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rasputin

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Posts posted by rasputin

  1. Hey guys,

    Just thought I'd pass along a hard-won lesson I've discovered,  using Corona for C4D Beta.    It's this:   You won't get the surface Material effects you're looking for if you plug in real-world indices of refraction to your Diffuse and Reflective channels.    Real-world values just won't give you the shine,  reflection of environment,   and "pop" you need for most renderings.  Especially on things like metal,  glass,  gemstones,  shiny plastics,   polished wood,  bodies of water   and things that should "pop" like eye corneas and lipstick on human figures.

    No,  you have to dial your Materials'  IOR values way beyond what you might suspect would be normal.    To get a convincing shiny metal or car paintflake layer---   what might be IOR 2.0 in the real world,  at the most---   you must dial in at least 15 IOR and even much,  much more...  like 30,   40,   50 IOR.     To get a "mirror" texture....  like,  a real world mirror....   the manual advises you to crank up your IOR to 999 !!!

    So,  IOR values in Corona are merely "rules-of-thumb",  haha,  even if you imagine yourself to be using PBR standards.   May this save you some time and experimentation if you're working in Corona.   One of those artistic situations in which you must "cheat" in order to get a dramatic effect.

    ras

  2. Hey guys,

    Here's a new scene and render I created this week,  using the Corona Beta for C4D.      It's called "Memorabilia".    Corona Render=64 passes,  about 1 hour render time.    Most of the models and textures are mine,   three are imported from a free 3D models site:  the sheep,  Jesus and Lady Liberty.      I'm really lovin' Corona!    It has a "buttery" look to it that I like... their AA is lovely.  And I love their light falloff,  too.
    Click the image to enlarge it a bit.

    ras

    memorabilia_SMALL.thumb.png.04f0d6595060e709900b54528f51ec3a.png

  3. On 9/20/2018 at 7:12 AM, Freemorpheme said:

    Can you convert an old scene easily to Corona?

    Somewhere online there is a plugin called "Corona Tools".  I think the plugin is now discontinued,  but it's still floating around out there.     With just one click,  this pluggie will change all your C4D Materials and parameters to the Corona format.   Takes about 3 seconds.    I did it just today,  as a matter of fact.  Really works.

  4. 21 hours ago, Rectro said:

    Thanks for the share, looks nice, and iv seen some nice renders come from this render engine, how long did that take, what are your specs? 

     

    Dan



    It only took about 20--30min to do 64 passes,  which is what they consider to be a full,  thorough render... even though things already look very good by the time you reach 34 passes.    I like the look of Corona...   the light falloff looks real to me,   subtle where it needs to be,   and the AA always makes everything look buttery-smooth.     I have to say,  I like the way Corona is very straightforward to use...   it's kind of foolproof,  in fact.    Not a surfeit of knobs to twiddle to make things happen.   You just set up your scene,   light it,  and go.    It's never given me an ugly or wrong render,  never adds artifacts or weirdness.   Never looks toon-y,  2-dimensional.   Corona also does a beautiful DOF,  I find.     It can use all your native C4D shaders,  and 3rd-party shaders,  too,  which is cool.  Supports Layers and vertex maps en all.  Corona's SSS looks very good... more organic and subtle,  I think,  than C4D's.

     

  5. Out of curiosity this morning,    and still learning all the little features of the Corona for C4D Beta,  I wondered if Corona could render out C4D Hair.    I was dubious,   since C4D's Standard Renderer has,  for a good while,   always produced the best-looking Hair...   ie.,  that looked silky and natural,  like real hair.

    But to my great surprise and pleasure,   I see that Corona can indeed render out C4D Hair...    and it looks very good indeed!     :wow:corona.thumb.PNG.3900019401cf516ad7ab9cdd903eabc2.PNG

    There is a bit of a workaround in setting it up, though:    

    1. Your C4D Hair object needs to be set to Generate,   and then you have to choose one of its Generate styles.   I chose the Circle Type,  which causes each strand to be rendered out in what I take to be basically a circle spline swept over the individual "virtual" hair splines.     
    2. In the OM,    your Hair object has to include both a C4D Hair Material...    and also a Corona Material,  side-by-side.      
    3. In the Corona Material's Diffuse Channel,   I entered the C4D Polygon Hair Shader,     then set that shader to Illumination--->From Hair Materials.       The Corona Material will take all its features from the C4D Hair Material,  like Color,  Specular,   Thickness,  Scale,  Curl,  and all the other options.       But then,  with the Corona Material,    you can add further channels:   Corona's native Reflection,   Translucency,  and Diffuse colors.    


    1880883812_fromHair.thumb.PNG.c06c798e8343bb8e0c3645affa7a93b8.PNG

    My biggest worry was that Corona Render would not give the C4D Hair all the lavish AA that it needed to make the hair look silky,   shiny,   and not like straw,  noodles,  tentacles   or needles.   That was always the Standard Render's strength.   But hey,   I was pleasantly surprised:   Corona antialiased the Polygon Hair strands beautifully,  as you see here.     Cool.

    ras

  6. Hey guys:

    Dumb n00B question,  so brace yourself:     My screencap is one of the layers that Corona can create in Multipass mode,  called UVW layer.     What do the colors of orange,  yellow and green  mean,  as regards UV's?    How would this image be useful to the modeler?    And why are two of my objects blacked-out?  [They were the two objects that received a Bitmap as their Diffuse channel;  the other three were procedural].     If you can at least point me in the right direction for further learning,  that would be great!    :respect:

    Thanks,  ras

    1169224768_UVWmap.thumb.png.11429e41ecc81373af75f24eebccf48f.png

  7. Hey guys,

    I am curious.    I see that Corona Render for C4D allows,  as one of its Multipass layers,   a Normal map derived from a whole scene render,  as shown in this attachment here.     What would be the usefulness of such a map,    technically or artistically?  [This scene is just a "dummy" scene of 5 mesh objects I created just to learn Corona with].

