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Langley

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Langley last won the day on October 29 2011

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Profile Information

  • First Name
    Phil
  • Last Name
    Gatsky
  • Location
    London, UK

HW | SW Information

  • Renderer
    Redshift, Octane
  • OS
    PC and Mac
  • GPU
    NVIDEA RTX 2070 SUPER

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  1. Langley

    UV Problem

    HI all Can anyone help me to get this UV right as im a complete novice with UVs of this sort, see attached file and screen shot. Basically im trying to have the UV's on the shoulder area of this bottle top transition smoothly down to the bottom edge and not distort. Is this something that can be done with C4D UV's? Thanks in advance to any help on this one. Lang bottle _top_uv.c4d
  2. How about the projection mode? Would that work better on odd shapes etc? My knowledge of this deformer is bad.
  3. Just a quick one on this CBR. If your object is much more organic and random, would you in essence still have to do this for it to work correctly?
  4. Cool thanks CBR. I never stop learning with this stuff and I would've never thought that the UVs would make any difference with this but it just goes to show you how wrong you can be. Thanks again and I'll give that a go.
  5. Thanks for your reply HP. Im not too bothered about the UVs at the stage as my only query is why the surface deformer does this? Originally I had a cutter guide that I used and extruded flat, then made editable and then applied using this method but that was a right mess so I remodelled the label aspect and then tried the deformer. I can worry about the UVs later which in all honesty shouldn't be a problem unless what you're saying here is that for the surface deformer to work my UVs need to be right? The surface deformer is just for objects isnt it? Can you see the screen shot ive attached?
  6. I get a message asking me to register but i am already registered and paid up.
  7. Hi all. Ive never had much luck with the surface deformer and heres another example of why. I am trying to wrap an object (a label) around a bottle and the shrink deformer isnt the right one for this so have resorted to the. surface one. I just cant get round why it keeps clipping the edges when I try and move the object around the shape. Can somebody please show me where Im going wrong here? Thanks in advance for any help. surface distort issue.c4d
  8. Thanks for that info Bezo. It does seem to do the trick if i want to render a static image. What I have found though is that when I keyframe the rotation under turbulence it kind of does some of other weird stuff and what i need to do is animate the rotation. Surely it should work or is it like ive said a bug with this effector? Are there any other ways apart from going down the road of using separate units to render and not use the effector?
  9. Just to add to my own topic. It seems to work ok if I set the clones to iterate but does this crazy thing on grid. Ideally id like to use grid as i don't want to have lots and lots of cloners working separately. Must be way to make it work correctly?
  10. Hi all Im using a cloner with grid layout set and trying to animate the rotation, quite simple. Im using a random deformer to rotate the objects independently but am getting what can only be described as the texture splitting up (like shown in the screen shot). Just wondering how to stop this, anybody know? Ive never seen this before. Ive tried changing the mapping from cylindrical to UV but nothing seems to work so hopefully someone here can tell me if its just a bug? Thanks all Lang random deformer issue.zip
  11. Hi all Ive been trying to find a way round this but am not not having much luck. I have a simple box that I need to be able to show where it has been torn from the top. I have a texture in place and all looks fine but when I render using a puzzlematte for the mask its using more or less the whole shape. I have it set to see the object ID and I thought this worked for me before but for this no. Basic file supplied. Hope someone can help on this. Cheers alpha_render_prob.zip
  12. Thanks Mike A. I'll give it a go again but im pretty sure ive been down this road before. It seems to take some real extra effort to make it work correctly in RS. With all other render engines that ive used ive never had these problems as they mostly share this common feature of using the same rgb values for bumps etc, very frustrating. I love RS and its features but this really needs addressing by their developers for sure. Thanks for your input though its appreciated.
  13. Any ideas people? Ive also had another chance to look at this today and found that by setting the grey value to 72.5% seems to help but once again goes against all the information ive found online for using RS displacement. Ive found that RS is brilliant at some things and like octane great at giving you instant feedback and crisp textures but i hope the people who develop RS look into this at some stage as its just ridiculous that you cant setup and file with white, grey and black and expect it behave like a normal bump map should.
  14. Hi all Im trying to displace a very simple piece of text onto a plinth and im using redshift as the renderer. Ive been using it now for a little while and am getting used to its quirks compared to octane and physical but the one thing i have problem with every time is using the displacement feature. I have a simple file here that i hope someone with much better knowledge than me can help with. I have a simple piece of text in rgb with 50% grey for no disp. but black for displacing down. Ive seen on other forums including this one that when using a mid grey that you have to set the range different so it knows that grey is for nothing to happen. Only problem is when I do this it just doesn't work so does anybody out there that knows RS well can you please help me out here before I lose my mind!! Huge thanks in advance for this as im losing my hair rapidly trying to work this one out. re disp.zip
  15. Hi all This is now further to my last issue with Redshifts displacement node/tag. Hoping someone can tell me what is going on here with this as its driving me insane. Basically i have an image I need to use for displacing which is RGB and has equal 127 values for mid grey, black for downwards and white for upwards but this is what im getting. It looks like the displacement is having an effect around the edges or the tessellation/subdivision surface that when turned on is causing this to happen but because its 50% grey everywhere i don't need displacement there shouldn't be doing anything at all? Thanks for any help in advance here. disp issue.zip
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