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Popular Content

Showing content with the highest reputation on 01/14/2022 in all areas

  1. Hey Core community! Glad to be on board here. My name is Marc, I am a Designer from Düsseldorf. For more than 20 years now I run my studio renderbaron, focused on visualization and Visual Effects. I am using Cinema 4D since 1997. My passion is Shading, Lighting & Rendering. Since a few years I qualify as a Maxon Cinema 4D Master Trainer. Looking forward to this community 🙂 Cheers from Düsseldorf, Germany Marc
    1 point
  2. Lead graphic vendor on this highly anticipated fourth edition of The Matrix franchise, Studio C, the creative offering of Compuhire Ltd, created the visual language, graphic UI and content for on-set playback and post delivery. The Matrix Resurrections spanned two years, including a Covid-related shut down, and was Studio C’s biggest project to date. The main tools in the motion design pipeline included Cinema 4D, Redshift, X-Particles, Adobe After Effects and Creative Suite, and Unity, Blender, Substance Painter. Rhino and Sketchup were also used for refining and converting CAD elements supplied by the Art Department. Read more here: https://cgsociety.org/news/article/5289/studio-c-reimagines-the-graphic-world-of-the-matrix-resurrections?fbclid=IwAR1KUEz5A5galbVrvF6shHbC2FKV1yB9rpwfD8jyrt4ESK-Qb25VfUJKc00
    1 point
  3. You can create a vertex map that "records" where the sphere was, using Fields. I've attached an example. In the right vertex map I dragged the sphere into the Field list and adjusted the Radius. The Decay Field is recording the maximum value that the Field sampled for each point (if you set the Effect Strength to below 100% the recorded data will fade over time). The second vertex map takes the first vertex map as an input and is just there to blur the result a bit. I then used the vertex map in a vertex map shader (inside a colorizer to make it look a bit prettier). Note that this workflow relies on the resolution of your mesh, as the data is sampled and stored per point of the mesh. On low resolutions it won't work well. And in case you are wondering about the odd shape of my "plane" I had to butcher it a bit to get below the 3 mb upload size limit on the forum 😉 record_proximity_0001.c4d
    1 point
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  5. HAPPYPOLYGON, There are a few ways to prevent unwanted clone/instance intersection in Blender. One of them was something I alluded to earlier, the "accumulate" node. Another way is with "Poisson Disk" option in the "Point Distribute" node. Of course, any approach (in c4d or blender or I would imagine other DCCs) is going to get stressed when you try to randomize scale and position yet also keep gaps from occurring -- such as this brick wall. Hope to explore this soon.
    1 point
  6. No. Not easily. This would be one of the things that might stop me using VB for this. CBR
    1 point
  7. Looking fantastic! Haven’t tried the Corona render yet. Love that metal look
    1 point
  8. [I] After This Video I feel so uplifted! I feel so connected to this Company. Stuff like this is what makes the customers happy. Everything is going to be fantastic.[/I]
    1 point
  9. Welcome on Core4D Marc, It´s honor for us to have a rendering guru here
    1 point
  10. Hi Marc, greetings from the other side of Düsseldorf! The world is a pie 😅
    1 point
  11. Thanks folks for the warm welcome! I received a 3090 Suprim X from MSI for testing. But beisdes that I´d still prefer it over the A6000 because of Redshifts excellent memory management: until now I never hit a wall with 24GB. Even my older 1080s can do their job while Team Rendering with Redshift though they only have 8GB. So the RTX 3090 does make more sense than the A6000, esp. considering the usual price tag for Quadro cards which is usually 2-3 times higher. Cheers Marc
    1 point
  12. Very happy to welcome someone of your experience/knowledge to Core4D. Also very excited about your YouTube page (I just subscribed). I am always on the hunt for good hardware tutorials and good rendering tutorials -- Redshift especially but even Physical Renderer as well. Question: I noticed your review of the RTX 3090 Surpim X. The cost of that GPU in the US is around $3500 (today's prices --- past sales did have it lower). What attracted you to that card over the RTX-A6000: A bit more money (around $700 more if you purchase it with a workstation from Lenovo), but twice the memory. Thanks, Dave
    1 point
  13. https://support.maxon.net/hc/en-us/categories/4405723856402?fbclid=IwAR2EZkoCj79-qdIXqSFrcEdzELx6RHiZaaI8_E-bZXtLsxoOnd6FBYhTDZk
    1 point
  14. Maxon is not a super cool and innovative company, but the other two companies are downright disgusting. I was on the Autodesk ship for a long time and a decade of updates was enough for me where only the release number changed and the number of bugs increased. The second company is simply extremely greedy and enjoys a monopoly in its market gap. I stay on the Maxon ship for a year. Waiting for what they will show with the scene nodes and if nothing changes in the direction of an understandable workflow. Blender will probably become my main working tool and C4D R19 until I fill in the gaps in my knowledge of blen's tools. In any case, it is a question of whether I can compete in the market with such tools.
    1 point
  15. This is not what happens when software companies like Adobe and now Maxon acquire new pieces of software that fit their market niche and subscription portfolio. Nothing from ZBrush will be ported to Cinema and nothing from Cinema will be ported to Zbrush, because in reality you can't just plop code or design from one software to another any more than you can combine two different artists' paintings into one painting. The only conformity between the products will be how they are billed and maintained, and we already see that change happening.
    1 point
  16. You have the material node on the Cloner set to UV Mapping as the 'Projection' type. However, the buildings have incorrect UV maps, or no UV map at all, so the texture will not show properly. To apply your texture in a general fashion across all the clones, change the projection type to 'Cubic'. Then right-click the material tag and choose 'Fit to Object'. Select 'No' when asked "Do you want sub-objects to be included?" Finally, use 'Texture Mode' and 'Enable Axis' (shortcut L) to adjust the position and scale of the texture. To take it a step further, set a polygon selection on each building object that includes the vertical faces only. Then drag one of the selection tags into the Selection field of the material node. Now the texture only shows on the sides of the building clones. You can stack another material on the Cloner for the rooftops, just make another selection tag on each building for the roof faces. (example pic)
    1 point
  17. Some texture RnD for a project I'm working on. Curvature is coming in the next version of Corona Renderer, but you can still do nice things with the current AO system.
    1 point
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