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Messages - Ealexander

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1
[C4D] General Discussion / Re: changing material
« on: 2021-06-07, 21:06:19 »
Create the material and then drag and drop it into the field for MATERIAL OVERRIDE in the Corona render settings.  You can check to keep displacement active and there is an exclude area so you can have the override ignore certain materials or geometry (e.g. luminous materials, glass, etc).

2
[C4D] General Discussion / Re: Realistic Grass / Plants
« on: 2021-03-08, 04:37:06 »
Well, a pretty open ended question, but here are some random thoughts - I'm not a foliage expert but have done scenes with a lot of it:

1. Good source material. It really pays off here. Buy good assets or if creating them with specialized software do it right. There is a lot of cheap, badly mapped foliage around the internet: get the best stuff you can afford.

2. Think about Level of detail and distance from camera. Trees right near the camera or main focal point should be high poly with good textures and stuff further back and far away can be lower poly and resolution. This helps keep polygon count lower as well - see No. 3

3. Foliage can be expensive in render time and file sizes. Work efficiently and organized. Instance as much as possible. You'll need decent hardware to keep it rendering snappy.

4. I keep foliage on its own Layer or all in one Master null so I can hide it in viewport and keep my frame rates working well while working and tweaking the rest of the model or doing test renderings for architecture.

5. Leaves and grass have subtle translucency I. E. They show backlight from the sun. This helps realism but can add render time. If slowing down your scene, keep it turned off for testing and on for final outputs.

6. Forester is a decent plug in for Cinema with a big library and it can create materials automatically for a few different render engines. I use purchased models for the closest and Forester for the mid and far ranges.

I think Corona does very well with foliage. Hope that helps some.

e.

3
Gallery / Searching for Father
« on: 2021-02-24, 18:39:55 »
SEARCHING FOR FATHER

The machine didn't give us answers, it just connected points in space to make the picture clearer. Where are you?

I've chipped away at this one for a while in my spare time - playing with different lighting looks. Based on architecture by Buro511.

Modeled in Vectorworks and rendered with Corona for Cinema4D.

-evan

4
So Clean!  Always great work from you guys!  Well done.

5
Work in Progress/Tests / Re: Evan Alexander Sketchbook 01
« on: 2021-02-04, 19:58:35 »
Some newer experiments and RnD

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Gallery / V O T E
« on: 2020-10-05, 20:27:56 »
Created with Corona for Cinema 4D.

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Gallery / Re: Queen of Hearts
« on: 2020-10-05, 20:23:37 »
Great Work Joe!

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Gallery / Searching for Father
« on: 2020-09-20, 15:56:51 »
The machine didn't give us answers, it just connected points in space to make the picture clearer. Where are you?

Based on architecture by Buro511.  Modeled in Vectorworks and rendered with Corona for Cinema 4d.

9
Gallery / Re: Salt and pepper
« on: 2020-09-19, 01:35:41 »
Beautiful!

10
Work in Progress/Tests / Re: Evan Alexander Sketchbook 01
« on: 2020-09-18, 23:35:14 »
Thank you!

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Work in Progress/Tests / Re: Evan Alexander Sketchbook 01
« on: 2020-09-18, 23:16:31 »
Lighting experiments.  Based on Architecture by Buro511

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Work in Progress/Tests / Re: Evan Alexander Sketchbook 01
« on: 2020-04-17, 04:38:49 »
Very very nice renders !


Thank you!

13
Work in Progress/Tests / Re: Evan Alexander Sketchbook 01
« on: 2020-03-15, 05:59:40 »
Hi,
Sorry I missed your question until now. I am using a slight green to white gradient in the refraction color channel. I cubic map it to the whole glass (fit to object), then play with the positioning of the green and white sliders on the gradient and the blend between the two.

14
Work in Progress/Tests / Re: Evan Alexander Sketchbook 01
« on: 2020-01-31, 17:23:34 »
One more from this series

15
Work in Progress/Tests / Re: Evan Alexander Sketchbook 01
« on: 2020-01-30, 21:49:47 »
Trying to get some better results with displacement and some noise in reflection channels.  Just practice shots.

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