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Keith Vick

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Everything posted by Keith Vick

  1. Hi there, thanks I ill check out the frosted glass preset. The roll does actually contain layers of geometry as I swept a bunch of circles for the length of the roll. Thanks for the reply.
  2. Hi I have a model of a roll of clear bin bags. I need to get that slightly transparent look. Do any members know if I should use SSS or Volumetric Scattering. I have been using SSS but I'm not sure i am using it properly. Can any members suggest some decent settings or if i should go with Volumetric Scattering. I don't seem to be able to get any glossy highlight while using SSS,. I am using the image below as reference. I'm using Corona renderer.
  3. Hi all, I have a question. I am using Corona renderer. How do i make a image with a transparent background, here is no alpha channel in the material? I want to put numbers around a dial on a toaster. i need the numbers black and the background transparent,. Thanks in advance
  4. Hi guys i have chance of buying this laptop for £750. Katana gf66 i7 processor Geforce RTX3070 16 gb ram. 512 gb SSD Im hmming over the ram. I already have 20GB ram i7 with space for 12 more on my pc with Geforce gtx1050ti. Is this a step up? Its a gaming laptop or was bought as one. Its like 3 months old. I wont be able to upgrade it the way i can a pc. A fast laptop would be very handy for me now though as I'm travelling more. and I need to be able to remote wherever I am. I render with Physical less now. Im using Corona and Arnold. (Arnold is unreal). I ask this because the guy wants to sell tonight and i don't have time for much research. Thanks in advance folks. Edit: I can upgrade to 64 gb of ram at some point and up to 4000GB SSD. That sounds good. It got snapped up anyway.
  5. I will be taking a look at that thank you @HappyPolygon
  6. Hi Cerbera thank you for the very detailed solution. I am going to put it into action immediately. I need to get my mesh to stage 1 first. I have been playing with joints chains and deforming but the bend deformer looks great. I didn't think i could bend stuff into a spiral with Bend Deformer. That is why I have been using joints. Im not getting quite what I need. I thought hypenurbs might smooth it. I have been having a hard time with this one Cerbera. I am very grateful for the reply. I'm a bit confused. Has the mode in the image been simulated or Is it ready to be simulated in cloth? Either ways it good enough for what I need in your example above but if simulating will give me more realistic shape then that is great. When i have prepared my mesh, should I use balloon in the cloth tag? I have not used the new cloth system yet. I'm using latest c4d with new cloth but I cant find where to update my profile details.
  7. Hi all, I have been tasked with modelling this foldout mattress. I would like to model it and then perhaps rig it so that it can roll and unroll. It doesn't have to do this though, I probably wont be animating if I can get a solution that is animatable then so much the better. Can any member tell me how I might go about making this? I was thinking softbodies with pressure but I'm not sure which way to go with it. Getting it to look realistic is the main thing, I would like to keep some of the creases for realism but this doesn't have to be perfect.. Thanks Keith Im loving being back at the Core.
  8. Hi, I'm trying to replicate @Stefano Striker, I really would like to replicate what he has done here. I am having a lot of problems. I cannot get anywhere near the tightness of the spirals in the Helix spline as the example. I cant get anywhere near the detail. I made a helix, extruded it and put it under cloth and gave it a little thickness.. Then into a Hypernurbs. My mesh is becoming very dense. There are huge gaps between my spirals. Can anybody hep me create the solution above? SCENE: NewModelJumbo.c4d I modelled this before using cloner to create rings but I haven't been happy with it. Now i have started rendering with Arnold and i need more detail to get the realism I need. Thanks in advance
  9. Thanks very much for the reply. I'm sorry i missed this answer. I wasn't being ignorant. I used mp4 like you said. Thanks.
  10. That's great thank you. I got auto packed UVS for my object from Body Paint then I used the Bake texture tag with my camera in Camera Mapping mode and baked the footage into a png sequence. I loaded the baked Images into a new texture and calculated the frames. Then I used the outside faces selection for my baked material. The baked material is rock solid on my uv coordinates. This was quite a convoluted process. I thought it would be easier to do. Only easy when you know. Eh?
