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Messages - WorkFlow

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31
Gallery / Re: Kitchen / Living / Dining Room Cottage
« on: 2016-04-14, 08:25:59 »
Nice renders but I also noticed something about the background images..

In 172.jpg the background outside of the right window has visible tiling right at the top end of the window!

Other than that I can only say, keep up the good work! :-)

32
Gallery / Re: Woodford Meadow
« on: 2016-04-14, 08:21:59 »
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. ;)

Yea that sound's right! Thanks again for making this free - can't wait to try it!

33
I do not have any experience with DR but I would have and idea what the problem here is...

Team rendering was not enabled until A5 as far as i know.
That means this thread was about not working DR with a Corona version (A4.1) that didn't support DR to begin with.

I would give it a try with the new A5 since it should indeed support DR now!


Maybe the devs didn't answer because they knew it would be supported with the coming version (A5)...

34
Gallery / Re: Woodford Meadow
« on: 2016-04-13, 09:44:12 »
Well, the meadow is a mix of models from vizpark real grass and self made objects.
I created a little parametric grass rig for Cinema 4D to build my own grass patches.

It will be released for free on our fb site this week. ;)

wow that rig looks awesome! o.o

can't wait for it to drop on your site!!

i guess it works with splines right? so it should be great for huge scenes!

35
just been testing this last night.. trying to understand how corona deals with anisotopy. I end up doin some tests with the most used object, a cooking pot.

ill explain a bit of my workaround.

-I started by trying to understand what value Id need to have straight angles on my anisotropy glare. I end up finding out that for radial you use a value of 0.4 and for planar 0.6. take in count that there must be some glossiness, else you dont get the desired effect.

-then iv separated my polygon faces, according to the type of reflection I wanted to achieve (radial/planar)

-the next step was to apply both textures with the selection tags, using a gradient(planar) and a spiral gradient(radial) assigned to the diffuse channel, so I culd check in the viewport, how the reflection would react. I end up by having a planar projection for the radial, and a cylindrical projection to the planar.

-the next step, iv set up my metal texture, to finally add the "blurry lines". Iv made my lines on photoshop. and applied them to the glossiness texture on both textures.


hope this can help someone.

cumps
Tiago Saraiva

Thanks Tiago!
I'll try your workaround next time I run into this problem.

Cheers,
Flo

36
[Max] I need help! / Re: fireplace - C4D
« on: 2016-03-24, 15:28:52 »
Hey,

I need help with setting shader fire in the fireplace.  I have an active opacity channel and still is visible area plane. Thanks

moderator edit: changed title


Hey Kouba,

I would have to thing that could help it!

1. Is your opacity mask in rgb? I once fiddled around for ages until I noticed mine was in cmyk which made black appear as grey in Cinema!

2. Try to use a Corona "Light material" instead of standard, maybe that'll do the trick! You can still map your fire texture to the emission color


Good luck!

37
[Max] I need help! / Re: Bokeh Blender
« on: 2016-03-24, 15:24:42 »
Propably irrelevant - but how I solved similar problem back in the day:

A couple of years back I did post process refinment on motion blur and dof in animation.
Vray had a great interpolated solution for blurry effects, but it would clean up very very long comapred to the rather short per frame render time for the animation.
So they way I solved it back in the day is a half-half solution.
MotionVector pass (no for corona yet) to do a post process motion blur ON TOP of the half finished motion blur with ReelSmartMotionBlur for AfterEffects. It clean up everything perfectly.

Same principle for DoF, half cleaned up 32bit render with Zdepth pass and again post process Frischluft lenscare for AfterEffects ON TOP of half finished Dof.

It worked absolute mad wonders for me, but it was 720p animation renders, so it may or may not work here.

Thanks for that tip!
Even though I unfortunately do not own Frischluft plugin I will definitelly try some post processed DoF for the bokeh!

Funny enough, before I used Corona I always "faked" DoF in post - now with Corona I didn't even think about faking as a possibility!

We'll see if this is the way to go..

38
[Max] I need help! / Re: Bokeh Blender
« on: 2016-03-24, 11:29:13 »
Slow refinement of contrasty DOF is a known issue in Corona. Fortunately, 1.4 version will come with adaptivity and denoising which perfectly cope with these kinds of effects. I do not know when we can expect these features in C4D, though.

Thanks for your answer, good to know!
I'll try to maybe work around this then...

39
[Max] I need help! / Bokeh Blender
« on: 2016-03-24, 09:27:15 »
Hey guys,

I had a go with one of C4D's preset models.
Made some materials and a more stylised product shot setup.

I tried to achieve a nice bokeh effect for the background.
For this I made a full reflective plane with some bump and lit it with one hard light from above.
Unfortunatelly it still wouldn't clean up after about 3-4 hours and 250 passes - even though I set the GI vs. AA balance to 8 to improve DOF...

Anyways I'll be happy about all comments and of course critique and help!


Cinema 4D R17 - Corona A4.1

40
[C4D] General Discussion / Re: Some info about next alpha?
« on: 2016-03-22, 14:56:59 »
A question for anyone who already has the new version in test or even the developer himself:

Will it be possible to stack materials on single objects in A5?
e.g. when you have a glass bottle with a logo or something printed directly onto the glass

For now, only the top most (most right in the object manager) material tag will be rendered even if it has an alpha channel.

41
Work in Progress/Tests / Re: trying to build up a scene
« on: 2016-03-22, 08:00:41 »
These have an insane level of detail in modeling, lighting and materials!!

Really incredible job, great work man!

42
Gallery / Re: Lunchbreak Button
« on: 2016-03-17, 07:57:36 »
Going for isometric and dof is not a good combination in my opinion.

Now it looks kinda odd to me too...
It was a pretty spontaneous descision to add dof in post.

Maybe I'll render another version with perspective projection and dof rendered directly by corona!

43
Gallery / Re: Lunchbreak Button
« on: 2016-03-16, 15:59:06 »
Metal doesn't look very metalish, it looks like you put texture in the wrong map slot. Also why did you choose isometric projection over perspective?

Anyway, keep working and posting your results!
Thanks for your comment!

I checked the metal; texture is only in bump and anisotropic rotation channel. But I noticed my IOR was too low, at about 15.
Isometric because it made the thing look a little more technical - at least I think that was the reason :D

Thanks, I figure only trial and error will improve my work but there is just not enough time next to a full time job...

44
Gallery / Lunchbreak Button
« on: 2016-03-16, 11:15:22 »
Hey guys,

I obviously can't keep up with all the great stuff others post in this gallery but this is a little somthing I made during my lunchbreak!

Made with Cinema 4D R17 and Corona A4.1

Comments are of course welcome as I want to improve myself a lot!

45
This is because the anisotropy direction is not well-defined on Z-parallel planes when using object (Z) axis, and there is an abrupt change in its direction at some point. It may get improved in the future, but it is a core issue (same thing happens in 3ds Max)

Okay thank you for clearing this up! We'll have to work around it for now then and hope it maybe will be resolved somewhen in the future.

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