Corona Renderer for Cinema 4D Beta 1 Release Candidate

Could that be connected to the bug with the camera projection types?
I reported a bug (ID:0002917) a while ago that when using parallel camera projection and rendering in viewport the results are incorrect (region render and C4D’s native interactive render region) but when rendered to Corona VFB or C4D’s picture viewer (interactive and final) results are correct.

I also remember someone else reporting some issues with the isometric projection.

Regarding Team Render, on the Beta 1 release notes it says TR is just about there aside from not being able to stop by noise thresh or time. I fired it up over 4 machines the other day to try it out for a single image and found it was actually slower than using a single machine (set to 12 passes + denoise). All 4 have plenty of RAM and cores to do the job and its using a 1GB network (approx 110mb transfer speed). Granted I just used default TR chunk size in the corona settings but any time advantage was negated by the time it took to feed all the strips of data back in to the main image. The image takes about 1 hr on a 16core threadripper but it was over 1:20 when I finally stopped it with TR waiting for chunks from two nodes. I tested other scenes as well that did finish but took the same on 4 machines as on 1 machine. Perhaps I should tinker with the TR settings but I would have assumed this was a typical situation with a 1GB network. The initial load up took a few more minutes than on the local machine but that was sending assets over and its a largish scene so probably to be expected.

The rendering time stats seem to add up and the time is good when it says its finished rendering - only Im left looking at half an image and its gradually filling in like a scanline render. Any suggestions?

Also as a side note I got the wrong gamma and double LUT application issue after I adjusted the tone mapping after one of the tests had finished rendering. I couldnt get it back to its original state even with the original tone map settings.

(R18.048 + 22nd Dec build).

Hi Rob,

Thank you for the testing. Some people already reported that rendering using TR is slower than rendering on the local machine, but we are not able to reproduce the problem. I tested it again (big scene, 12 passes, 12000x7200, 3 machines and TR is ~ 3x faster than local rendering. Can you please send me console outputs from all Teamrender clients. Can you please also test whether rendering a lot of passes when 1 pass doesn’t take too much time has the same (TR vs local) problem as rendering fewer passes which takes longer time?

Thank you
Nikola

Just wanted to say that layered materials don’t update in the latest beta. They did in the previous version. Would be nice if that could be fixed.

Thanks Nikola. I will when I get a bit of time to test it hopefully later. In terms of the size the final image size was only 5K but the scene from memory is approx 2GB with assets and then the textures on top of that. So the warm up time was about 5-6 mins from memory which is fine if the rendering is quick. The time it reported to get through the number of passes was quick. The problem came with showing the output in the PV/VFB. When it said it finished rendering it only showed half the image and then to get all the chunks from the nodes to finish the image it lost any time it gained from the rendering. So in summary if the PV info is correct - the load time is probably as expected, the rendering is fast but the gathering of the chunks is really slow. As said I havent adjusted the corona TR chunk size settings. TRs own speed test is reporting 110mbs for each node so it should be able to shift over all the info. Certainly one scene had several multipass elements which might effect it?

  • “Interactive rendering” can not zoom out to see full view, only in render…!
  • Image set to Corona Bitmap… turns to black…?
  • In Reflection, texture in glossiness with color mix shader, Interactive rendering shows full strength of texture even texture Mix Strength to 10% but in render its fine.

just try the bloom and glare under studio r19 OS X Yosemite… during rendering under corona VFB a strange blink appear during setting up the bloom and glare values… and generally VFB don’t work well when setting up the value… just take a look at this video I quickly made with phone just to see you what happen…

link to wetransfer:

the include/exclude object option for lights I think don’t work at all… cinema 4d r19 studio and OS X yosemite…

In R18, OS X… its working.

Works also on R19(win).
Is it something specific like reflection that you’re having problems with?
Also when the scene is complex with multiple lights, the bounced light still hits the excluded object and it might look as if nothing changed.

no complex scene… only 2 light… 1 with excluded object… but this not work…

strange question mark in bump channel with normal map… look at the picture and the example scene posted… cinema 4d r19 OS X yosemite…


BUMP_NORMAL_BUG.zip (632 KB)

Your normal map appears to be super strong and it is probably creating those shading problems. Try toning it down to see if it helps :smiley:

i try to modify tone .. try to create again normal channel… etc… the problem still appear… and also I don’t know why the question mark appear in the bump channel…

Does it happen even if your normal strength is set to something low like 1%?

The missing icon is “OK” because afaik the devs haven’t fixed it yet. It works but its showing up like a missing texture right now. Don’t worry about that one.

keeping strength like 1% does have no sense… don’t you think?? after this the same project but opened in R17 with the last alpha A6 of corona, works fine and have no problem…

To be honest I think it depends on your normal map. I have normal maps where 10% means I’ll see every splinter bumping out of a wood surface while with some other normal maps I need to up that amount to like 50%.

From my experience whenever I’ve went to high with the normal map strength I got a similar effect to yours.

edit: Man I am so sorry, I totally misread your post. You are basically asking why there is the missing texture flag there right?

Yeah, nothing to do with you or your C4D. Like I said before, its working as intended and I presume the devs will eventually make it display a proper preview / icon. The fact that it shows it as missing is not a problem.

Initially I thought you were experiencing shading errors that offset your texture / create other shading problems. That said, when I opened your file I did notice that your normal map is too strong and it creates a faceted look on the sphere. You’ll probably need to tone that down.

i don’t know if that normal create problem or not… i only know that till alpha a6 everything works fine… sphere preview and material results with normal… now i don’t know if this material works fine, but like you could see in the preview the faceted sphere let me think that there is something wrong… the normal map it is ok.. work fine on the previous version of corona and also works fine with other render engine…

Well I’m sorry if I am repeating myself but if the only thing that is bothering you is the “missing texture” icon then you can safely ignore it. It works.

For the facets, that happens when you have a really rough / strong normal plugged in so if you hit render in your scene you’ll probably see the polygons on that sphere. That is “normal” for Corona and you’ll need to adjust the strength value to an earthly value :smiley:

this is due at something changed from alpha a6 and the last rc1 beta 1 ? cause in the last alpha a6 it works fine… same object… same project.. same material… same normal setting… probably in the last RC1 beta 1 normal setup is changed…