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Vizn

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Everything posted by Vizn

  1. Maybe set the water plane to not cast shadows? Or, think about adding some noise or something along the edge to help soften and break it up so it looks more natural. Seems too crisp. Water is never that still.
  2. Vizn

    Important Notice

    @IgorI assume the unpaid version would have ads? I mean, if ad revenue can help I don't get why it's been stripped out. When the ads were here, I gladly whitelisted the site in my blockers to support that. If people don't pay and use the free version with ads, but then also block the ads, maybe consider some kind of 'counter' that allows limited read-only access. Similar to how some news sites give you some free articles each month unless you subscribe. Give new users 90 days free. Then discount their first year sub by 25% since the first 3 months are free. Offer prepaid sub options too. 50 for 5 years of access.. hell even 100 for 10 YEARS is drops in a bucket for that amount of time. I don't post a lot, especially opinions, but I am here quite often perusing and learning quietly as I suspect many people are as well. I'm interested to see what options get implemented. I would easily drop 50 for 5 years of access. I bet I could get the bosses to foot the bill too!
  3. Sorry about that. I made a little walkthrough video. First time doing this, and I am used to using shortcuts and a custom layout, so I tried to show the tooltips and/or menu locations. Except for one part! Around the 2:35 mark, I select the two side edges and hold the period key while left-click-dragging to the right. This adds the SDS Weight tag to sharpen those edges. If you mess up, you can simply delete the tag and try again. However, I understand you have very specific specs you are recreating. @Cerbera can probably guide you much better in that case. FWIW, this technique can be used to make ribbed sofas and furniture as well! 🙂
  4. Some reeded glass is flat on one side. Here is one quick way of doing it (file attached). If you want it reeded on both sides, just duplicate and flip and combine them after removing the back polys. Note: the selection tags on the orginal polygon were used to extrude the reeds seperately (not side by side) because the SDS needs the polys between the reeds to do it's magic correctly. Reeded Glass Example.c4d
  5. Yeah.. The problem is you are using a cloner in a boole. But the real issue is, you then have maybe 10 instances each of two inefficient booles! C4D became unresponsive after a minute. I can't turn them off fast enough to investigate the objects, especially the cylinder in the cloner. You have to be careful throwing dense objects into a cloner as part of a boole. I see the object is called Reeded Glass, so I have an idea what you are trying to make, but you are going about it the wrong way. Booles can be convenient, but they are never the way to go for high detail objects, especially curved ones (i.e. cloned cylinders).
  6. It's not right. Those vertical edges should match the background, which they do not. The calibrator is known to struggle with some images.
  7. The vertical perspective is also off enough to notice immediately. Typically caused by the camera having some tilt to it (lens pointed up or down). The buildings in the background all have parallel vertical lines/edges, so that is the perspective you should be matching to. You can add your background image to the viewport with a Background Object to help. There is also a Camera Calibrator tag that may help, but probably overkill for this backdrop. All you need to do really is make sure the vertical edges of your machine appear straight in camera. Edit: After considering it a bit, I think your camera actually has roll to it (rotated slightly left). If it was just tilt, the horizontal edges would still be straight, but they aren't, so it's roll, not tilt.
  8. Good idea to include an example file with the issue. There is a preference setting plus a few ways to modify where/how a new object gets added to the scene which can effect the resulting coordinates. The preference Interface setting "Creat New Object at View Center" is the first consideration when adding a new object. However, holding the CMD, CTRL, OPTION, or ALT keys while adding a new object will modify how/where it is added, regardless of the preference setting. Such as adding it as a parent or child of another selected object, which the new object will take on those coordinates. It is also possible to change the default initial state of most objects. For example, if you wanted new cubes to be 50cm instead of 100cm, you can do that. But I just tested changing the Z on a new MoText object, and setting it as the new default, but it doesn't seem to remember position as a default. At least in my R19. Perhaps this was changed in R23.
  9. I would think this is too thin for SSS. Besides, isn't it just cloth? What you want to go for is Translucency. I watched through this and it looks like a good place to start:
  10. We can only hope it will be more hate towards their ego-driven dictator as the cause of their pain! Sanctions are just the effect. For the moment anyway.
  11. I would still recommend the Take system. For different output dimensions you must have separate render settings for each. In render settings, set how you want the first output. Then right-click it and make New Child and change the dimensions for next output. Then make another child of the first for the third output. Next make a separate camera for each Take in order to frame the animation correctly for each output. Rename the Main take to correspond to first output. Double-click in the blank space below to make new takes. Make one each for other outputs. Make sure all your cameras are positioned and ready for rendering. Set the proper camera and render setting for each Take. With Takes, the main idea is you are creating overrides of objects, settings, materials, etc. However, Takes will not override Position, Scale, or Rotation (i.e. animation). If your animations are different for each output, then you would need a copy of each set of animated objects with their own specific animations. You then use the Takes to show/hide the appropriate Group per take. The Take system requires some patience and precision when creating overrides. I use the Auto Take feature normally. Basically I turn it on when I want to create the override(s), then turn if off immediately after. I learned the hard way that the danger with multiple takes is forgetting to turn off Auto Take while you work on other things, then suddenly you have all kinds of unnecessary overrides, or overrides in the wrong take. Plan it out on paper if you have to.
  12. Vizn

    .mat files?

