Cinema4D version 2021.1-(R7) (Obsolete) 17.12.2021

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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby aoktar » Wed Dec 01, 2021 9:19 am

aoktar Wed Dec 01, 2021 9:19 am
slepy8 wrote:
aoktar wrote:Small update(R3) is out for using!


Great, but why did you put 8bit/16bit/32bit options instead od D65/Flat ?

It's confusing.

Don't you think I did a mistake? I'll fix it. FIXED it now!
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby aoktar » Wed Dec 01, 2021 10:47 am

aoktar Wed Dec 01, 2021 10:47 am
You can make better volumes, but you need to understand the limitations of shader sampling and volume settings. Needs to spend some time on these. Also don't go crazy on voxel counts for detailing the volumes, consider to use the medium textures and displacement effect.
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby AaronWestwood » Wed Dec 01, 2021 3:45 pm

AaronWestwood Wed Dec 01, 2021 3:45 pm
aoktar wrote:You can make better volumes, but you need to understand the limitations of shader sampling and volume settings. Needs to spend some time on these. Also don't go crazy on voxel counts for detailing the volumes, consider to use the medium textures and displacement effect.


Thanks so much for sharing that, its great to see that it works :)

Definitely not intuitive at all, would of never guessed this with the transform (Id previously tried dozens of times to get what you shared), so wondered what this setup is doing that makes it work (and why a ramp on its own doesnt)?

Simply trying to understand the reason for this to implement in other larger setups...is there some sort of reason here or literally just stretching out the ramp?

Cheers!

AW
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby aoktar » Wed Dec 01, 2021 4:11 pm

aoktar Wed Dec 01, 2021 4:11 pm
AaronWestwood wrote:
aoktar wrote:You can make better volumes, but you need to understand the limitations of shader sampling and volume settings. Needs to spend some time on these. Also don't go crazy on voxel counts for detailing the volumes, consider to use the medium textures and displacement effect.


Thanks so much for sharing that, its great to see that it works :)

Definitely not intuitive at all, would of never guessed this with the transform (Id previously tried dozens of times to get what you shared), so wondered what this setup is doing that makes it work (and why a ramp on its own doesnt)?

Simply trying to understand the reason for this to implement in other larger setups...is there some sort of reason here or literally just stretching out the ramp?

Cheers!

AW

This is the formula to sample the textures. But I think I can quickly add new mode to make it simpler
Code: Select all
               
                Float scl=0.01;
                Float z = iz*voxSize-0.5*boxSize.z+hSize;
                Float x = ix*voxSize-0.5*boxSize.x+hSize;
                Float y = iy*voxSize-0.5*boxSize.y+hSize;
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby Kalua » Wed Dec 01, 2021 4:38 pm

Kalua Wed Dec 01, 2021 4:38 pm
aoktar wrote:Small update(R3) is out for using!


Thanks for the update, Aoktar!
One question: shouldn't we be able to set up to 20 custom AOV in material's custom AOV tab? See attachment.
Regards,
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby aoktar » Wed Dec 01, 2021 4:49 pm

aoktar Wed Dec 01, 2021 4:49 pm
Kalua wrote:
aoktar wrote:Small update(R3) is out for using!


Thanks for the update, Aoktar!
One question: shouldn't we be able to set up to 20 custom AOV in material's custom AOV tab? See attachment.
Regards,

Yes, every part adjusted by hand. Seems like I missed that
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby Kalua » Wed Dec 01, 2021 4:53 pm

Kalua Wed Dec 01, 2021 4:53 pm
aoktar wrote:
Kalua wrote:
aoktar wrote:Small update(R3) is out for using!


Thanks for the update, Aoktar!
One question: shouldn't we be able to set up to 20 custom AOV in material's custom AOV tab? See attachment.
Regards,

Yes, every part adjusted by hand. Seems like I missed that


Thanks! I appreciate your updates!
Regards,
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby aoktar » Wed Dec 01, 2021 6:50 pm

aoktar Wed Dec 01, 2021 6:50 pm
@Divasoft, @AaronWestwood
I can give a build with new parameters in volume object for testing.
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby Delizade » Wed Dec 01, 2021 8:01 pm

Delizade Wed Dec 01, 2021 8:01 pm
"Fix: Crashes with texture SOLO mode"
it was like...
girlfriend: "I'm good now, sorry for all those troubles"

thank you god I mean thank you aoktar.
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Re: Cinema4D version 2021.1-(R3) (Stable 2021) 30.11.2021

Postby divasoft » Thu Dec 02, 2021 10:24 am

divasoft Thu Dec 02, 2021 10:24 am
aoktar wrote:@Divasoft, @AaronWestwood
I can give a build with new parameters in volume object for testing.

It would be great. I believe together we can make volumes great again)
I used layers and a transform node, after which I actually managed to get a smooth gradient. Indeed, it would have been impossible to guess this oneself.
I also found a small bug. If you use a transform node and edges feathering, then a strange "disappeared wall" effect occurs. You can see this in the screenshots and in the video I recorded.
Video https://yadi.sk/i/Hp1dtjM-ctmNsw

It would be great if volumes with a gradient worked this way by default, without additional manipulation. Because now the three of us know how volumes work correctly and a few more people who will read our messages here, and all the other thousands of people will be deprived of this pleasure and will never know how to use volumes together with a gradient correctly.
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