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Showing content with the highest reputation on 04/16/2022 in all areas

  1. 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. 🙂
    2 points
  2. Hey there, is there a gizmo that has move, scale and rotate all in one? Saving hundreds of thousands keystrokes would be beneficial right?? Yeh i know, i have crazy ideas sometimes... 🙂 mlon
    1 point
  3. Strange, It works fine now even with no tag. I had probably something worng in previous version of my nodes.
    1 point
  4. Yep, as Srek points out, adding a new map is not necessary - you just need to reproject the one you have once you have changed the path sizes ! Do you definitely need to UV map this is a question we haven't asked yet ? Are you sure none of the standard projections will work for you - in which case order or operation becomes less important, and the texture remains independent of the geo so doesn't need adjusting if you change it. CBR
    1 point
  5. Just creating a new UV tag doe snot help. There are numerous tutorials on UV mapping in Cinema 4D available. In the most simple case you can try to use one of the standard projections in the material tag instead of UV.
    1 point
  6. Well if textures stretch when polygon sizes get changed you must be using UV mapping as the method. In which case you just need to pay attention to the proper of order of operation in Cinema, which is to always finish your modelling before you do UVs. So if you change the path sizes you need to do the UV mapping again. CBR
    1 point
  7. I feel your pain. I'm over 50 (slightly!!). It does get harder to find the extra time and energy, especially if you're battling health issues. I resorted to taking supplements like Lion's Mane, Alpha GPC, Fish Oil and the like to help augment my learning. It's hard to shut down all the outside distractions, from family, work, and the internet. Having used Maya for decades (ouch), it's hard to pick up another software and run with it. Flipping between apps can be daunting, but you may need to look at it these days as the tools we use aren't meant to be an expression of who we are (think back to the Apple hey days when people thought they were *cool* because they had a mac or an iphone, or a dumb apple bumper sticker). These days we should utilize the right tools to get out the vision that's in our heads or in our client's heads and not worry so much about being a software purist like many Blender newbies.
    1 point
  8. Interesting.....though I have to say that this is the first product announcement I have seen on the forum without any links back to the main web-site to either learn what is new or download a demo. So allow me: What new link: What's new | Chaos Corona (corona-renderer.com) Download link: Chaos Corona 8 for 3ds Max and Cinema 4D available now | Chaos Corona (corona-renderer.com) Dave
    1 point
  9. I'm glad this helped, but I would feel bad if anyone leaves with a working answer they don't fully understand. I think the biggest confusion comes from the term MoGraph Color, especially when it comes to MoGraph and materials. If you understand what a bump map is or a displacement map is... you understand that when you look at a greyscale image... in your mind you need to translate luminance values to height in order to properly visualize the output. If I asked you to make 4 plateaus at different heights, hopefully you can visualize those being 4 different grey values. Congratulations... you just made 4 groups. We're using greyscale values to control height ranges in a bump or displacement map We're using greyscale values to control index ranges of cloners with effectors (and it has nothing to do with surface color). It's also important to note that nothing I've done at the conceptual level is any different from pre-Fields. I've made a duplicate spherical falloff solution for R18 (the kids may need to squint their eyes or put on sunglasses). Fields is just taking what MoGraph already did and throwing it into an image layer stack that would be easier to edit (vast over simplification... but you don't need to know more if you don't want to). Just remember: If you can see the grey values in your head when it comes to MoGraph (and you understand blending modes), there's usually several ways to get wherever you're going. MoGraph_Material_Fields_R18.c4d
    1 point
  10. 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 🙂
    1 point
  11. 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
  12. Use Selection filter for viewport. (then no matter if live or rectangle selection tool used)
    1 point
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