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Showing content with the highest reputation on 02/04/2019 in all areas

  1. Hi folks :) In this topic I decided to share many of my files for you to examine. All of these were small setups, rigs, contraptions, prototypes and fun projects that I made over the years for clients or for myself. There is a lot of them but I will post them in small groups over time in order to avoid overload :P Feel free to use techniques and whatever you learn from them to your advantage. Each file will be enumerated and with hint of what is used in the scene in parenthesis. Files will vary from simple to quite advanced setups, in no particular order Have fun! 01_Airplane_route(MG+constrains).c4d 02_Atom_array_attractor(MG+XP).c4d 03_Ballon_procedural_anim(CA+Cmotion).c4d 04_Barb_wire(MG).c4d 05_Beast_in_box(CA+Cmotion).c4d 06_Box_fill(Dyn).c4d 07_Burning_match(MG+XP).c4d 08_Butterfly(CA+Cmotion).c4d 09_Cell_tissue_penetration(MG).c4d 10_Build_up(MG).c4d
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  2. Keep in mind - especially with Metal shaders - that the shader is only half the story. What is being reflected and the scene lighting drive the other half of the equation. So, for example, if you just have the wrench sitting on a plane and nothing else in the scene - there is a huge black void above your wrench and no architecture or objects to reflect. So you need an environment around the scene for the material to react to. You can cheat this with a HDRI image instead of having to model a room out, but even with aged and blurry materials this makes s huge difference. As does placement of light sources. One of the advantages of Redshift is how quickly you can play and tweak these kinds of things.
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  3. Thanks! I worked on the floor a bit, a little DOF and reduced the bump. Still a work in progress. I should clarify my original post. The Pixel Lab textures work great. This look just wasn't what I envisioned for the model.
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  4. for the more streaky and clumpy look you should bring in a xpconstraint dynamics object and enable "connect within distance". play with the connection distance and break values until you get the desired result. for them to get stuck to the inside of the tube you should up the friction values, for both the particles and the collider. a gravity modifier should take care of the sinking. if you want to art direct the particles to sink more in certain areas you can bring in more gravity or even wind modifiers with a fall-off. if you want them to slowly dissolve after they stuck you'd have to define an action, which puts the particles into another group on collision with the tube. you can then address that group to fade them out. about the explosion: to keep it in a confined space just make a cylinder as xplosia collider object and it should work. also you can add a disc (or define your piston as collider directly, although i always prefer to have different invisible objects as colliders to be able to cheat a little if needed) to give you the pumping effect. i'm not really an expert in XP, but that's how i would approach it. edit: groups are really powerful in XP, so make use of them. you can make different particle groups right from the start to make certain particles behave differently.
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