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Showing content with the highest reputation on 02/14/2022 in all areas

  1. This thread got me thinking about how no employer ever asked to actually see or verify my college diploma. 👀 😀
    2 points
  2. It doesn't work because of changes in Python 3. In attachment is converted version for Python 3 that works fine in R25 vonc_pipemat.zip
    2 points
  3. Théo Thonat, François Beaune, Xin Sun, Nathan Carr and Tamy Boubekeur ACM Transactions on Graphics - SIGGRAPH Asia 2021 Technical Paper Abstract Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible. The paper: https://perso.telecom-paristech.fr/boubek/papers/TFDM/TFDM_lowres.pdf
    1 point
  4. Thanks for giving it a shot and I'm with you. So unexpectedly frustrating that I've wasted an entire weekend on this. Really thought the state_float set to BV would've done it. Have a post up on the Arnold Answers board. Looks like Lee is on the case so fingers crossed.
    1 point
  5. 1 point
  6. I don't have Arnold, but I can get it working with physical, which may help you regardless of renderer... But without it, I can't come up with a solution without making the hair physical, but if you choose circle or similar type in the generator tab of the hair object you can force it to create hair geo (and can turn hair render off), which you can then texture using regular projections, which should stick to the hair geo, like so. There is no reason to think that wouldn't also work in Arnold, though I wouldn't be surprised if you had to actually make the hair editable, and bake down a cubic or flat projection by deleting any existing UV map, selecting the projecting material, and doing 'generate UV cords' which would then the projection into the mesh. So, perhaps a fall-back method if there isn't a forthcoming answer directly within Arnold hair / material settings... CBR
    1 point
  7. There was in the past free plugin from César Vonc called Pick material. Has few options, (select material in MM, select texture tag and select object with selected material) but it was very interactive. It was just pipette and user simply click on some object in the scene and depending on selected option were selected material, tag or object. This posibilities in c4d is missing and could be very helpful. Can not find on César web this plugin now, so I think not supported in last versions...
    1 point
  8. back to origional theme subject:) we added a r23/24 version on user request of the C4D MATERIAL FILTER. you can also email us wishes for small plugins that you wish to have, we can make them for a minimal price tag like the filter:) email wishes to "shop_sales [at] 3dtools.info" cheers Stefan
    1 point
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