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dasfrodo

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Everything posted by dasfrodo

  1. Something Something about these 80s / 90s 3D-animations is just haunting to me. They way everything looks and moves and sounds just... gives me the creeps. That said: Them raytraced reflections at 03:06 though!
  2. I have Cycles 4D so take this with a grain of salt, there might be differences. Cycles is definitely faster than physical, especially when you compare the image quality. It is slower than other GPU renders by far, but the result is really nice. And considering it's 100% free (in Blender) it's an amazing render engine.
  3. Huh, that is a good point. Years back I remember taking very long to understand how it exactly works, how to stack stuff etc. You're right, it IS highly confusing but I just forgot about it because I learned it.
  4. While there's many, many smaller things I'd like to see, these are the ones that come to mind for me: Faster rendering. ProRender was obviously a complete waste of time. Nobody uses it. If I want GPU rendering right now I either use Redshift or Octane. I think C4D needs an up-to-date CPU and/or GPU renderer like Arnold. The standard and physical render is just WAY too slow nowadays if you want to do anything even close to realistic. Seriously, just add a default PBR Material to a sphere, add an HDRI and look at it crawl. UV-Tools. This is so, so overdue. In a package that is as expensive as C4D I should not have to rely on external programs if I want to keep my sanity while doing UV's on complex objects. Yes, the tools we have work (for the most part) but they're not fun to use at all and make UVing an even more tedious task. X-Presso UI overhaul. X-Presso is nice and works for everything I want to do with it (although I'm sure it could use some love for the powerusers with new nodes etc) but the UI is fiddly as hell, connecting things can be a pain. Look at Substance Designer if you want to see an amazing nodebased workflow. Or just use the the new material node system. Subscription model adjustments. At the very least we need true monthly payment, not the monthly-but-not-really price we have right now. Honestly, I was so excited when they announced the subscription but the moment I saw the pricing... just no. Especially, as others have said, in the upcoming months and years that I can imagine will be a pain for freelancers especially. Preferably we'd get a true monthly payment and several price tiers for different revenue levels, just like the substance suite has. In this business it makes no sense to me that a freelancer has to pay as much as a big studio. Further enhancements to the field forces. What we have right now is already a major, major step towards actual particles that C4D was severely lacking in the last years, unless you wanted to make a deep dive into TP which is... well confusing compared to other particle solutions. Honestly I am pretty sure some trapcode particular code will find it's way into C4D so I'm not too concerned there. I just don't think it will be R22. I think with the whole Covid-19 story MAXON really, really need to get their sh** together. I'm sure the financials for the upcoming years will push MANY artists to Blender and if the packages don't deliver a good reason to stay it might not look too good.
  5. From the album: Materials

    Made in Substance Designer and rendered in Unreal Engine 4
  6. From the album: Materials

    Made in Substance Designer and rendered in Unreal Engine 4
  7. Finished it! Mainly did some more detail passes and minor adjustments. Thoughts?
  8. Half-Life Alyx is five days away. Thought I'd try to get inspired by a material from Half-Life 2. I always loved the unique look of the citadel environment, so I went with it. This is how it looks: It's not done yet, but I'm pretty happy with it already. Thoughts?
  9. Worked on the material some more, basically redid the entire roughness, metallic and base color graph after I got the edge wear and grunge where I wanted it. I think it's way better now, pretty happy with the result. The lamps are now rounded too, not flat anymore. Edit: Added the graph if anyone is interested.
  10. Yes that's basically what I've been doing. I just haven't found the right noise and the correct settings yet. I'd do stuff like this in the render engine itself too but right now I enjoy Substance with the instant feedback way too much 😜
  11. Thanks for the feedback! That is something I've thought as well, just looks too "generated". This is just straight out of Substance Designer, just with the Post-Process effects enabled (for the bloom, vignetting and dof).
  12. Working on some random sci-fi material, just trying out new tools. Hexagons make everything look sci-fi! Not quite happy with the edge wear yet. Thoughts?
  13. From the album: Materials

    Hexagonal Brickfloor. 100% procedural, made in Substance Designer and rendered with Unreal Engine 4.
  14. And even more Substance Designer work. Rendered in Unreal Engine 4.
  15. dasfrodo

    Pierre Ledent Macarons

    I don't like these things normally, but these I would eat!
  16. Some more Substance / Material work! Made in Substance Designer and rendered in Unreal Engine 4.
  17. Oh god I didn't realize you posted in the Redshift subforum, sorry.
  18. Not sure where you're look but there's definitely the option just as for any other shadow type.
  19. dasfrodo

    Jet Fluids

    This is some really cool stuff, no idea how I missed that until now. Unfortunately I have XParticles already, so I don't really need it 😞
  20. Got something new! Made this for my girlfriend for Christmas, printed on Plexiglass (60x40cm). Rendering took ages because 60x40cm @ 300DPI is kind of a ridicilous amount of pixels 😁 Rendered with Physical Render and inspired by Rik Oostenbroeks awesome Artwork.
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