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Showing content with the highest reputation on 07/08/2022 in all areas

  1. If you haven't found it yet, be sure to read the bible of CG cinematic lighting: https://chrisbrejon.com/cg-cinematography/ And also a short one on why 3-point lighting is a bad habit: https://cg-masters.com/cg-lighting-myth-1-3-point-lighting-is-good/ I tend to use HDRIs as a weak "fill" light for a starting point based on the mood of the scene - warm/cool, high/low contrast, saturation, etc. You'll often find HDRIs categorized this way on sites likes HDRI Haven. The rest depends on manual placement of lights through experimentation and reference. The key driver is how you want the scene to feel, and it doesn't matter if it takes 1 dome light or 100 spot lights.
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  2. My preferred method is "oh, I think I remember making that material 3 years ago, let me go check an old file and steal it from there"
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  3. There's never been a more gallant steed!
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  4. This one's tricky because of how mograph selections don't re-sort the indexes and only hides them. Scalar User Data: MoGraph ID Normalized > Change Range: 0 - 1 to 0 - # of polys in selection > MultiShader: Integer Loop. Only thing I can't figure out is how to procedurally get the poly count out of the scene nodes random select into the out max of the Change Range shader node. Multishader Selection.c4d
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  5. I couldn't figure it out, but if the multishader is the only solution for this, I guess it has something to do with the relation between current clones count to the the available slots in the multishader. curious to see the solution to this one. good luck.
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  6. Ugh never again ! This bloody thing took a month, on and off a few hours here and there before work and single handedly changed my out look on life XD. itโ€™s based on a Tie Interceptor, most of the greebles are my custom design an interceptor 2.0 if you will and was over all a massive pain in the rear end ๐Ÿ˜„ it was more a test of modelling prowess for me anyway ๐Ÿ™‚
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