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Messages - Pepelecrabb

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16
[C4D] I need help! / Re: Caustics
« on: 2023-01-26, 15:57:28 »
It is the lighting and scene set up that is the issue, as is almost always the case. Your lighting is very soft which softens the caustics (and shadows) to almost non existence. With the sun setup the lighting is better but the sun and sky intensities are turned way down which may or may not be an issue. I didn't play around with them just set them back to default and adjusted camera settings (Simple Exposure -5.0)

There has been a lot of talk around here about mentoring/tutoring and the most often and correct response is to "think like a photographer". Much easier said then done though. To think like a photographer, one must know how a photographer thinks.

In this scene there are 3 different items with 3 different reflection types and on top of that, caustics and transparency. All that makes it more difficult then one would think.  This dictates the choice in lights and placement in conjunction with how you want it to look. If you want caustics that requires hard directional lighting. If you want big soft sweeping highlights and shadows that requires broad soft lighting. In reality you can't have both. In photography and cgi there are some tricks that can be used to lessen and exaggerate (mostly by compositing) but it quickly looks unnatural to humans that are used to one light source (the sun).

I rendered your scene out using the sun and sky with the camera adjustments I mentioned. Took just under 10 minutes which may be a hardware issue for you.

17
So many things make it nearly impossible to mimic architectural photographs. Assuming these are photographs. From the environment outside of the frame of the photo, to the many tricks a photographer would use, not the least of which is Photoshop.
The lighting looks like late afternoon hazy open sky with the sun bouncing off the opposing white building outside. There is a window upstairs allowing light in, as well as the balcony door.
The shadow, at least in part, is caused by the staircase and ceiling ductwork. I don't see any telltale signs of any secondary lighting added.
Great respect for the creator of these images. (I kind of think they are CGI) They are absolutely flawless. If they are CGI, the attention to detail is superb. If they are photographs, the cleanliness is impeccable.

Okay wait a minute, is that last image posted above, your CGI render? Looking again, I see differences. The caps on the wine bottles are different and the dogs are floating. If so, very nicely done. I was making some assumptions on lighting based on that image.

18
[C4D] Daily Builds / Re: Scatter edge trimming shader
« on: 2022-10-12, 13:50:18 »
It's a new day! Thanks once again Bengamin.

19
[C4D] Daily Builds / Re: Scatter edge trimming shader
« on: 2022-10-11, 22:09:56 »
Originally I took a looped edge of the blanket and converted to a spline and dropped that into the spline exclude box. Doesn't seem to do anything. Cancel that. I am more confused then ever, but now it is working (somewhat). 
Apparently this is not the correct tool for this instance. In my little test scene the blanket falls out of the image area on the x axis so it would work but what if I wanted to pull back the camera and get the whole blanket in the scene. The include/exclude areas only work on one axis. And you cannot use the same spline more then once to apply to different axis. I suppose I could break up the spline and use some parts for the z axis and the other for the x axis.
Don't know why it now works. I wanted to try what TomG suggested but putting a distance shader into the Distribution slot of Surface Scattering slowed my system down a bunch and eventually crashed. So I lost the scene and just reloaded the one I uploaded here. Then I tried to redownload the grass from Cosmos but now the newly updated version of Cosmos was giving me an error that the installer could not be found! Quitting Cosmos and restarting seemed to fix that problem. But I still cannot use certain Cosmos Fabrics. So I just had to use a rug for my blanket.
On a side note, Sorry I'm hijacking this too, I didn't notice the beer in Cosmos before. I know everyone thinks American beer is fn close to water, but this is ridiculous. Or there is something wrong with the beer_mtl. I'll just file that over at the Bugs Reporting along with some other observations after I have a real west coast IPA...It's just not been my day!

20
[C4D] Daily Builds / Re: Scatter edge trimming shader
« on: 2022-10-11, 15:10:19 »
I am having difficulty understanding how this works.
 A slightly different scenario. I have a blanket in the middle of a grass field. How do I keep the grass from coming up through the balnket? The exclude spline does not seem to exclude.
I am using Short Grass 98-08 from Cosmos so you'll need to download for yourself. Unfortunately I cannot get a fabric from Cosmos for the blanket;)

 

21
[C4D] Resolved Bugs / Cannot import fabric from Chaos Cosmos
« on: 2022-10-06, 15:13:41 »
I tried importing a Chenille fabric and I get an error that I need Corona 9 or 10?

Windows 10
C4d 2023
Corona 9 RC1

22
Rendering to the Picture Viewer first works for me too.

23
With a pretty intensive scene made in older version and saved in C4d 2023, the render freezes when "Preparing Scene Data". When rendering the older scene in C4d R26.107 it also locks up on Preparing Scene Data.
Rolled back to previous Corona 9 Daily Build 2022-8-30 and it is now rendering fine in C4D R26.
Sorry I cannot upload the scene at the moment.

Windows 10 latest

24
Before Decals came along I would take your floor object(s) and duplicate it, make it one object (Connect and Delete), remove the existing material(s) and add a grunge material with transparency. Maybe float it .001 on the Y axis above the existing floor depending on if any displacement is used.

25
Thanks CineMike, you are very astute. Made me laugh at myself!

26
[C4D] Resolved Bugs / .PSD Layer Sets Ver. 9 DailyApr 22
« on: 2022-04-23, 16:15:26 »
Thanks for the Quick update for C4D S26! I like to use Photoshop Image files for my materials to keep things tidy which precludes me from using Corona Bitmap. So the update to ver. 9 allowed me to move forward.

But when selecting the appropriate layer, the thumbnails of each layer do not display. Not a big deal, just forces me to do what I should be doing anyway (properly naming the layers).

Windows 10
C4d S26
Corona Ver 9 Daily Build Apr 21,2022

27
[C4D] I need help! / Re: Decal on thick glass
« on: 2022-04-20, 13:42:32 »
romullus, not sure what you mean by "Corona front/back texmap in opacity"?

It's 3ds Max terminology, it might be that in C4D it's named differently, or it's doesn't implemented yet.

Regarding the back side of the label, you can duplicate the decal object, rotate it by 180 degrees and apply appropriate texture. Technically it's not correct solution, since it would project on inside wall of the bottle, but i think one couldn't tell the difference visually.

I thought so, C4D has front/back under projection which I tried, stacking a blank material for the back. Didn't work and a side note...It causes issues with the Corona IR having to be restarted for each change.

Your solution is really thinking outside the box! Unfortunately that does not work either. I assume because of the need to use the Normal Direction shader in the layered material.

28
[C4D] I need help! / Re: Decal on thick glass
« on: 2022-04-19, 21:43:05 »
Thanks all. Beanzvision, That works!  Wish I would have thought of it. I already had the layered material made because it's the old method of making a label but I didn't think of throwing it on a Decal to see what happens. Only thing is I can't get it to show blank paper on the back of the decal, which did work with the old method of applying the layered material to selected polygons. Also can you be more specific on what you mean by an empty material?   

romullus, not sure what you mean by "Corona front/back texmap in opacity"?

29
[C4D] I need help! / Re: Decal on thick glass
« on: 2022-04-19, 13:46:53 »
Don't think it is a bug, just the limit of usefulness at this point. It's not a reflection or a shadow. You cannot encapsulate the outside of curved glass with the decal and and not have it include the inside. The angle of the inside and outside of the glass are too similar and close for the Max Angle Limit to work.  If I could perhaps include/exclude a polygon selection.

30
[C4D] I need help! / Re: Decal on thick glass
« on: 2022-04-17, 20:07:24 »
Thanks for your speedy response...but max angle limit does not help, or at least not enough, on something such as a glass bottle .

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