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Kartofel

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  • Renderer
    Redshift
  • OS
    Windows
  • CPU
    Intel i7
  • GPU
    GTX 1080

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  1. That sounds like an interesting approach. How would I go about writing this script that stores hair settings? Are there any beginner resources you would recommend? Thanks
  2. Hi, I've been getting into Blender recently, mainly for it's Cycles engine and NPR capabilities. I'm experimenting with how to export hair from C4D to Blender for rendering. So far, my best attempts were generating every single hair as a spline in C4D, exporting as Alembic, importing to Blender, then changing thickness of the splines to become visible and rendering with a Principled Hair shader. However, the generated Alembic file has an enormous size and animation playback in both programs becomes very slow. Moreover, I found that spline thickness in Blender is uniform, with no tapering like in C4D. This makes the hairs look like noodles. So my questions are if there is a way to optimize the Alembic file to be smaller and how to assign varying thickness profiles to hair strands in Blender just like in C4D. Could there also be a way to just export the spline guides and then have Blender use them to construct the hair just like C4D does? Any advice would be greatly appreciated. P.S. generating hairs as geometry exacerbates the performance issues by tenfold. Spline seems to be the least storage-consuming so far.
  3. Hi, I recently came across this video of Pixar's method of animating character deformations with 'curves' that are drawn onto the mesh. The results look amazing, particularly with muscular deformations, and the system looks really intuitive to use, just move one of these curves around and that's it! From what I understand, this method seems to do a better job of making smoother deformations without needing additional geometry on the model or manually sculpting numerous Pose Morphs. Does anyone know if something like this is possible to do in Cinema 4D? Here is the video: and here is the technical paper: https://graphics.pixar.com/library/ProfileMover/paper.pdf
  4. Hi, Yet another case of me missing the obvious right under my nose! I've looked into these tutorials prior to posting on this forum, re-watched them, and didn't realize the obvious issue. Perhaps this was due to me being confused about the hair controls in the hair generator vs the material. As was suggested, I simply reduced the hair material thickness to 0.05 cm and now my hair...looks like actual hair instead of triangle spikes. And my god, once you bring Redshift's Hair material into the mix, the results look as amazing as in the tutorials! Here's some basic furry balls I made to test it out. I showed these pictures to my mother and she wanted to reach out and stroke them. Thank you all for helping me realize the issue. On a side note, I noticed that the hair physics cause a lot of the hairs to clip inside the model when it's moving. Does anyone have any tips on how to mitigate that? Thanks
  5. Hi, Whenever I try to make some hair on a model, It either renders in these semi-circle 'blobs' or as triangular spikes. I tried a variety of things such as increasing density, hair count, root type, etc. but nothing seems to change the render. The end result just...doesn't look like hair. I'm pretty new to hair sim so maybe I'm doing something wrong. Or is this just a chronic issue with c4d hair? Any advice would be greatly appreciated. Here is a snapshot of these triangular spike hairs: Thanks
  6. Hi, here are the missing image textures: the idea of cel layers sounds interesting and I'll experiment some more with it. Also, what do you mean by "self-shadow"?
  7. Hi, Lately, I've been experimenting with the Hatch shader to produce various hand-drawn aesthetics, but I always encounter the issue of the shader reacting to my lights with too much contrast as well as putting single "hatches" in the midst of these glaringly white spots. I've tried a multitude of things including changing shader settings, lowering light intensity, etc. and all to no avail. Does anyone have any tips on how to solve these pervasive issues with this shader? Here are some example images of the issue:
  8. Hi, I've recently found out Redshift for C4D supports UDIM textures from this video: This is great as it allows me to reduce the numerous materials I would use for a complex mesh down to just 1 single material with all the specific textures being automatically paired with specific UV islands on the mesh. It's great! Now what I would like to know is if Redshift renders faster the less materials there are in a scene. If anyone can tell me or provide their experiences in this matter, it would be much appreciated. Thanks
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