier" parameter for the "Plane" not equal to 1?

Was Backburners "Split Scan Lines"-Option used?
If so, make sure to use Animation UHD Cache or Path Tracing for Secondary GI


we are evaluating the Demo-Version of the C4D Plugin right now and it seems to be pretty unusable when using the Interactive Renderer :/

Its crashing all the time and i was able to narrow down a nearly reproducable bug.

1. put a Corona LightMaterial with an animated texture on an object
2. animate the objects position or rotation
3. scrobble or click a random position in the timeline while in Interactive Rendering
4. enjoy a crash

The possibility of a crash increased when using a animated texture, but we also had crashes just with a plain light material assigned.

Reproducable on two different PCs.

Bug appears with the Corona 3 Hotfix 1 and also with the Daily Build 2019-02-20.
Cinema Version is R20
Windows 7

created a ticket. #17392

Off-Topic / Re: Hdri
« on: 2018-10-27, 11:44:09 »
We still need infinity plane in Corona to make it in geo...not sure if making absurdly large plane (I think there is way (modifier maybe?) to make it uber-large only during rendering) can get you close in look, but worth a try.

Actually such option is embeded in plane primitive itself, it's called render multipliers.

wow thanks!
The answer is right in front of your eyes and yet I have always been frustrated with ridiculously large planes and the resulting shitty navigation in max...

I need help / Sampling Focus, Lights
« on: 2018-10-25, 16:25:16 »
Hello, I have a little problem here.

It seems that the "Sampling Focus" is especially strong on and around light sources (e.g. front lights of the bike), while other noisy spots never become clean (area above the front lights, helmet reflections). I know there was an oversampling of dark areas in the past, but now it seems to behave the other way round in some scenarios.

Does it make sense to turn off the adaptivity in such a case?

I don't know why, but I have the feeling that the good old "bucket mode" used to do better on "DOF highlights" and other special cases than the "new" adaptivity mode.
It was said that it will never come back... so, are further improvements of the adaptivity algorithms planned for future releases? :)

I need help / Re: Not much Bokeh effect and weak DOF
« on: 2018-10-02, 12:18:42 »
you could increase the sensor-size to simulate a medium-format (~45-90mm) or large-format camera, wich should give you a more shallow DOF with the same FOV and f-stop... you have to increase the focal-length to get the same FOV with a bigger sensor size. that would be the photographic approach...

or you could just lower the f-stop value :)

Daily builds / Re: Daily builds version 3
« on: 2018-08-11, 21:00:48 »
It gives me error sign for missing optix dll.

Hi Danio, the install is an option in the Corona installer, you'll need to use Custom and enable it :) It's off by default. It should then install all NVIDIA Optix stuff that you need. Be sure drivers are up to date as well.

Daily builds / Re: Daily builds version 3
« on: 2018-08-10, 19:51:37 »
That missing dll actualy affects not only CXR saved with new denoiser but also it affects standalone image editor and preventing it from startup. And the funniest thing that the dll with the right name (optix.51.dll) is actualy present in Corona/optix folder.

the image editor starts up, if you place a copy of the optix.51.dll next to the image-editor exe
well, the denoised cxr looks a bit weird :)

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