  11. I have another question, not sure if i should edit or post again. How do i use the mograph selection tool to stop certain fractures being affected by a plain affector? I can make a selection but I cant find where to disable the affectors's influence on the selection.
  12. Hi Fritz, thanks, I'm not sure i understand you. Create the uvs on the object how you want them. Do you mean Right click the texture and Get UVW Coordinates?
  13. I cant follow both of these sets of instructions. or i'm thick. In order to get uvw coordinates i need to make the object in the veronoi editable. Then when I go to the selections tab and choose outside faces i get a uv tag not a selection tag. So I cannot stick the texture to the Outside faces and still use the UVW coordinates for the texture to stick to it. Does that make sense?
  14. hey thanks for all the help. I am getting there. I have the outer faces textured with the road and the inner surface has a texture, purple so i can see whats happening. The texture seems to be stuck to the veronoi but the perspective goes out when the texture is turned from Frontal to UVW mapping. Anybody know whats happening? edit: also you can see that the background texture is stuck to the veronoi showing the buildings in the background.
  15. Hi guys, I have a cube in the veronoi. I make the cube editable and put the texture tag on the cube as i had it on the veronoi object itself. Then i generate UVW coordinates. The problem I'm getting is that only some of the sides of the fractures are keeping the texture. The top or surface of the fractured cube is still showing the veronoi pattern of colours. What i really need is to just stick the texture to the top of the veronoi and then use detailing to texture the depth of the fractures. Really appreciate the help.
  16. Thanks for the replies you two. I am at work right now but I will test generate uv coordinates soon as I get home. The method in the tutorial involved bodypaint and included a lot of steps. This sounds a lot simpler. Perhaps it was an old tutorial. Thank you for the help. I cant wait to try this out.
  17. Hi all, I have a veronoi fracture object with a texture that is set to Frontal projection, can any body tell me how to bake the texture onto the fracture so that when the camera moves it will stick to the object? I was following a video but I have lost the link and I cant find it again. The video was a veronoi fracture being affected by a mograph plain affector and spherical field. The video showed a method for baking the texture onto the fracture object. Anybody know this video?
  18. Hi guys, an anybody tell me how to stop the jiggling Veronoi chunks as the simulation draws to a close? Also how do i stop my veronoi from intersecting and penetrating my softbody? s as th
  19. So sorry, missed this before i posted. I will take a look now. Thanks @Happypolygon Is it possible to make a bump map for the label to give it a tiniest amount of thickness?
  20. I was thinking that there was too much geometry to be making the object editable but I tried it an Its not super heavy at all. So real geometry, textured and lit. What do you think? So sorry, missed this before i posted. I will take a look now. Thanks @Happypolygon
  21. I have started again. this time inspired by@Cerberaand @Stefano Strikasolutions. After messing around drawing splines i had a brainwave. I used the Cloner on a circle spline and a step effecter to get the splines to grow incrementally. Then i used a Random effector to get some randomness to the z position. Then I ran Connect Object and duplicated it. I put the splines under a Loft for length and Cloth for the thickness. Then smoothed it with a hypernurbs. Its something I can refine. How would I go about texturing the object with out making it editable? I need to add a label.
  22. I got a free Normal image off the internet and used that to create the ripples in the roll. I think it is pretty convincing. I am hardly subjective. I been staring at it for so long. What do you think? Criticism please.
  23. Hi all, I have been working between two projects and came back t this today. I used an image to create the roll ends with Bump. I think it looks ok for what I'm doing. I think all it needs is the front of the cylinder looks like a hard shell. Can anybody be a love and tell how i might I go about adding some slight undulations. I have been trying the displace deformer but I'm not getting good results. I would try a bump but my textures are attached to polygon selections so Im not sure how that would work.
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