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Showing content with the highest reputation on 08/14/2021 in all areas

  1. here's a quickie to push you in the right direction... something around those lines should work. shoe_spot_tubes_setup.c4d
    1 point
  2. Cheers Dast Just found the email, I should take time to set it up properly. I never have found an ideal layout but figured I could get close with dials. Thanks again. Deck
    1 point
  3. Yep, came here to say pretty much that 🙂 You very rarely see extended sequences that don't involve cuts, and many many different setups... CBR
    1 point
  4. don‘t look at this as a whole... there’s cuts... the first bit is simple mograph, tori and tubes in a linear cloner with a plain effector and linear fall-off and a delay, you could possibly keyframe the bevel of those tubes to look like tori n the beginning and then transform to rather flat tubes. although there‘s also a cut at this point in the video, so there’s probably just 2 different setups for this... the whole thing can be deformed with an ffd or plain effectors in deformer mode with some fields to take on the shape of the shoe, or you could just model those destructively into place... after the second cut it‘s another setup, which looks identical to the second shot in the beginning, but is open at the bottom so a softbody sim run on it allows them to look like it’s breaking apart.
    1 point
  5. My scene was from R23, but current one is edited in R19, so it´s almost the same in result as R18. In R23 are displayed cubes, In R19 as planes. This could be solved by adding Connect object. For "parametric" colorizing of cubes could be used multishader for example... cubes2text__update_0001.zip 5 seconds GI
    1 point
  6. One of the most important things to understand IMO with this higher dynamic range rendering - whether filmic, ACES or whatever - is that correct PBR based materials and lighting are key components as well. Not enough emphasis is given to that. 'White' needs to have a diffuse value of around 80% for typical surfaces. With that you'll be able to pump up your lighting to more realistic 'sunlight' levels - and therefore get better GI and overall more realistic light interaction. Eg: One dome light, one box with a realistic window sized hole... straight out of the renderer: I can certainly remember the days when we couldn't even imagine getting a result straight out of the renderer like this. So, whether you choose to use Blender + filmic, or ACES, or whatever - rejoice and be happy : )
    1 point
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