Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Redeemer

Pages: [1]
1
I'm not sure what the GG droplet cloner thing is (do they have a plugin for that as well?) but I would go for the Mograph option.

Model a few drops, put them in a cloner and use a push apart effector to keep the droplets from intersecting each other. To top things off you could use a shader effector to make the scattering less repetitive.
I used to use forest pack in max to create these droplets, but with the multi instances inside the cloner object option it is not really an issue to scatter 10000 droplets over a surface. Maybe this is a bit more trial and error (i guess that is what cgi is all about) but you'll get a unique condensation on your object instead of a map that has been used many times already.

Good luck!

2
I need help Cinema 4D / Infinite Ocean
« on: 2019-03-06, 22:58:51 »
Hi y'all

I am currently working on images of a boat. I've created a plane of water which is displaced by HOT4D and noise maps in both bump and displacement. Very nice. The obvious problem is the size of the plane. Is there a way in using some shader in a smart way that I could use to push the water to the horizon?

Thanks in advance!


3
Corona Renderer for Cinema 4D - general / Re: materials
« on: 2019-03-01, 09:01:55 »
It is quite a bummer Corona for C4D doesn't come with a simple standard lib4d file containing a bunch of metals, plastics, liquids, etc.. I think the devs overlook the importance of adding a tool like that. For many people it can help them getting fast results or figure out how materials are configurated and adapt them to their own needs. This can eventually lead to a subscription after the demo period.

But hey, there is some good news: Siger Shaders!

I'v invested in Siger Shaders and although it is not cheap, the materials are really good. 

4
Bug Reporting Cinema 4D - resolved / Re: Hair won't render
« on: 2018-09-12, 08:31:58 »
Hi,

Thank you for the scene. Rendering stucks in "Preparing" phase what is Cinema phase and Corona hasn't been started yet. You can observe the same problem at Standard/Physical renderer, but I noticed that you have a strangely high count of hair guides, please decrease the count of hair guides to much smaller value and use hair count instead to set the density of rendered hair.

Best regards
Nikola

Thanks Nikola,

So nothing Corona related, sorry about that. I've reduced the amount of guides and renders fine now. Must be the high number of polys why Cinema put so many guides there.

5
Bug Reporting Cinema 4D - resolved / Re: Hair won't render
« on: 2018-09-03, 15:43:59 »
Thanks,

I've uploaded the scene file: AKG_K271MK2_Corona.zip through the uploader.

6
Bug Reporting Cinema 4D - resolved / Hair won't render
« on: 2018-09-03, 12:01:29 »
Hi there!

I did a global search on the forum about this issue, couldn't find anything similar.

I have a fabric object that I want to have hair. Setup was pretty straighforward and renders also quite fast in the viewport (after 17 seconds it starts rendering - 2 hair objects, 700000 hairs in total).
The problem is that as soon as I want to render the image in the picture viewer, it hangs on the first stage 'preparing'. I've let it prepare for more than one hour, but doesn't do anything. It neither crashes, I'm still able to stop the render and quit the picture viewer.
Deleting the hair objects and inserting new hair objects with a lower hair count (initial - 5000 hairs) has the same problem. Renders fine in the viewport, nothing happens in the picture viewer.


7
Feature requests Cinema 4D / Mapping Visible in Viewport
« on: 2018-08-30, 11:07:28 »
Not sure if this already came across, but it would make life a lot better if it would be possible to preview a certain mapping on an object in the viewport (like in max). EG: If I have a glossy material with a grunge map on the reflection glossiness, I want to preview that grunge map on the object where the material is applied to so I can map it properly. Now it is often guessing or cheating by creating a second material with that specific grunge map in the diffuse slot.

This is something I've been missing in C4D in general, but it would be nice if it could be implemented in Corona.

Thanks!

8
Scattering droplets will have a different feel as the sweaty condensation type Caspian is after. I've only did this on glass where I simply put a condensation normals map in the bump slot of the material that I've used on outside of the bottle. I've tried to make a copy of the outside mesh of the bottle and have a separate water material with a normal map for the condensation and alpha for transparancy but that gave a lot of artefacts. Deadlines were quite close, so I had to fake it till I made it :)

It would be a lot better to have the condensation and glass separate though, so I'm curious in this solution too..



Redeemer, am I understanding right that in your render I'm looking at bumpy glass/label, and not water on the glass? The reflections don't seem right if it was if it was water.

Yes. I didn't had the time to figure out why it didn't work with a double mesh for the outside (one for the glass, one for the condensation). I will make a simple setup for testing that, if we don't succeed maybe some of the Corona guru's here can help us with that.

Personally I'm not too keen on that Spritz thing, it looks too fake imho.

9
Scattering droplets will have a different feel as the sweaty condensation type Caspian is after. I've only did this on glass where I simply put a condensation normals map in the bump slot of the material that I've used on outside of the bottle. I've tried to make a copy of the outside mesh of the bottle and have a separate water material with a normal map for the condensation and alpha for transparancy but that gave a lot of artefacts. Deadlines were quite close, so I had to fake it till I made it :)

It would be a lot better to have the condensation and glass separate though, so I'm curious in this solution too..


10
This problem isn't really related on how Corona handles materials. The cylinder simply uses the material that is on top of the stack, so in this case the water material you've made. If you use an alpha mask which cuts out all individual drops and enable  'mix textures' it should work. You could also use a layered material for doing this, to keep things more simple. This workflow is more or less the same in Vray for C4d

11
Angelo Ferretti has some nice offerings on his Gumroad:

https://gumroad.com/angeloferretti

Oh and he has a 50% discount atm on all items, check out the corona for c4d group on facebook for that.


12
General Discussion / Re: Know Your Devs - Nikola Tomšů
« on: 2018-07-26, 10:12:13 »
Hi There,

Thanks in advance to make C4D great, SO gratefull I can leave a cripple version of Vray for a proper render engine.

A question:

For most of us, the work we do derives from a passion (hobby, maybe). It is a conscious decision to spend all weekend watching buckets :) For you, coding for a renderer was it a conscious decision, are did it just come across?

Pages: [1]