    Thanks,  ras
    1676939855_normalsshading.thumb.png.1bc0f071025c0c42069adb011c6092ca.png

  8. Hi gang,

    I am experimenting with C4D's PBR functions.    I have a scene with objects given Lambertian shading solution in the Reflectance Channel,  lit with PBR lights,  and rendered with Physical.  It's just a "dummy" experimental scene I've set up,  lit with 3 PBR lights.

    TRIO.thumb.png.5c0a1a46a820f1fe4c6c9e621c10b30c.png

    As you can see,  I'm getting lots of noise throughout the picture.   I know that noise is inevitable in this rendering style;    but renderers like Vray and Corona have built-in Denoising capabilities.

    Does C4D R19 have any native tricks for denoising?     Or at least reducing the appearance of the noise?   Will the noise eventually get smoothed out if I have a very large Pass count in a Progressive Physical render,  and let it run for a time?   This image,  as it stands,   does not strike me as being ready for publishing/broadcast.

    Thanks,  ras

  9. Hi gang,

    I have a question about using Vertex Maps during a Cloth Simulation.   Specifically what happens when you enter various Vertex Map Tags in the TAG heading of your Cloth Object.

    What sort of "mathematics" occur when a Vertex Map is entered in a specific property  of Cloth Sim?    Does your Vertex Map multiply the number value you've entered in that particular tag property?    Or does your Vertex Map represent some absolute values of their own,  from 0%----100%,   that supplant any number value you've entered in the field?  (ie.,  making the number you've entered meaningless?)

    Help me understand the exact relationship between your entered numeric value and your vertex map.

    Thanks,  ras


     

    cloth vertex map tag.PNG

  10. Is it possible to create a C4D Light...     that partially desaturates the object textures it shines upon?     In other words,   if I have an intensely red bedspread in a scene...     can I create a light that will not only illuminate the bedspread...    but reduce its perceived saturation a little bit,  where it falls under the light's rays?    (This is actually a phenomenon you see in photography).

    Thanks,  ras

  11. Hey Gang:

    As of 2018,  is there any reliable way to select polys based upon their Normals facing?    ie.,   to select only the polys which are facing reversed on a complex mesh?   (As many of us already know,   the native command ALIGN NORMALS very often often does not achieve one's needed result.  In fact,  it tends to create more problems than it solves.)

    I had tried the French plugin called SÉLECTIONS SUPPLETIVES for this purpose,  but most of that plugin's functions no longer work in R19;  it's practically useless at this point.    The need to select polys by normal facing seems like such a basic,  needed ability;   why is it so hard to achieve this in R19 ?    Searching them out and reversing them manually is a very laborious approach indeed.

    Thoughts?

    Thanks,   ras

    5b7ac5da488fe_polynormalfaces.thumb.PNG.1bb9232002509333c904cf44ac327ca5.PNG

  12. Hi gang,

    Does C4D R19 employ the UDIM method of UV layout?   ie.,  having more than one UV tile on a grid active,   to which one can list textures?    I am currently seeking to import objects made in MARVELOUS DESIGNER,    which can export UDIM-style UV's.

    Thanks,    ras

  13. Thanks,  Cerbera.   Also,  I don't want to see Cinema be left in the dust here;  they have been keeping up so well with trends in the 3D world up 'til now.    Cinema has such a gorgeous,  intuitive GUI....   unlike the stark,  nasty,   generic look of BLENDER.  :Bazinga:  I even think C4D should possibly consider adopting an output module for Sansar's native format:   the *.samd file,   as MARVELOUS DESIGNER has recently done,  for seamless exchange between the two apps.

     

  14. Hey guys,

    Are any of you fans of LindenLabs SANSAR ?   The online social VR community?    Well,    if you have examined other 3D/VR social communities online,  you'll see that Sansar boasts the best-looking 3D/VR worlds of them all,  hands-down.    Their PBR materials,  lighting,  GI and AO are outstanding,  for one thing.   They give you free space in which to build your own 3D/VR worlds,    which the online public can tour (e.g. with OCULUS or VIVE).    3D ambisonic audio is included.   Basically,  SANSAR is a very cool place,   ripe for creativity and exploration.

    But to my great dismay,  I am finding that Sansar's engine does not recognize/support animated FBX  character rigs exported from Cinema 4D R19.    Yet it does support FBX rigs exported from MAYA   and BLENDER...  two apps I'm not fluent in.     This is really bumming me out,  I must say,  because,  you know,  I want to build a custom VR world at Sansar of my own...   and populate it with,  say,    dinosaurs who move their heads,  jaws and tails,  etc.       Sansar does recognize ordinary PSR animation from C4D--   you can make things (entire objects)  bounce,  fly on a  spline,   and spin and roll,    etc.       But if your animation features a bone/joint  skeleton or PLA,     you're out-of-luck.

    What makes C4D's   FBX files different from other software's?

    I've been wracking my brain for the last month,   trying to see if maybe there is a clever workaround in C4D to make Sansar accept my bone rigs.   So far,  no luck.      This lack of integration between Sansar and C4D does strike me as kind of a big deal,  inasmuch as so many things are headed towards VR these days.

    Any comments?  Ideas?  Suggestions?

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