Jump to content

Hey, you need a renderfarm? If that's the case, make sure you check this topic for more info! 


Fritz

New Member
  • Content count

    36
  • Joined

  • Last visited

Community Reputation

18 Noble Beginner

About Fritz

  • Birthday June 25

Contact Methods

  • Website URL
    www.MAXON.net

Profile Information

  • First Name
    Fritz
  • Last Name
    K
  • C4D Ver
    19.053 Studio
  • Location
    Germany
  1. Hi TimW, I am not sure, but I believe the statue is in the content library. Make sure you are on R19 SP2. There were some important fixes for detailing in that version. Nothing for your issue however. Regard Fritz
  2. Hi Tim, the detailing option can be a bit challenged with higher poly meshes. The issue here is, that the original mesh created my the breaking algorithm on the inside faces isn't very homogeneous in his tesselation. You can see that by turning off detailing and turning off the ngon Creation in the "object" tab. What would help is to reduce the "maximum edge length" in the detailing, but that increases complexity and it will take a while to compute. Even that will not fully solve the issue. Regards Fritz
  3. That is R19 SP2. Do you use the same version on your work computer? Can you post a simplified scene? I could then have a look on Monday if I can reproduce it.
  4. As soon as you render it, the displacer in emulation mode is turned off and what you see is just the material displacement. Are you maybe on 2 different versions? Material layering for the emulation mode was broken and I fixed it for R19 SP2.
  5. C4D R19 OpenCL not rendering camera view

    Hi carlosdivega, I can't reproduce the camera issues. It always renders the camera that is selected for all renderers (the quare in the object manager is white). If you don't have any camera selected it will render the top left view. For the hardware OpenGL renderer it is normal to render all the helping lines, but for Prorender it is not. Infact I would say it is impossible that ProRender does this and something seems to fail and it falls back to the hardware OpenGL renderer instead. No other renderer can display the handles and helping lines. Regards Fritz
  6. Material Editor Vs. Octane

    Hi Fauntail, If you are using a third party renderer, your contact with the inbuild materials might be very slim. Areas where I would think it is still useful: Shader Effector / Displace deformer With these you can sample shaders and materials in the scene and it is often useful to do this through a material (with texture tag), so you can better control the projection of the shader. For many cases however it is enough to use the "Custom Shader" slot directly. Non Photorealistic Rendering / Flexibility While most 3rd party renderers are great at photorealistic results with global illumination, they don't shine as bright with non photorealistic effects like what the inbuild Sketch&Toon tools can do. In general, if you want flexibility in your output and not only the nice photorealistic shiny balls, standard & physical can be better then many other renderers. Always the right tool for the job and sometimes this tool is one of the inbuild renderers. If you are only doing for example photorealistic product shots, this might not be important for you. Regards Fritz
  7. Hi smoresahoy, you can have the cloner set to "Blend" in the "Clones" setting and clone one light with 0% intensity and one with 100% intensity. With the shader effector you can load a texturetag (don't think octane textures work, so a dummy cinema texture would work) or a shader directly to control the blending. For that you need to increase the "Modify Clone" setting in the "Parameter" tab of the shader effector. This lets you control the blending of the clones between the one with 0% intensity and 100% intensity. Regards Fritz
  8. Hi dbassett, are you using the "Render Instance" mode in the cloner? Maybe try playing aroung with these modes. The scene looks like you could use render instances without downsides and they render faster and are sometimes less errorprone with these kinds of situations. Regards Fritz
  9. C4D R19 OpenCL not rendering camera view

    You could also try to describe your problem a bit more in detail, so we can try to help you. Are you using the "Hardware OpenGL" renderer or ProRender? Is it not using the correct camera as in position/orientation, or is it not looking like a clear beauty version of the scene?
  10. C4D R19 OpenCL not rendering camera view

    Hi carlosdivega, I am not completly certain what you mean with "camera used" but I'll try to guess what your issue is. OpenGL is not the same as OpenCL. OpenGL (G stands for Graphics) the graphics API you usually see being used for realtime applications (like games). It is being used to rasterize geometry to create an image and the "3D accelerated" GPUs we all have in our computing boxes are optimized to do exactly that. OpenCL (C stands for Computing) is a more general API that you can use to do any calculations you please on the GPU. This is the API that is being used in ProRender to do raytracing on the GPU. Raytracing is another way of creating an image from a scene. The "Hardware OpenGL" renderer is basicaly the viewport with some extra features. This also means it reacts to the filters you set in the viewport! It is ment for preview renderings and can look quite nice with the correct settings. The "Software OpenGL" should do the same as the "Hardware OpenGL" renderer, but is doing it without using the GPU. There are some rare usecases for that and I would assume most users can ignore that renderer. ProRender on the other hand should not show any gizmoz in the result if you use the external renderer to render to the picture viewer. I tested your scene and switched through the renderers and everything seems to render the active camera with the correct renderer. Regards Fritz
  11. Normalised Vector Issue / Confusion

    I am pretty sure I didn't understand what you mean, but maybe this helps. xpressodrivingrotations.c4d
  12. Align Normals Command Not Working

    Hi bentraje, the mesh has many non manifold areas. I tested it in R19 and it works much better. For this mesh there is no "correct" solution, because the non manifold areas make it impossible to decide what "aligning the normals" even means. Regards Fritz
  13. Normalised Vector Issue / Confusion

    Hi FloatinPoint, Normalizing a vector is the following formula: length = sqrt(x² + y² + z²) <--- this is the length of the current vector normalizedVector = vector / length <--- dividing by the length will give you a vector with length 1.0 always. This gives you the same direction of the vector, but with the length of 1.0. This means, if you only have a rotation in only one direction, the result can only be 1.0, 0.0, 0.0 or -1.0, 0.0, 0.0. Normalizing a rotation is something that I would argue makes very little sense. You usually do this to remove the length of a spacial vector and get a directional vector out of it. Regards Fritz
  14. Align Normals Command Not Working

    Hi bentraje, what version was used for this? Align Normals was rewritten in R19. Also if this was done in R19: the video already suggest the mesh has some bigger topology issues. Could you upload a scenefile, so we can investigate? Regards Fritz
  15. Your assumption is right. The "specular" setting is the old Materials specular channel that was replaced by the reflectance channel. It's basicly not doing anything anymore. I encountered the same a few weeks back and it seems to have been forgotten when replacing the channels. At the same time it would not be possible to support the reflectance channel as directly as the old specular channel, because it can have many shaders in an arbitrary amount of layers.

×