A couple of weeks ago I had the opportunity to play another round with Cinema 4D, this time with the Corona Render.
I left everything at the default setting, played only with the timeframe, running from 5 Minutes to 9 minutes per frame for the various animations.
And of course I ran into some Problems, especially with noise, „Firefies“ and DoF, but I wasn´t even scratching the surface of the possibilities of this renderer.
I like the idea of using the CPU for rendering, even in the near future.
What would be the „optimal settings“ in Corona with better results on one hand, but without endless rendertime?
Hi there, the ‘‘best’’ settings are those of the default settings. What issues did you have with DOF? Please feel free to create a support ticket so we can assist you further. A link to do that is in my signature below.
Hi all,
I have just uploaded a short and fast Animation on YT, all rendered with Corona.
Maybe you are able to see the noise were the grey spheres are, and the flickering of the green pillow, other than that, I am pretty satisfied wth this first set of render.
Today, I like to present some more Pictures and another short clip made in Cinema 4D and Corona renderer.
In the video I only used Corona Sky and Sun with no additional lightning. It looks like some textures, especially the fabric ones need more attention, otherwise you will get flickering in the Video, or fireflies in the Stills.
Anyway, it was fun again!
Maybe its time now to take a closer look at pyro, but Im not really a fan of Explosions and fire.
First time I did something different with the Pyro Modul in Cinema 4D other than setting an animated sphere on fire.
At this point i´m not able to color the smoke in Corona. If I cache the color in the Pyro output in advance, it turns out to look like an impenetrable dark mass.
So, i still have a lot of problems to solve.
As an alternative I put the Output into a volume mesher, to get the whole material library to use. in this case I choosed the Fog Material turned puple. It also
reduced the visible grid on the Smoke simulation, but the voxelsize is already at 1.
Hi, changing smoke color should be pretty straightforward.
You can adjust the absorption color and scale.
Then you can adjust the scattering color. Disabling “single bounce only” can be a good idea to get more realistic results, but it will also render slower.
Here are some screenshots. In the last one I tried setting up some kind of dense, yellowish smoke so I’ve set both absorption and scattering to a yellowish hue.
Note that if you leave scattering color-less (white/gray) and only set absorption to some strong color, you will get weird results, but it’s supposed to work that way. With absorption, you are treating light rays with maths, so the original RGB values may at some point end up as something completely different.
looking for some nice stuff,i ran into the question how to create a spongy looking texture, with the remains of once air filled bubbles of different sizes.
What would be the best way to create a foamy material in Corona?
Pic 2 should look like pic3(physical renderer) but CR did not render the destruction of the main structure.
I think i forgot to cache the simulation first.
In all cases I missed to turn on the thickness for the car.
Hi,
yesterday i was surprised by an old very well known enemy, fireflies, as you can see in picture number 1
To reduce thisi unacceptable amount of unwanted reflections or whatever, i tried to gain some nformation, including from this side.
Pic. no2 shows an environment allmost free of blistering highlights, but with loss of quality in the render, und loss of transpirancy in the glass material., because i reduced the glosiness from 100 to 85 percent.I also increased the GI/AA balance to 22, und put om caustics, which is pretty slow to render, but gives some nice “Lichtgekringel”.
Finally picture Number 3 is a comprmise of settings, unfortunately with new dangerzones and the reappearance of my unwelcome “firénds.”
But still cool what you can do, just out of the box!
I already followed your advice, the first pic shows the highlight solver enabled, and clamping set to 1, 56 passes.
For the second render I increased the budget value(whatever that is?) to 8 in the solver,and reduced the clamping to 0.5, with 27 passes.
The second pic looks darker, with less details, but both are free of fireflies and much annoying highlights, at least in my opinion.
The DOF highlight solver improves the quality of bright “bokeh” spots.
Highlight clamping will always make images darker because it, well, clamps highlights.
One note: when using highlight clamping above 0, the output is not “high dynamic range” any more. So if you are planning to do some compositing or need a wide tonal range for other reasons, don’t use it.
in some further exploration of Corona I used a quick setup with only a couple a lights, no sky, no sun.
Instead of limiting time or the amount of passes, I used the noise level.
In pic one it was set to 4 wirh like 40 passes in 7 Minutes rendertime. the second one saw a reduced level set to 3 ,
with some 75 render passes and rendertime doubled.. After a first quick look, i could not see a noticable difference.
I had the opportunity to play around with a newer version of C4D wirh the particle system, but at least for now i didn´t found the excitement as expected.
Maybe Particles stuff comes a couple of years too late for me, i`m prefering soft body/cloth stuff nowadays
Even though I have not the slightest idea how a piece of software like Corona works, I would like to see a Corona Tag for particles, similar to the spline tag(no circle, no sweep) because simulation of a lot a particles inside a cloner with gazillions of tiný spheres means an awful slow simulation.
If there is an imaginary wishlist, I would like to see a foam render tag(I already brought this up a while ago, and some more fancy materials inside of Corona like Styrofoam in a future version of Corona.