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Messages - bs

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2
Gallery / Re: - M U D T W I N S -
« on: 2019-09-12, 08:25:00 »
awesome :)

(but there are two plants popping up the utterly destroy the illusion:/

3
ok, so technically speaking it makes no difference?

4
...

is there for any technical or artistic reason a solid argument for using the layered material approach with the normal map effect in the mask channel VS using 2 normal materials and apply them to front back via material tag?

thx for any info what is the better way to achieve a good two sided material :)

best, bs

5
hi,

thanks for the input..


i was just wondering if there is any best practice regarding such a scenario and possible tweaks?! maybe someone else has any experience with complex interiors and many lights?


best, franz

6
hi there,

with the current release of corona, is there any best practice to handle interiors with many direct light sources?

something like usingn one mesh with corona light mterail with many parts to simulate the lights, or using instance lights or whatever :)


i tried to do quick search but did not find anything related to many lights...
also i know there is an optimisation somewhere on the horizon, but how would i approach a situation like this at the moment to benefit most from the current architecture of corona..

-using c4d r20 and lateset daily


thanks for your help !
best, franz

7
hey guys,

support for psd layers, its naturally availeable in c4d, but not working with corona for now, or?


8
hi there together :)

first off - awesome there is already a cr3 daily build !!

-> question - is it in the actual state of the product possible to have displacement with texture mapping a and on top a meterial with texture mapping b on the same object!?

i know c4d has its was of doing things but at the very moment i cant figure it out....


> in the cr2 beta 2 it was possible to "stack" 3 material tags on a object - from left to right - displacement with mapping a , a normal material with mapping b, and an totally opaque material wich mapping a again....

so the displacement is taken from the leftmost tag, the material on top give the look and the displacment from first material takes texture mapping from third materiall..

i know its a weired little hack but in the acutal beta 3 it does not work any more :)


instead, what does work is the projection shader but this one is a beast to setup as there is no visual feedback for the mapping, at least not out of the box ...



any other ideas?
muchas gracias

9
hi there,

in the c4d r20 demo its not possible to create proxies - anyone can confirm this behaviour with latest beta?

thx

10
[C4D] Resolved Bugs / multipass - shadows
« on: 2017-10-24, 19:23:39 »
hi there,

not the latest
is this the way it is supposed to look?
is there currently any other way to obtain a clean shadow pass that one can use for some compositing, that is incorporating some cgi into a foto?

thanks for any lines in regard to this


11
awe - fu..ing - some :)

thx for fast info and positive reply !!

12
[C4D] Resolved Bugs / round edges - daily build from 171011
« on: 2017-10-12, 13:53:51 »
hi there,

round edges is not working for me ?! known bug or new problem?

13
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-07-17, 07:42:07 »
hey is the randomize per mesh element mode on the horizon for one of the next daylies?

thx for any info regarding that feature - most anticipated !!

14
[C4D] General Discussion / Re: IR in A6
« on: 2017-01-08, 16:28:57 »
hi there,

i was just about to post an similar question..

is IR there in the cinema 4d alpha? and if so where is it? because using the corona vfb with the click and hold does not work... :/

15
[C4D] General Discussion / Re: Alpha 6.0
« on: 2016-10-16, 09:25:39 »
hi there,

me too wanted to say thx for this awesome release -  a huge move forward! it gives hope that soon we there wil be a stable thing :)


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