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Popular Content

Showing content with the highest reputation on 07/30/2022 in all areas

  1. Hello guys. The long awaited Random Walk Sub surface scattering has now been added which for some will be a huge addition to Redshift. A move from point based to Ray traced SSS was a move in the right direction but the new standard for SSS has shifted for some years with other DCC packages. Arnold known for its quality skin renders using the AL Surface was ahead in the game of realistic portrait 3D Art. Arnold moved to the new method Random Walk which is highly accurate and helped produce some stunning renders using this method of SSS. Redshift own methods for SSS just didn't hit the mark, especially for realistic skin rendering. This has now changed with the inclusion of Random Walk in which further improvements are on the cars I'm sure. The big deal for Skin and high frequency detail models is that SSS needs to offer the ability to produce back scattering for thinner objects, frontal scattering for the soft look of skin while being able to retain high frequency detail often lost when SSS is applied. In addition to this bleeding was often a problem in areas such as the lips, eye lids, and nasal creases. The difference with Random Walk is significant. Alsurface render within Vray. 6+ hours Redshift Raytraced render (Principled Hair shader) Redshift Random Walk (Principled Hair shader) 2080 ti 1hr 13m
    3 points
  2. You don't seem to be acknowledging the way generators work in Cinema. The Extrude Object ONLY works with splines as its children - not splines in sweeps or other generators - JUST splines. You have a complex network of polygon objects and other generators under the extrude in that scene, so you are simply not giving it what it needs to work ! This what a valid extrude hierarchy looks like... which will give this result... (make sure you tick hierarchical in Extrude so it reads all the child objects) Now, if you want sweeps of those splines as well that's fine, but you should use copies or instances of the splines to make those rather than trying to lump them all into the same hierarchy. Any thickness you may be trying to add with Cloth SDS should be ABOVE the Extrude object in the OM, and never a child of it. CBR
    1 point
  3. No, it has always been that way. When you first add a keyframe you do so by hitting the diamond next to the parameter you are animating, but if you select an existing keyframe you see its properties in the attributes manager. However if you are on a frame where there is keyframe in the timeline, and still viewing the attributes of that object you can also update the parameter there, and hit the diamond to update the key. CBR
    1 point
  4. Went for my annual dental check up this morning. The first thing that went through my mind when leaving the dentist was: "How many polygons does it take to make a tooth?" I would have thought quite more than the 73 I ended up with. Cinema4D R20 scene file: Molar 73Polygons.c4d
    1 point
  5. No LED without a photo-transistor IC. My take on an FOD817 4 pin DIP Cinema4d R20 scene file: IntegratedCircuit-FOD817-4pin-DIP-PhotoTransistor-99polygons.c4d
    1 point
  6. 95 polygons in total. Much harder than I thought to keep the poly count down. Have gone for a simple hard-surface style LED model. Hopefully other people have brighter ideas than me! 😉 LED_Model.c4d
    1 point
  7. Cannon - Challenege_0002.c4d Fire in the hole !
    1 point
  8. Budget pixar lamp 🙂 But actually inspired by my real desk lamp DeskLamp - Challenge_0002.c4d
    1 point
  9. Here's another one, did a fancy render for this one too XD Vectors ray gun, or vray for short 😉
    1 point
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