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Topics - kmwhitt

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Hardware / Monitor Recommendations
« on: 2020-07-10, 15:24:21 »
I had a power outtage this week that fried my 3-year old LG UM95... 34" monitor.  Not sure why, as it was protected by a very good surge suppressor.  Anyway, I'm looking to replace it with a similar size for under $1,000 USD.  The newer models from LG have horrendous reviews and still function at a 60Hz refresh rate.  I've been looking into a Samsung of the same size with a 75Hz refresh which is much cheaper than the comparable LG; however, not much is said about accurate color reproduction.  I definitely do not want a curved monitor which seems to be the trend right now.  Has anyone got any advice based on recent research/purchases?  Thanks, Kevin

In the latest daily build (6), I am unable to move (drag around) the interactive render region without C4D freezing up.  I am using R21.207.  Is this on the radar as I am unable to test materials in my scene without this capability?  Thanks, Kevin

I've got a display cabinet that has 2mm thick glass.  The client has requested restoration glass which has a raised pattern of what looks like scratches on the exterior face and smooth on the back.  When I apply my normal map with cubic mapping, this raised pattern is applied to both sides making it too busy and therefore, unrealistic.  If I assign a selection tag to the front plane of the glass only and assign the material with a normal to this selection only and a "normal-free" version of the glass to the rest, I appear to lose the refractive quality of the glass.  Is there a way to do this short of having to model the tiny pattern on the face of the glass?  The attached image shows the cubic mapping with normal on both sides (too busy and unrealistic).  I really need it on the outside face only while retaining the refractive quality of the glass.  Any ideas?  Thanks, Kevin

I've got an interior scene that renders correctly when using Interactive Rendering, but displays an artifact when performing a full render - see comparisons attached.  In my opinion, the overall look of the Interactive Rendering looks much, much better than the full render.  In fact, I would prefer to use IR; however, I am unable to apply denoising under this mode.

I am using the latest official build (not one of the daily builds).

I've also noticed that during Interactive Rendering if I change the skies ground color, I never get accurate results that match the full render.  In fact, lowering the value from the default 25% (to something like 22%), sometimes results in a brighter ceiling when it should become darker.  This is frustrating as I often change the ground color for my work and defeats the entire purpose of using IR.  I spend a lot of time getting it just right in IR only to have it change significantly in the full render.  I'd really appreciate some help getting to the bottom of this as I've been dealing with this problem ever since I've been using Corona.  I know, my fault for not speaking up earlier.  Thanks!  Kevin

I am just diving into the Corona's node material editor.  Is it designed to work with interactive rendering?  I have attached 6 diffuse channels to Corona Color Correct and when I make changes it has no effect on the interactive rendering.  Perhaps it's not supposed to work this way?  Thanks, Kevin

This is perhaps a stupid question, but here goes...  I've got a scene using an HDR as environment light source.  After render, when I save the image from the frame buffer as a PNG, the background disappears and I am left with an alpha.  How do I get the HDR to show upon export?  Do I need to use another file format when saving my image (would prefer PNG if I can get it to work)?  Thanks in advance, Kevin

I've got a stone wall created out of a single mesh.  I'm using C4D's variation shader to assign random textures to individual blocks that are defined with polygon selection tags.  The bottom half of the wall seems to work fine, but when you get towards the top, the selection tags fail.  The material is applied with cubic mapping and each selection tag has a unique name.  Has anyone run into this and if so, do you have a solution?  Does the variation shader have a limit as to how many selection tags it will recognize?  I am using R21 and prior to this, this method worked just fine.

I'm attempting to create a displacement map using the ZDepth pass.  For some reason the entire ZDepth pass is not rendered - see attached result.  What am I doing wrong?  Thanks!

Corona Renderer for Cinema 4D - general / Exaggerated Normal
« on: 2019-03-30, 01:21:17 »
I'm working on a visualization where I need a very subtle brush stroke on some painted trim.  It works great everywhere except the trim towards the ceiling - see attached.  I can't help but think this is a bug as it looks great in all the other shots.  I created the normal map in Substance Designer using DirectX which has always worked for me - normal map also attached.  There are no overlapping polygons.  The phong tag is not an issue as I have the same problem without the phong tag.  I have tried changing the camera angle slightly and get the same problem.  I have tried everything I know to do.  Anyone got any ideas?  Also, I thought at one time we could decrease the normal intensity by lowering the strength percentage under bump.  Even at 1% I get the same ugly artifacts.  I would really appreciate any advice as I need to finish this project over the weekend.  Thanks!  Kevin

Corona Renderer for Cinema 4D - general / Material Help
« on: 2019-02-18, 20:46:26 »
I purchased a model intended for 3DS Max and I can't get the material to look correct - see attached.  I have all the original textures used by the creator, but my recreation turns out either too metallic or too flat.  I'm assuming the chandelier body is metal, however, it appears to have some diffuse properties as well.  Could this be a metallic base with a clear finish coat on top?  If so, how do I do this with the layered material?  I would greatly appreciate any pointers on getting this look as I've spent about 2 hours now trying.  Thanks!

Corona Renderer for Cinema 4D - general / Break Up AO
« on: 2018-10-03, 15:05:37 »
It's probably a very simple solution, but it's not coming to mind.  How is it possible to break up AO in the diffuse channel?  In other words, I like to add a texture map, to create breaks in what is normally a very linear effect.  Thanks in advance.

With the latest build (10-25-17), all of my materials are showing as black in the editor window.  They render fine, but this is making it impossible to work with IR as I can't see where I'm going.  The materials are nothing special (diffuse + reflection) - no metals.  Image maps show up fine.  Any suggestions?

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!

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.

Corona Renderer for Cinema 4D - general / Portal Placement
« on: 2017-09-03, 21:14:02 »
The examples I've seen for proper placement of portals are simplistic.  My windows and doors are more complex than a hole in the wall.  In the attached diagram, do I use 5 separate portals as indicated by the green lines (actual glass openings) or one large portal as shown in red?  Thanks, Kevin

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