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Messages - Bih_B

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@burnin hahaha ya I kno ... my requirements evolved from the request here in but I'll add to this once I'm done (this is just a thing on the side for me rn)
and yep reg fren IOR - woz just listing parameters for those who may be as n00bzor as myself ;) your pointers were more than on point so thanks sooooooo much once again :)
N.B. inverse fren = I literaly changed the gradient from BK to W (there is no inverse check box actually) unless I misunderstood? anyway, all worked as u suggested so...

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Thank you again everyone for the intel (!) @burnin especially :)) This worked a charm + allowed me to expand on this by combining this into several geometries and materials. All still work in progress on my end. I'm looking into a credit card type of holo combo...

Just to add to the thread; following @burnin I added two images and a fresnel under each of those (one of which inverted) into the diffuse color which I've set up as a layer.

--- Diffuse ---

COLOR
- Layer:
1 - Image 1 / normal
2 - Fresnel / layer mask
3 - Image 2 / normal
4 - Fresnel (inverse) / layer mask

(I found it counter-intuitive at first that the masks need to go 'below' each image)

--- Reflection ---

COLOR
- Thin film (with colors based on thickness e.g. 500nm)
- IOR of 1.5

(Optional to this, you can use a color gradient of your choice as a fresnel vs thin film - looks also very cool)

COLOR MIX
- Normal / 92%

FRESNEL IOR
- 666

GLOSSINESS
- Fresnel (inverse)



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Hiyarr, so I thought I'd take it a step further and go for a holographic effect like here:


I understand that I needed to use some fresnel and alpha magic - I'll do some tests in a bit and will post results if anything will go according to plan haha

In the meantime, if you have pointers to how to go about it, I'll be checking in in-between my session inside C4D.


4
Hey hey, I am exploring holographic foil as a 100% procedural Corona shader and wondered if anyone here has been through the process already and could help me with the best way of setting this up? 

Super many thanks in advance! ...and I hope this thread will be useful in the future for anyone else here working on packaging etc.

5
Thanks for this! So I am actually not crazy :))

I took note of these options and also saw the context help entries but it is, as you say, annoying :D especially that the texture tag doesn't intuitively include and control the most relevant of the noise mapping parameters ... in c4d r30 perhaps? :))

KK by now I've gotten used to just literally approach noise materials on a shot by shot basis for still imagery, close-ups etc. there's just so much more 'hacking' to it than I thought it would be hehe

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P.S. please also note the U / V Offset does not work in the same fashion. This seems to be a problem with just layered noise based (purely procedural) textures. Bitmaps tile and shift fine. Is this a C4D bug or a Corona issue? I couldn't find any other references to this but this is a consistent issue with my software (C4D r20).

7
Hi everyone - this is my first post so nice to meet you all :)

I have been losing hair today because I ran into a strange issue with texture tiling or the texture NOT tiling more like.

I am quite new to Corona C4D but made nice scenes for interior concepts as well as more abstract work for my upcoming folio and got along with texturing etc. pretty well so far. Today however, I seem to have run into a bug (?) Here's how;

I have created a couple procedural noise based materials, nothing too complex, pretty much three or fewer built-in noises combined into layer shaders which I used for displacement, bump and reflection. The materials look awesome in the Corona shader ball scene and tile just fine according to scale etc.

When I bring the texture into a new scene for a quick test and apply them to a bunch of cubes and/or planes things get weird, i.e. no matter whether I use UV mapping or Cubic I cannot tile the texture via the texture tag. Whether I use 100 tiles or just 2 inside the texture tag the material will render exactly same.

If I change the Global Scale (and Delta) inside the noise shaders themselves the material will indeed render differently. This process is however very inefficient and I don't understand why tiling inside the texture tag has no effect on, well, tiling?!

I also tried different number of segments / polygon subdivisions in my geometry to see if that is relevant but there is no difference.

Is this something anyone here could help me with? I hope it's just me missing some minor setting rather than it being a bug but for now I'm stuck :(


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