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Messages - fLuppster

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16
Gallery / Re: Meadow Asset *Making of available*
« on: 2017-06-20, 21:07:21 »
It works like charm only on the foreground ;). When scattering it in C4D in bigger scale, then it is quite heavy... Are you planning to support also MultiCloner?

PS. This is odd. When scaling the base surface *400% (4x) and when multiplying amoung of copies x4 I get way spreaded density. How come?

If you are setting up the bigger area correctly, it should look nice too.

Scaling your ground 4x means, that you have to multiply your scatter amount 16x, since it is exponential. ;)
Also your ground needs to be displaced correctly, if you scale it up. Maybe i will add an update with some displacement deformer presets, if needed.

By the way: The best way to transfer the scattering to a bigger area is to make a new grid on your new ground. You can read it in the "how to use" file in the main directory.

17
Gallery / Meadow Asset for C4D available!
« on: 2017-06-19, 21:26:51 »
Hey guys, i just finished the asset. It includes 9 C4D files with 3 different types of scattering (procedural noise maps, vertex painted maps, distribution maps) for 3 different scatter plugins (MoGraph, SurfaceSpread, Octane Scatter). Maybe a CarbonScatter version will be added someday.

https://gumroad.com/l/DAMA011

Feel free to follow us on facebook for more asset-shop updates:
www.facebook.com/darstellungsart

*advertising mode off, sorry*

18
Gallery / Re: Meadow Asset *Making of available*
« on: 2017-06-16, 08:45:54 »
Good to hear. ;) Well, i started creating distribution maps. Then i used noise shaders. At the end i prefer to use vertex painting to create authentic variation for the clusters. This is maybe not the most time efficient workflow, but the results are the best. I will provide all methods in the package. But there is still some work to do, since i'll try to support the most render engines and scatter plugins.

Do you have forrester? That's my scatter tool of choice at the moment. seems to have most of the same features of surface spread.

Also how far can you push it in terms of area?

Looking good.


I had forester once, but i sold it. In my opinion that plugin is not worth the money. :/ In plant creation it was only rudimentarily good (not comparable with Speedtree/GrowFX) and the scattering was not very performant, when it comes to larger areas (CarbonScatter/OctaneScatter is way better in my opinion).

You can use this asset for large areas, as long as your ground plane has the right amount of displacement.

19
Gallery / Re: Meadow Asset *Making of available*
« on: 2017-06-15, 11:54:29 »
Good to hear. ;) Well, i started creating distribution maps. Then i used noise shaders. At the end i prefer to use vertex painting to create authentic variation for the clusters. This is maybe not the most time efficient workflow, but the results are the best. I will provide all methods in the package. But there is still some work to do, since i'll try to support the most render engines and scatter plugins.

Checklist:


20
Gallery / Re: Meadow Asset *Making of available*
« on: 2017-06-15, 03:18:30 »
A little preview of the C4D version. :)












21
Gallery / Re: SHØWREEL 2017
« on: 2017-06-01, 10:53:37 »
Lovely! The Dark Tower is my alltime favourite book series. <3

22
Gallery / Re: Meadow Asset
« on: 2017-06-01, 02:37:06 »
It depends on which scatter software you are using. MoGraph and SurfaceSpread are pretty useless when it comes to larger scenes, thats right. But with CarbonScatter and OctaneScatter you can easily scatter millions of objects without any viewport issues.

Good point with the lawn edges. I will provide smaller patches for these areas.

I've started working on the asset, so keep your eyes open. ;)

23
Gallery / Re: Meadow Asset
« on: 2017-05-31, 14:53:34 »
I'll try to support all the major render engines. (Vray, Corona, Octane and maybe Redshift & Arnold)

24
Gallery / Re: Meadow Asset
« on: 2017-05-29, 22:21:29 »
I am the C4D/MoGraph "specialist". :D

I will try to transfer the idea to C4D as soon as possible. I'm just a bit busy right now, sorry. But the idea is to create a shader network for the clustering that can be used in any scattering tool (MoGraph, SurfaceSpread, CarbonScatter, OctaneScatter...)

25
Thank you guys. Yes, i thought scenes like this do not require portals. But it seems, it still helps a bit.

26
Hi, i started an interior scene and since today im having inexplicable noise.
So i tested everything in a new scene, and suddenly there was noise too...

An Interior normally should not take this long:



Even the testscene is bugging.


You can have a look at the testscene.

I set up everyhing as usual and i have no clue, why since today it is bugging.
I already installed an older corona version, its still not working.

Can you help me please? Unfortunately it is very urgent.


27
Gallery / Re: A Day At The Harbour
« on: 2016-04-23, 19:57:31 »
Sooo... did the Lemon managed to escape?!

Unfortunately he died and left behind a wife and two little lemon babies. :( Life is hard.

i don't think so.. hehehe

Flupster-- are you planning to put this on a different scene?

Originally i just wanted to prepare some cars for archviz scenes. I just.... dont know what happened.

Love the render :) so different, so nice :)

Thank you! :)

28
Gallery / A Day At The Harbour
« on: 2016-04-22, 18:12:07 »
He's doing it wrong.













Done with C4D, Photoshop, Windows Calculator.

29
Gallery / Re: Sideboard
« on: 2016-04-13, 14:41:18 »
Great great mood! Particles and splotches are done  in Photoshop?

30
Gallery / Re: Woodford Meadow
« on: 2016-04-13, 14:40:31 »
Yes, it works with splines and other mograph stuff. But you should convert the patch into one poly mesh before you scatter it. Cloning parametric objects in C4D is a pain in the ass. ;)

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