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Messages - davetwo

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166
Dont think that's possible. (ALthough why not use a cube instead of a simple plane which would cover the bottom part).

I don't think the geommetry clipper is implemented in the c4d version yet? (Looking forward to it a lot!). But when it is, you could use that to seperate the above and below sections.

167
So I've just discovered one reason not to use it. If I drop in a photoshop file I can't choose which layer set to use like I can with a normal C4D bitmap. I like to create my maps with all the diffuse/gloss/bump/alpha etc in the one layered file (it's just quicker). Seems like I can't do this with the Corona bitmap.

This is my workflow too. PSD support is super useful!

I dont think there is any advantage to using the Corona bitmap unless youre using some fancy pipeline or UDIMS etc

168
[C4D] General Discussion / Re: Physical material tutorial
« on: 2021-12-06, 19:41:59 »
I'm really glad that you're making these films. It's definitely needed!

To agree with ShahynRox some of the simple stuff can be moved over a bit quicker. Most users are not rank beginners.

The real need is to address some of the new ways of working - which to existing users are definitely not more intuitive.

Example below...  a simple bottle with greenish glass where it's thicker. Simple using the legacy material.
But the same settings give a completely different result in Physical. I have no idea how to set up my glass now - so just stick with legacy 99.9% of the time.

Can you enlighten me?

Thank you for the feedback, appreciate it!

For your particular example, I'm guessing you have the roughness set to a value quite a bit higher than 0% which is making the material ... Rougher.

We'll tackle this in the upcoming tutorials in the series but the roughness parameter affects both the roughness of your reflections as well as your refractions. So set that to match what you have set in the refraction channel in the legacy material and it should look similar. The physical MTL does use a different physical model for calculating refractions so values that aren't 100% glossy won't match 1:1, you'll probably want to tweak those slightly.
.


Hmmm how strange. It wasn't the roughness setting, the glass was completely clear until I activated the volumetrics. Only then did it become cloudy. Thats why I found it so odd.

However, testing on another machine it does indeed work as expected! So it may have been some sort of bug. I deleted the old file unfortunately. But I'll flag if it happens again.



EDIT. Gah! My bad. I forgot that I'd plugged a noise into the glossiness slot of the legacy material. Of course when I copied it into the Physical material it was in the Roughness slot instead as that field has changed. So the noise had the opposite effect to what I was expecting.

169
[C4D] General Discussion / Re: Physical material tutorial
« on: 2021-12-06, 15:44:26 »
I'm really glad that you're making these films. It's definitely needed!

To agree with ShahynRox some of the simple stuff can be moved over a bit quicker. Most users are not rank beginners.

The real need is to address some of the new ways of working - which to existing users are definitely not more intuitive.

Example below...  a simple bottle with greenish glass where it's thicker. Simple using the legacy material.
But the same settings give a completely different result in Physical. I have no idea how to set up my glass now - so just stick with legacy 99.9% of the time.

Can you enlighten me?


170
Come now. Ya gotta believe man ;) if I can do it anyone can
See below...

171
No spheres needed! The parameter is driven by whatever you want. In your case the water plane.

Just open the distance shader and drag the geommetry into the field.

172
The Corona Distance shader can control a layered material by proximity to the 'puddles'. So you can combine the wet and dry versions of the material like that.
(See attached where the red materail is added by proximity to the floor disc)

173
[C4D] Daily Builds / Re: v8 Daily Build on M1
« on: 2021-11-18, 08:18:34 »
Okay then. Thanks for clearing that up. I'm afraid to even look to see what C4D will cost if I want to upgrade now.

Yep - I'm in the same boat. I'd like to get an M1, but have absolutely no desire to move from my perpetual R21 to subscription r25 with the expense that that entails.

174
There is a silk material in the Corona material library. You can easily adjust the colours of that in the mixture shader. This already gives you the 2 colour effect.

If this is still too subtle, then I'd add a coloured fresnel texture into the clearcoat layer. That should give you the effect you want.

See the screengrabs below.

175
[C4D] Feature Requests / Re: clipping plane with fill option
« on: 2021-11-12, 09:05:28 »
VERY happy ho hear this.

177
[C4D] General Discussion / Re: Avoiding Sky Pinching
« on: 2021-11-07, 15:01:48 »
Hi.
The HDRI is fine and has no pinching - I just tested it (see screengrab). Works as both the old style C4D sky and also the new Corona sky model.

So...
Have you offset the scale or position?
Is there a Normals issue with the glass windscreens perhaps?


178
[Max] Feature Requests / Re: The most wanted feature?
« on: 2021-10-28, 12:16:03 »
Seriously. I know this is the internet. But take it wasy with all the 'big joke", and "shame on you" flaming. Its really pretty childish on a professional forum.

179
[C4D] General Discussion / Re: MBP 2019 2,4 Ghz + C4D + eGPU
« on: 2021-10-08, 10:47:38 »
I like my MBP and I work on it regularily if I'm freelancing at a clients office. Cornona works really well on it. Which is in contrast to a lot of other render engines which are complete non-starters (octane/redshift etc)

But I think you have to be realistic about what is possible on a laptop of this sort. Just do all the look-deveopment on it. And when it comes to a big hi-res render sent it to a renderfarm if you dont have a workstation at home. (Or do it overnight like the good old days).


180
Hi - I guess the archicad data isn't UV mapped properly. You will either need to do it manually in cinema4d or just use another projection setting  (as you did with cubic).


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