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Showing content with the highest reputation on 07/20/2022 in all areas

  1. Here is a scene to work with. These grass meshes were part of a free plant set. I don't recall the site, but I could find it and post the source. Anyway, pretty simple and renders at a decent speed. I changed the render settings to be Fixed at 2 passes. To kick this up a notch, you can add the Variation shader to randomize the grass colors a bit. The ZIP is too large to post directly, so here's a Dropbox link. Enjoy. https://www.dropbox.com/s/d4xvpqqbv7cutvs/Mograph Grass.zip?dl=0
    2 points
  2. Yes - that's a little Xpresso setup I made for camera culling. I typically use it to cull matrices - as shown, then Redshift has a workflow to clone mesh data - or whatever - onto the matrices. It's the most efficient way to scatter with C4D + Redshift. I have scattered a few million tree instances with it, but as you say C4D isn't the king when it comes to scattering large numbers of anything.
    1 point
  3. Here's the docs about Tokens, very helpful to set up generic paths, automatically adapting to project parameters. But if you don't know about them, they will not have been the culprit. I guess, we will not be able to solve this, as the erroneous settings are gone. Another possible cause of the issue not mentioned in here, yet: Maybe some special character not allowed in the filesystem crept into the erroneous path. Anyway, we will never know.
    1 point
  4. No, it's quite recent thing (R25 I wanna say ?) in response to a lot of user feedback that it wasn't always clear which tool was selected. Even if it is not particularly intuitive to remove it via the HUD settings, we can't deny that's the most logical place for it ! CBR
    1 point
  5. Step 1. In BP edit mode > File > New Texture. Create at the resolution of your choice) Step 2: Go to >Layer > Outline Polygons. This will make a guide with the UV edges neatly shown Step 3: File > Save texture as.... Pick the format (PSD or TiFF) and location of your choice. Step 4: Open the new texture in Ps. Paste your artwork in as a Smart Object and scale it to fit the UV guide. Save file. Step 5. Back in c4d make a new shader. Load your new texture and apply it to your object (I can't show you as I didn't save the file). Step 6: For all derivatives just duplicate the texture and update the smart object with the new art. Reload. Repeat.
    1 point
  6. Gimmie a minute - ill upload some screengrabs......
    1 point
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