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Battle Franky

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  • First Name
    Christian
  • Last Name
    Warstat

HW | SW Information

  • Renderer
    Redshift
  • OS
    Windows 10
  • CPU
    AMD Ryzen 9 3900XT
  • GPU
    NVIDIA GeForce RTX 3070

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  1. Hey, thanks for the replies! It happened regardless of the amount of materials I tried to convert at once. Someone else mentioned this feature seems to be broken in 3.5.17. Anyway, shortly after posting this, there were some changes in the project and I don't have to bother with these assets anymore anyway, haha. I'll keep this in mind for next time though! Thanks again! 🙂
  2. Hey, so somone sent me a file with about 100 objects in it and I need to convert the materials to Redshift Materials. Problem is, as soon as I convert (via material->tools->convert and replace with nodes) it loses all the texture links and essentially leaves my with empty materials. Not sure what I'm doing wrong here. I reeeeeaaaaally don't want to connect like 400 texture nodes manually. Any ideas? 😄 Btw, this problem isn't specific to this file. I've created a new physical material with different textures and same thing happens. I'm on 2023.2.2 and RS 3.5.17 Thing is, I've used this feature before and it worked. Has something changed in recent releases? Grateful for any insights.
  3. Yeeeeeeesssss! Thank you!!! That setup works like a charm! 🙂 Haha, yeah. I added a control, that would simply turn that one off after 1 frame. It still gave me the same value for every duplicate on Frame 0 unfortunately and I was lagging the knowledge of how to change that. 😄 It's working exactly how I imagined now though. Thanks a lot to the both of you for taking the time!! 🙂 balloons_success.mp4
  4. Hey, I'm in need for some Xpresso help. I have a dynamic balloon rig and now I want to be able to make a whole bunch of copies and have the rest length of a spring object randomly vary between two fixed variables, so the strings will all have different lengths. Basically I'd like every duplicate to be assigned one random number upon creation, that I can then use as a random seed. I thought I could use the object index to drive the random seed, but I can't get it to work. 😞 Been searching the internet for hours now, no luck so far... Any help appreciated! Edit: Damn it, I accidentally posted in the wrong section. Can't delete this myself, can I? 😄 Sorry...
  5. Has this ever been resolved? Stumbled upon the same issue. Pose Morph tag seems broken... Edit: ok lol, seems to have fixed itself. 😄 Just undid an Xpresso connection and then re-linked it. Now it works again... Weird. Maybe just a glitch in the Matrix...
  6. Hello, I'm trying to create an animation using motion clips and the advanced biped rig, but have encountered a problem that I just can't crack. 😞 Hopefully somebody here has some advice. Basic idea of what I'm trying to create: character walks, stops and turns around by 180 degrees, goes into an idle animation, then kneels down. I have created various animations for this and turned them into motion clips. Now, no matter what I try, the end of the "turning around" clip and the "idle" clip just won't blend well. The rig does a sudden 360 degree rotation during the transition. One thing I want to point out: I did rotate the torso/head/foot controllers in order to animate the turn, while the master controller stayed in place (to avoid floaty feet). So at the end of the turn animation, these controllers are off by about 180 degrees, compared to the start of the idle animation. I feel like this is the cause of the issue. I did some tests with mixamo rigs and animations though, where this seems to be no issue whatsover. So, where am I going wrong here? 😞 What are the correct steps that I should take when converting the adv biped rigs' animations into motion clips? Should the motion system tag be on the character tool or the master controller? (tried both, same result, except for the ghosts and pivots, that were way off, when I put the MS tag on the character object) Also, changing the rotational mixing mode does nothing for me here. I've attached some screenshots, a video of the failing transition and a stripped down project file, in case anybody wants to have a look. Would be super grateful for any pointers, this is driving me nuts. 😮 turn_fail.mp4 turn_fail_02.c4d
  7. Quick Update: I think I've pretty much solved it. Wasn't Redshifts fault after all, but more of a baking issue. I've now hidden the seams, tweaked the mesh a bit to not have as many pointy edges and increased the phong angle of my low poly mesh pre-bake. Cheers
  8. Hey, I'm having some issues with how Redshift is reading my normal maps. Before I'm opening a new thread I thought I'd post it here, since this is probably related. oO So, I'm trying to add a normal map, that I've exported from Substance Painter to my RS material. But I keep getting these weird results at the seams. It seems like Redshift is inverting the normal map here? It looks fine in Substance. Not perfect, there are still some slightly visible seams, but good enough. The normal+height view looks weird. But from what I could gather during my research, this doesn't seem to be the issue, but rather the result of the UV islands orientation? I probably should have placed the seams somewhere less visible, but when it looked alright after the bake, I thought It'd be fine to go with it. I've already tried many different things, but nothing worked. One thing I've noticed: In the newest version of Redshift the Gamma Override Checkbox is missing. (I upgraded to C4D R25 and RS v 3.0.59) You can enter a custom gamma however. Setting it to 1 gives the result in the picture. Everything else looks worse. I've tried a color correction node and setting Gamma to 2.2 (like in the video turtorial), same exact result. Bump map is set to tangent-space-normal, I've tried various color profiles but it's not getting better. 😕 I've had the same issue with another character a while ago. I created the materials for that one in an older version of Redshift. If I remember correctly the solution there was to use the Redshift Export preset in Substance and hitting Gamma Override in Redshift. No luck with this one though. 😕 I would be super thankful for any ideas. 🙂 Cheers! PS: before posting this I checked how the physical renderer handles the normal map. It also looks wrong. So maybe it's not Redshift after all and I'm missing something else entirly?
  9. Hey, so just in case anybody ever types this issue into google and ends up in this thread, I'd like to add that the Frostsoft Vertex Normal Tool does a pretty good job. Today I finally got around to test it out and I'm quite happy with the results. 🙂 Unfortunately the tool doesn't seem to be working with S24 yet, but I could create the foliage in R23 and then just open the project file in the newer version.
  10. Awesome! This seems to be exactly what I was looking for! 🙂 I'll give it a go, thanks!
  11. Hey, thanks a lot for your help! 🙂 I've played around with proxima, colorize and AO and getting pretty close to where I wanted it to be! I chose to do the leaves this way because I wanted to keep my polygons to a minimum. I need to make a couple of those trees and they'll be part of a larger scene with a lot more stuff going on. But I think I'll try to make one with single leaves, to see if it works better. 🙂 Cheers!
  12. Hello everybody. 🙂 I'm trying to create stylized trees in C4D. I want them to look kind of like the ones in this video, but I'm struggling with the shading/lighting. It's basically just a plane with a leaf texture&alpha, cloned around a sphere. But unfortunately for me it looks like the image below. Is there a way to get rid of the very dark shadows in the center and the bright edges pointing towards the camera? Some kind of hidden switch somewhere? 😄 Is this even possible in C4D, using the standard/physical renderer? I know there is a way in Maya to get these kinds of objects to accept the shading from another object. (like telling it to behave like a sphere) This guy is doing it around the 2 hour mark: I hope this isn't super obvious. I have only been using C4D for less than a year. So I apologize if this is a dumb question. 🙂 I have attached the project file, in case anybody wants to take a look. Sorry if this has been asked before, I tried the search and couldn't find anything. I've been banging my head against the wall for a couple of hours now, google didn't help either. 😕 Any tips are very much appreciated. Cheers! tree.zip
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