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Showing content with the highest reputation on 04/15/2022 in all areas

  1. Hello! In our company, we use Corona renderer for some animations. For example, this animation from immunology: https://vimeo.com/571391358/84593bcd4a Overall, Corona has many advantages, but for animation it is still underdeveloped. Has problems with motion-blur, some material nodes are not suitable for animation (e.g. texture jumps), sometimes has a cloner problem, especially when using a multi shader - it can jump over the color distribution. And many other little things that annoy you. But it has potential - we'll see what the new version brings. I just downloaded it. 🙂
    3 points
  2. I use Corona for all my animations 🙂 https://youtube.com/c/MattRittman
    3 points
  3. Nice work Matt and Arte. I have been tempted by both Corona and Arnold - but I've stuck with Redshift so far. It's easy to believe 'the grass is greener on the other side', but as Arte's comments confirm, there are pros and cons on each. The renders do look good though 🙂
    2 points
  4. I'm most excited about the Curvature Shader. You can do something similiar with inverted AO already, but it's just not the same. It's good that they FINALLY have it as well now.
    2 points
  5. Great work, everyone. It's got me interested to download a demo and try. I could always sub for a month or two! The website says most people learn corona in a few days, and then fall in love with it. 🙂
    1 point
  6. So the first request was different materials by MoGrapgh Selections... and the principles behind moving to Spherical fields is pretty much identical. Bear with me @HappyPolygon as I'm going do a little extra explaining for any new users searching for this in the future. It's worth noting that OP wasn't able to control MoGraph the way he wanted because he felt restricted to solid colors. Solid colors are actually your friend when it comes to MoGraph... more importantly... Black to White... which is the same as 0-1 (0%-100%). When you put 10 images in a MultiShader, the first one will be used on any clone that is in the range of 0->.1, the second .1->.2, etc (assuming it's in Color Mode). So I have 4 materials I want to switch between in my cloner. So I start thinking in 4 divisions of 100%... 0-25%, 25-50%, etc... That way the cloner will use the first clone 0-25%, the second clone 25-50%, etc. These divisions are ultimately "value divisions" and the reason why I call them that is because mograph takes the final "value" of the clone that can be determined by many factors including the Initial Cloner Color, Effector Weight, Effector Strength, and Field Opacity to name a few. This particular example starts everything at 0 and adds value through the Field Opacity, but there are many ways to get here.. You will notice that one spherical field will always dominate another when they intersect just as one color will dominate another depending on the layer order and blending mode. But now that we understand what we're doing with color it shouldn't be hard to see that we can simply rearrange the layers to change dominance or if we wanted even more specific materials where our spheres intersected we would simply need to divide our MoGraph values into more parts. And if this makes sense in 2D... it holds true when you move to a volume. Cheers. MoGraph_Material_Fields.c4d
    1 point
  7. Looks very sweet. The integration of Corona always impressed me. And I live the "slicer" - their version of render booleans. Anyone use it for small animations?
    1 point
  8. Just finished the download. Is it ok to skip Easter this year to play with scatter and Cosmos instead?
    1 point
  9. Try using capsules to bevel. I've never used selection capsules with materials but you never know... Edit: Sorry, didn't notice you were using R23.
    1 point
  10. Yes. Unlike the boolean object the Text Object contains addressable selections including the inbuilt chamfering. CBR
    1 point
  11. Like this? I believe that isn't possible without converting the parametric object to an editable object. Weird though, because I seem to recall it was also possible in Cinema4D. Or is that with text possible?
    1 point
  12. You need to apply the bevel deformer by collapsing the parent null down to an editable object, which you can do by selecting it, right clicking it in the Object Manager and choosing 'Current State to Object'. Then you can make or update your selection tags to include the bevel polys as well. CBR
    1 point
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