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Messages - burnin

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One eager to learn can not simply ask a video tutorial to answer whatever, whenever an issue comes to mind, neither does it help when specific tasks are at hand.  It's then rather easy to lost flow of thought and thus hard to efficiently spend dedicated energy... 

I'm starting to think time has come... for, if there's enough interest, it may be good to get 'together' and make sort of short-term "academy" specifically tailored for C4D users, since when it comes to details lots of stuff is done and works quite differently compared to 3DS Max... 

Personally, I'd love to see and tackle with the scene in question...

This is common issue with a low - 8bit - maps use without sufficient underlying geometry.
To solve it, you need more detail, either using higher, 16- or 32- bitmaps, or subdividing the base geometry, or both.



[C4D] I need help! / Re: Masking - leaking issue
« on: 2022-12-30, 17:32:41 »
Right... it's so simple, many just can't believe it ;)

[C4D] I need help! / Re: Masking - leaking issue
« on: 2022-12-28, 12:05:42 »
When layering materials, if you simply just use a mask, then you're fine (no borders, since color fills whole area equally). But when you got texture to match then know your Alpha channels: premultiplied vs straight

[Max] General Discussion / Re: GPU ! RTX
« on: 2022-12-19, 23:01:19 »
ay, ay, ay...  you bought wrong "lambo" for farming (;


And have you ever done any twilight zone?

[C4D] General Discussion / Re: VRScans only in UV?
« on: 2022-12-14, 18:54:33 »
In this regard, how about VRScans as Smart Substance materials then? Any consideration?

Hmmm... can I see an exemplary scene file?

to represent image realistically, you must take into account all phenomena that occurs IRL
no glass is perfect - it's imperfections and medium/vol. properties that characterize half of it , other half being the environment (could use better one, more dynamic to get a play w/ caustics)

here's a bit leveled up to get you going further... you can also add roughness/dirt, turn on dispersion, change env...

What about your visual reference? What should it look like?

IDK, but I still think this is most advanced tech to render volumes physically correct. It's just the  nature of the game w/o shortcuts (bias/ray marching...) and GPUs struggle even more (for they lack of precision).

Hello & Welcome!

Care to make it easier to help you and provide a scene with a reference image? 
Since issue can be anything from bad geo, lighting, materials...

Yes, and it's controlled by "Show VFB render in PV" (under: Preferences/Corona)

IDK how you all make it, but to me it seems to behave correctly.

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