    EDITED: Sorry, vrscene import is not yet a feature of VRay For C4D 5. https://forums.chaos.com/forum/v-ray-for-cinema-4d/v-ray-for-cinema-4d-general/1102083-how-to-import-vrscenes-into-c4d https://forums.chaos.com/forum/v-ray-for-modo/v-ray-for-modo-general/73055-can-i-make-use-of-mat-files
  13. Cerbera has the modeling mistakes covered. There are mistakes to offering the best package when selling your models, as well. While these things usually come up after the sale, I think it's important to the whole experience of buying and using 3D assets: - Low-res textures - No care in texture naming, or no indication of intended role of texture in a material shader (not everyone will have the render engine you use, and all shaders are not created equally, which speaks to my next point) - only offering a native version (c4d, max, etc) using a third-party engine (should also include a version that uses native materials. i think most third-party engines have a 'conversion' function for native mats, which is more convenient than having to re-build the shader for another engine.) - offering universal formats (fbx, obj, 3ds, etc) exported directly from a model that uses third-party shaders (to ensure the best export, these formats should be created from a version of the model that is 'collapsed', meaning no deformers, generators, etc, using native shaders and textures that are uv mapped.) I really wish my last two points were required standards for retail sites. It is preferable to avoid universal formats - if possible - because their standards are so old and not implemented equally across 3d apps, so using them is pretty hit and miss. Especially when someone is paying for it. Basically, I think most people who sell models don't verify that their FBX or OBJ will import nicely. When we consider that these assets can be sold an infinite number of times, putting in the extra work for a great user experience should be a no-brainer.
  14. I don't use snaps in the way you are trying to do (I never hide the axes), so I can't answer to that specifically. However, it sounds maybe the axes are getting in the way and you are wanting to work with them off? Well, you can change the size of the axes. From Attributes panel --> Mode --> View Settings You can even make all vertices, or just selected vertices, to display a little larger via 'Point Handle Size' and 'Select Point Size' respectively. Hope it helps!
  15. Alternatively, you can switch the viewport display style to eliminate the shading effect. Try Constant Shading.
  16. Yep, this was a hurdle for me as well coming from 3DMax, but in hindsight a small one. 😉
  17. Yes, you have to enter half the size of the intended size, at least in Cubic or Flat projection. For this, let's focus on Flat. In these modes, the texture is tiled from the center of the projection, which is considered as the 0,0 coordinate, which means that the texture is repeated in each of the 4 quadrants that compose a Flat projection. So in essence, the size of the projection should be the repeat size within the texture. 2x2 8inch tiles? The repeat is 1 tile, or 8 inches within the texture. 3x3 8 inch? The reapeat is 1.5 tiles, or 12 inches, which is half of 24 (i.e. 3 x 8.) Edit: However, with single image textures (e.g. 1 tile), you still have to enter half of the overall size you want, which doesn't quite fit with my explanation above, but at least the application is consistent: always enter half of the intended size.
  18. Alternatively, you could add all geo to a layer and merely LOCK the layer, instead of hiding it. The geo will not be selectable when on a locked layer, but it will still move with the parent. With that, plus changing the null display type and size, you should have no problems selecting only nulls in the viewport.
  19. Remember that the local tex folder is relative to where the C4D file is saved. If you relink textures before the scene has been saved somewhere, the relink may not stick because it has no location path of its own to inform any pathing, local or otherwise.
  20. Quick Tip: Make all reference images square. In C4D, just pop in a polygon object (square by default), slap the reference on, then just scale the poly. No faffing about with projection scale, or changing the polygon XY ratio to match the image.
  21. 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)
  22. Played around and I think I got it with simple material stacking and mix between. See the file. Put the gradient in the Transparency slot, not the Alpha slot. No material on Background object. Then, the final fix for the alpha fade was to put a Compositing tag on the Background and uncheck Seen by: AO, Transparency, and Refraction. This is the Photoshop comp, as you have shown. vizn_Alpha Fade.c4d
  23. Hi KWESO. I took a look at the sample file. While the topology is hideous (typical coming from a NURBS modeler) the model doesn't seem to exhibit those errors when rendered with simple materials (I am using VRay). Except in the last test, where the soft specular shows some banding of the polys. First image has no material applied. I think the main problem is caused by how the phong edge breaks are translated upon import into C4D. To see for yourself, go to poly mode and then pick the Phong Break Selection tool from Select menu. On the tool Attributes panel, set the angle to zero and you will see the breaks are all over the place, which explains why using the Phong tag options can't fix it. I am unfortunately not versed in phong edge break manipulations. I suspect if you could set where edge breaks should/should not be, you might be able to fix the issue without re-modeling. It may also be possible to spot fix the geometry by correcting edge flow in the problem areas. My Tests:
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