Jump to content

Dear Visitors

If your confirmation email doesn't arrive, give us some time while we manually approve your account. Support ticket is not necessary, we are checking new registrations regularly and approving if registration requirements are met.

Please read Rules & Guidelines before posting around Forums. Information we seek is minimal and in the end saves us a lot of time and we are able to provide solutions faster.

Please consider supporting us via Contributions for all the work we are doing. Contributing even with the smallest amount, will remove ALL AD's and unlock some nice features like being able to be Tipped for providing help, or file etc.

All Activity

This stream auto-updates

  1. Past hour
  2. ordered a 16“ mbp on tuesday, the beefiest one, only thing i didn‘t max out was the ssd. never looked forward so much to a new laptop. i agree, quality standards were once higher at apple, but overall i‘m still happy, never had any major issue with any of my macs in 20+ years. @srekon the trashcan i disagree a bit. while the general design in terms of modularity / upgradability was a mistake, apart from that it was a good machine. still using mine from 2014 as my main desktop machine, it handles large psd files very well, and isn‘t holding up that bad overall considering it’s almost 8 years old. it’s freakishly silent even under heavy load, and didn‘t give me any trouble ever. it’s a workhorse, just not one you can upgrade properly. still, in retrospect i don‘t regret getting it, i‘m just glad i did not get a intel new mac pro last year, now that the arm chips have proven to be the hottest shit.
  3. Meh, guess I'll have to take another look... and maybe try more than liquid sims 🙈
  4. Go for Redshift: more stable and uses standard workflows that you can easily carry over to other render engines. On the downside, its biased nature implies many parameters that can feel overwhelming for beginners. Octane is often said to be better for quick photorealistic results, but it's much less stable and its workflow is more specific.
  5. With View Layer you can easily create the necessary light groups and in any quantity
  6. Today
  7. Hello I started studying c4d and now I'm going to study renderer for the first time. I'm thinking about which one to choose between octane and redshift. I am interested in artwork that composites live-action videos such as music videos, and I am interested in producing cinematic videos with realistic lighting. Can you recommend which render would be good to study?
  8. If you are certain the plane is set correctly (see my example above) in texture mode, where the square is parallel to the plate, then you can right click the texture tag and do 'fit to object' which should sort that out. CBR
  9. The rumor mills suggest that the Mini will have similar (or identical) CPU/GPU options as the new MacBook Pros. Not more/less. If someone wants a Mac Mini with the M1 Max, the 32 GPU cores, 1TB high-speed storage and 64 GB of RAM...probably going to run $3,000 USD. That's not horrible, but it won't be upgradeable, and it won't have GPU power of a Nvidia 3080. It will be interesting to see how the CPU compares to a $800 AMD offering.
  10. Hey! Thanks for this... So it gives me this outcome. close! but not there yet..
  11. Have you tried standard Flat Projection, and then using Texture Mode to align that to the front surface of the plate ? You would set that up like so... CBR
  12. Sorry to dig this one up, but this question was obviously misunderstood and remains unanswered. I'd just be asking the exact same question. Does anyone know a way to use 'flat' or instanced geometry with hair, and have it pick up the color of the object it's attached to? i.e the color of the flat polygons should be a solid color, defined by the color of the parent object's UV map at the point where it's attached. Exactly as it works with generate set to none We don't won't ' individual but identical UV mapping.' . that's exactly what we don't want.
  13. No, that is a rather unique capability of Fur. Most parameters in hair use black and white maps to define thickness, distribution, length, density, growth etc, and all that is based on the model UV and hair material parameters. But I do wonder if you couldn't use a Vertex Map shader to access that data in a way that is accessible to hair parameters ? Worth a try I'd venture... CBR
  14. Hi there, I am using the volume builder tool to create an object for a project. It was mentioned to me that with VB, I am unable to UV map my material onto my surface. I have attempted to use the node editor to properly map the image with no success. Keep in mind that I'm a beginner so the solution may be fairly obvious! I was hoping to render this with Octane. Would someone be able to instruct me how to map the attached image flat onto my surface? I don't mind if the front is covered and the back isn't as long as there is an even overlay of the image. Looking forward to hearing from you! Mia oddly testing phase.c4d
  15. Yesterday
  16. Really amazing, thanks for sharing.
  17. Hi all, Been searching for the past couple of days and reached the dead end. Is it possible to use vertex map to grow Hair just like it's done with Fur? I've looked in every possible tab under the Hair Object and can't seem to find the field for vertex map. I'm using a Freeze Field Grow map to slowly grow some plants on the wall. But heck no. Thing is, I can perfectly apply my vertex map to Fur, but then I can't generate instances with the Fur object. On the other hand if I use Hair to generate instances then I'm unable to apply the vertex map. Wow. Attaching the project with a vertex map. Any help? hair_vertex_map.c4d
  18. Not sure about markers, but keys, no. It's not possible, as it would create complete chaos when scrubbing and a ruined timeline and animation.
  19. Hi, I would like to move keyframes around the timeline with Xpresso - is this possible? Is there any way to access keyframes and markers?
  20. I don't believe some of these early "benchmarks". Let's have a lot more input but from real machines and not estimated or bogus results put out by Intel.
  21. A few thoughts: 1. If your glass sheets have thickness - check the normals are correct and facing outwards. 2. If the glass is just a single poly - eg not a solid - then use the Redshift material 'thin wall' refraction option. Finally - here are my general notes on rendering glass with Redshift. For best quality: Lights and HDRI domes > Ray : Affected by refraction: always Material > Optimisations : Cull Dim Internal Reflections : off Material > Advanced : shadow opacity may need to be increased. Render settings > Optimization : Reflection/Refraction/Combined: 16 Could it be related to shadow opacity? I hope this helps. EDIT: just one other thought: Are you using a custom material? If so, try it with the preset RS Material > glass preset. If that works OK, it's likely to be some custom material setting if you've built your own glass.
  22. I’ll happily take that loss not to go near Windows ever again.
  23. Some Geometry node tut by Entagma From the comments.
  24. Small exercise for future tutorial. All this is done without ever entering the node network and touching a single node. All done directly from viewport. Mini_Chair_Project.mp4
  25. Glad to see you are making improvements., Interior looks nice, I like it so far.
  26. Appeared a Cinebench R23 14970 Not that great. My Ryzen 5800 can get 13200 with 2 less cores.
  27. I'm saying Sketchup.....
  1. Load more activity
  • Create New...

Copyright Core 4D © 2021 Powered by Invision Community