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Topics - Rhodesy

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I need help / Camera Shift distortion extending image
« on: 2019-08-21, 12:24:09 »
Is it possible to use the corona shift feature in a way that can extend the image to the side so it can seamlessly be added to an original image? Im 3Ds Max but I have previously used C4D which had a 'film move'  option which did exactly this. When trying to use the shift feature in the corona Max modifier it shifts the image but when I try and extend the canvas out and add this new render in photoshop the perspective is different. I appreciate the perspective will be exaggerated out to the side, I just need it to meet in the right place. Any help on this would be much appreciated.

As shown in the screen grab image, the standard corona light turns black when seen through glass with refraction activated (not thin). The light has a directionality of 0.55. If it gets reduced to 0.4 the light can be seen fine. Anything with directionality over 0.5 renders black. Numbers lower than 0.5 do also dim in appearance so it would be good for directionality to have no bearing on the appearance of the visible light source.


We are having some issues that should be obvious from the attached image. Basic corona rectangular lights used but they turn black when looking at them through the glass. We use refraction in the glass material (not set to thin) as we feel it looks much more realistic and the rendering hit isnt that bad when its so thin. But there is this issue with corona lights not showing through the glass. Light emitting materials dont have this problem.

We are using Corona 4 RC3, so should probably upgrade to the latest but hopefully there is something obvious we can do to fix this?


I need help / Phoenix FD splash support?
« on: 2019-07-11, 12:30:07 »
We are currently evaluating Phoenix FD for use with some water features. I know Corona doesnt support the foam feature but does that also extend to the splashes feature which is in a separate roll out? When we come to render we get a Corona warning saying Corona doesnt support foam but we thought that was a different thing to splashes? We havent done any special set up in corona to materialise the splashes or in phoenix so maybe we need to do something there? Corona looks like it supports other particle effects in Phoenix so I'm hoping its just a set up issue.

Using the latest Corona 4 and Phoenix FD


General Discussion / Phoenix fd foam support
« on: 2019-06-27, 08:12:19 »
We are looking at potentially getting Phoenix fd for a couple of upcoming projects that are going to need some convincing water sims. I see in the Corona feshdesk that Corona doesn't support foam. But that was written in March 2018 which seems like a lifetime ago in Corona dev tools so we are wondering if Corona does now support foam? I know there were some Phoenix developments in Corona 2.


General Discussion / DR with backburner
« on: 2019-04-18, 14:35:24 »
Am I right in thinking that its not possible to use DR with backburner, rendering a single image? You either have to use DR that includes the host workstation OR backburner with a single node rendering the image but you can still use your workstation?

We currently use MM for our scene units in Max, largely as a crossover from traditional CAD drafting and architectural conventions in the metric world. But Maxes default is CM and every asset we buy seems to come as cm. We also sometimes get issues with drawings off the working plane - which perhaps we would get less of if we used CM? Also even in a medium sized scheme I get massive Z-fighting in my perspective view and I wonder if this is just because of the way Max handles small units in a bigger scene?

Anyway it would be interesting to hear what others have their units set to as I'm thinking maybe we should switch if people are getting less problems sticking with CMs.


I've been using corona since A4 and have tried to follow all the advice and tutorials along the way which are mainly max tutorials. Just recently we've been looking at max and corona for max. So a news flash for me has been that the 180 rgb for white walls in max is not the same as 180 (or 70% default material) in C4D. I had no idea max didn't just use srgb as well. Both c4d and max just show rgb in the colour selector. I realise max has the corona colour picker which is great for getting wysiwyg srgb colours but when the tutorials say you should use values like 180rgb for white walls that is actually 210rgb in c4d! Maybe everyone else knew this but I've been using 180 srgb for my whites.

Strangely enough when I use 180RGB (210 srgb) I find I get some strong burn outs and have to clamp quite a bit. I think there should be some clearer advice or highlighting of the differences between the rgb in max and c4d.


Hi Im a long time C4D/Corona user but starting to bite the bullet and learn max. Just installed the corona demo and trying out some materials. I to get the right brightness calibration for a scene I have put a plane in and a simple cube, a corona sun and sky and a camera with -3EV and 3 highlight comp. I have put on a white material to both the objects with level 1 and RGB value 180. Also a reflection gloss of 0.4. I have set up the same scene in C4D with a white value of 70% whit equates to RGB 179, so close enough.

Anyway when rendering and right clicking on the face of the cube in direct sun in C4D I get values between 230 and 240 RGB which looks about right to me but in max they are burnt hard up against 255. Both these scenes are set up as close as I can but its hard to get a specific sun angle in MAX (is there a degree gizmo for rotation and height in the max version?)

Anyway, any clues on this and which is correct would be helpful as I want to get an accurate start on these materials and both to look the same in C4D and Max.


Off-Topic / Learning Max coming from Sketchup / C4D
« on: 2018-07-10, 23:17:49 »
So Ive used many apps over the last 15+ years, ArchiCAD/FormZ/Sketchup all exporting geometry to C4D and rendering with various render engines for Arch Viz. But for a long time I cant help but think I really should be switching over to the industry standard and suck up my dislike for Autodesk. When I first started with C4D (circa 2003) the fight for arch viz was still strong with its connection plugins to archicad, sketch n toon and even the 'visualise' flavour of c4d they released. But they started to drift more into motion graphics and max grew in to the default for arch viz. So everything arch viz related in both assets and plugins is all max and i'm getting a bit sick of it so if I cant beat 'em and all that.

I've tried the demo of max and find bits OK and others a bit backward compared to the simplicity of sketchup. And other bits I just dont have a clue about. Scouring the internet for tutorials I'm amazed to find so little out there of any quality including previews of some of the paid stuff! Does anyone know of any decent arch viz related tutorials that focus just on the modelling? Some of the better stuff out there look to quickly get you to the rendering phase but I'm not interested with that as I'm hoping to transfer my corona knowledge from C4D to Max.

Any help would be appreciated. I know some of the big hitters switched from Sketchup (PG and JT) and not looked back so I'm guessing its the right way to go.


I know for sure we cant have denoising with rendering a still image with team render but is that still the case with rendering an animation - ie each node rendering a full frame at a time? I've not re-set up my team render so just wonder if its worth doing for an animation project or should I just set the frames off manually and have denoise on.

Also does anyone know if Rebus render farm uses TR for rendering or their own proprietary system that might allow denoising if TR doesnt?


Bug Reporting Cinema 4D / render region geometry shift
« on: 2018-05-16, 19:32:25 »
Not had this before myself but I think I have seen others report similar. Ive done a camera match of a building and the wireframe in the viewport is good but if I go to render a region of the viewport there is a substantial shift in the geomerty. The camera uses film offset (done with C4Ds camera calibrator tag) but ive not noticed issues before using offset. Thank god the full render frame renders out correct so this is just viewport.

Beta 1 and Beta2 second DB.

I've just revisited the colour correct shader and it gives much much better results over the C4D filter shader. Especially for brightening and darkening textures. Just one thing still missing is a quick HUE slider and I think that would replace the filter shader entirely. I know you can use the colour mix shader but that is a bit more cumbersome and tricky to get right I find compared to a nudge of a hue slider for creating variations of a shader - like a leaf.

Just checking I've not missed how to activate this sampling pass to help with scene optimisation - is it yet to be implemented in the C4D version?


Octane looks to have introduced full interactivity in the c4d viewport - so you can directly select and move and adjust objects in a rendered view which is cool. If this could be stably introduced in corona this could really help overcome the current limitations of viewport OGL representation which is currently very slow and limited.


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