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Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Sat Apr 29, 2023 12:13 am
by Kalua
aoktar wrote:New build (R4) is out with some fixes! Enjoy it!
Thanks a lot!
Looks great!
Is there a demo scene to learn how to set the Field Shape Texture node? Have been trying it out but with no results.
Regards,

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Sat Apr 29, 2023 5:11 am
by AaronWestwood
gifmotion wrote: I understand technically why you say Aces doesn't do this and shouldn't.

But as artists wanting speed and primarily caring about what the visual image looks like, this is important. I don't want to look at my image in liveviewer and then be like "I think this will look good if I take it into photoshop or aftereffects or an alternative app to do more color correction". Aces I find is giving me a nice look, however I think its very important as an artist to then have the ability to break the rules and have further ability to force tonemapping and change highlight compression and gamma. It may not be 'technically' the right thing to be doing but visually it looks good. So I believe we want to have this feature or otherwise another color correction set of tools that can be done during the liveviewer process to do this. So we aren't jumping around between programs.

Lastly, I posted a video a few comments back using aces and had this ability in the 2021 plugin. Potentially it may have been setup wrong but from what I can tell from using it for the past year, It was setup correctly and was allowing me to do this feature.

Thankyou for your responses though SSmolak and Arronwestwood
On your last point re your video, you can still turn on force tonemapping in the current version (2022). But doing so, this is no longer ACES and will produce incorrect color interpretation. You also double dip and turn on ACES in the camera which switches to Octanes implementation of ACES, this isnt needed if you are using the OCIO from the IPR drop down menu. You can pick 1 or the other but don't need to do both.

Without knowing how much you know, but OCIO is a color management tool. Its not a LUT or a filter and is made to be exact and consistent which is why you have limited control. Its not a 'rule breaking' type workflow, its purpose is accuracy.

With what you are wanting, I think you would get far more mileage finding a LUT set you like which gives more 'creative' options in the IPR which allows for full camera imager functionality. As mentioned the devs do want to implement more post processing and post color correction workflow tools for compositing down the track, but until then I think your best bet is LUTS.

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Sun Apr 30, 2023 2:15 pm
by anklove
Hello there! Any chance to solve this issue? If i have object with transparency inside of a VDB volume i can clearly see the mesh boundaries.

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Mon May 01, 2023 2:56 pm
by Kalua
SSmolak wrote:
aoktar wrote:New build (R4) is out with some fixes! Enjoy it!
Thank you for Shape Fields ! It is very powerfull for creating dirts around chosen objects. But I found two issues :

1. It doesn't work correctly for sdf from objects ( space translation issue )
sdf_1.jpg
It works fine for regular sdf's
sdf_2.jpg
2. Using SDF's in scene cause crash while restart rendering.

3. Field Shape doesn't work while connecting Projection node to it.

Scene attached.
Hi, SSmolak
Would you mind sharing the setup on how to make this "Field shape node" to work? Have been trying to make it work with no success.
Regards,

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Mon May 01, 2023 3:29 pm
by SSmolak
Kalua wrote: Hi, SSmolak
Would you mind sharing the setup on how to make this "Field shape node" to work? Have been trying to make it work with no success.
Regards,
Hi, scene attached. You need to drag SDF object to Shape Input in Field Texture also link it in Transform Node too to match position.

If you use restart render in Octane LV - it will crash.

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Mon May 01, 2023 3:49 pm
by Kalua
SSmolak wrote:
Kalua wrote: Hi, SSmolak
Would you mind sharing the setup on how to make this "Field shape node" to work? Have been trying to make it work with no success.
Regards,
Hi, scene attached. You need to drag SDF object to Shape Input in Field Texture also link it in Transform Node too to match position.

If you use restart render in Octane LV - it will crash.
Thank you!
I will take a look and share my experience!
Regards,

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Mon May 01, 2023 4:32 pm
by aoktar
As wrote in release notes, shape field is not stabilized yet. Crash are expected. Also there are unoptimized structure on my side. You need to wait for stabilization.

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Mon May 01, 2023 5:15 pm
by SSmolak
aoktar wrote:As wrote in release notes, shape field is not stabilized yet. Crash are expected. Also there are unoptimized structure on my side. You need to wait for stabilization.
It works pretty good as for first implementation. I think that would be great if shape create more wider texture. At the moment it distance is very small even on max setting.

Re: Cinema4D version 2022.1.1-R4 (Latest stable) 28.04.2023

Posted: Tue May 02, 2023 10:04 am
by shaddam
In the custom AOV node editor, when adding a new node it seems to mess up the current placement of nodes, i was using comment boxes, so maybe something to do with that? - cheers!

Re: Cinema4D version 2022.1.1-R3 (Latest stable) 12.04.2023

Posted: Tue May 02, 2023 4:40 pm
by frankmci
elsksa wrote: Unfortunately, it's a fallacious thinking. The "digital imaging world" is chaotic enough that such thinking doesn't have its place. Evidently, nobody will arrest you for doing it wrong but it shouldn't be normalized, especially for working around in-renderer limitations (there are none in-post).
[opinion]
With all due respect for your knowledge, experience, and willingness to share them, I have to disagree in principal. Tools are tools, and as a general rule, neither the intended purposes in the minds of their designers, nor the social/professional norms, ever encompass all the ways those tools will be put to use in the real world. There is no "wrong" way to use a tool by an informed user, just ways that may be more or less effective (even dangerous) to particular people in particular situations. There are certainly countless uninformed ways to use tools, but if the artisan chooses to use Tool X in a particular way, understanding the repercussions and risks, then that is perfectly normal and perfectly fine.
[opinion/]

I've learned a lot over the years when students used a tool "wrong," but quite effectively to accomplish the goal, reminding me that I'm becoming more and more of an old fart stuck in my ways.