Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cinemike

Pages: [1] 2 3 ... 61
[C4D] Daily Builds / Re: No New Daily Builds?
« on: Yesterday at 16:05:42 »
Glad someone else mentioned it... Yes, erily quiet... makes the mind wonder and curious what is to come :-) HAPPY FRIDAY ALL!!!

Just take a peek at enemy territory (aka the max part of this forum) to see some mindblowing stuff!

[C4D] Daily Builds / Re: shader curvature
« on: 2022-07-24, 20:51:58 »
Use it in a layer shader as a mask between "no bump" and "some bump" - and remember the limitations and extras you have to mind when using a procedural noise in bump, they apply for this case as well.


[C4D] I need help! / Re: Bump texture rendering too smooth
« on: 2022-06-30, 23:56:18 »
Remember that the Normalizer shader (which you need, there is no point in plugging the Noise directly into the Normal shader) needs a Noise in 2D (UV) space, so you lose your 3D shader.

[C4D] General Discussion / Re: hdr-environnement phantom
« on: 2022-06-23, 22:12:08 »
Have you made all layers visible?

I am using a pose morph with a target rig in this file, but the IR does not refresh when I move the pose slider.

Cinema 4D S26.015, Windows 10, Corona 9 daily from May 23.

Oops, your uploader is gone. May take a second or two for adding the file now.

ID #44043

I miss the old uploader.

I am using a pose morph with a target rig in this file, but the IR does not refresh when I move the pose slider.

Cinema 4D S26.015, Windows 10, Corona 9 daily from May 23.


Just for fun: There's always the Distance shader, too, Corona's universal weapon ;)


Or you could just use the good old overlay texture to your base texture (either by material stacking or by a layered material).

This is a perfect use case for Decals.

I am looking forward to Decals being added in the Cosmos browser.

When you are working with materials that require "huge" displacement values, the preview rather quickly becomes "unreadable" or black while the preview rendering starts to take up very long times.

Now Ales Krivak from Chaos Czech reminded me I can increase the scale of the preview "ball" (or whatever) to always get a proper preview, but I don't think that people usually go there and make changes (nice workaround, though).

My suggestion is capping the values to a certain fraction of the preview scale. Usually the preview sphere has a size of 36 cm, the other shapes are around the same size. So the capping could be 15% to 20% for min/max here.

[C4D] General Discussion / Re: Scatter + Multi Shader
« on: 2022-06-10, 19:15:35 »
Just out of curiosity I've attached a Mograph solution. While it is working fine in the viewport, the "Use Camera Clip In Render" in the LOD object does not seem to work with Corona IR (no idea if in a final render it would have been used). Should I report this as a bug additionally?

I put a mirror in the scene, it's almost like a spy cam, hope I did not violate the privacy of the instances. The "clipped" objects are just rendered in the IR, in a final render they are gone.

[C4D] General Discussion / Re: Scatter + Multi Shader
« on: 2022-06-10, 18:40:54 »
My guess: Scatter does not scale the instances out of sight to 0, but actually deletes them. Therefore, the index of the instances is in constant motion and that is why as soon as it changes, the random color distribution changes.
I could only avoid the "jumping colors" by using a Cloner and an LOD object, because my "patented use the variation shader in Object name mode" even failed here ;)

[C4D] Daily Builds / Re: Support for Cinema's Node System
« on: 2022-06-09, 22:11:53 »
I am not sure the native node editor could do that:

[C4D] General Discussion / Re: Displacement settings
« on: 2022-06-05, 22:20:45 »
For the render settings:
The Help Center:

In general, smaller settings for displacement will render longer and use more RAM. World size defines the actual size limit of displacement details in "real world units", while Screen size is relative to the extension of a detail on the screen (in pixels). For animations, World size might be better, because the chances it will flicker are less likely (because your geometry keeps its dimension in mm no matter how far away, unless you animate it, of course, while the pixel size of a detail varies with zooming, for example).

HTH a bit,

Pages: [1] 2 3 ... 61