Jump to content

Christoph Voorn

Registered Member
  • Posts

    68
  • Joined

  • Last visited

Everything posted by Christoph Voorn

  1. Nice first pass! Is this with subdivision no? I'm not familiar with edge weighting. Is that the same as with points in a subdivision surface? It doesn't work with edge cuts? I think overall it looks great already. This area doesn't seem right: I find these corners when the overall shape is smooth really hard. To not have reflections bend off their path to the corner: Client expects the exact corners and shape as I designed it. You think it's possible to have it like this? The backside is still visible at the lowest point of the corner. Like it's giving the front a nice hug ๐Ÿ™‚
  2. Hi @Igor, thanks so much for your help! But I'm afraid you made the 2022 version ๐Ÿ˜ This year its all smooth curves ๐Ÿ™‚
  3. There's no reference besides the 2D logo which is the front silhouette. I came up with this shape in an effort to create something different enough from last season, which had only flat faces. Here's an impression of what I did with the logo last year. The new organic shape demands a slightly different approach but the concept is again to create many different looks.
  4. Hi folks, I have this shape and I later have to create multiple looks with it. Creating & applying materials, use parts of the structure to create splines , other stuff, who knows. I need to find a topology structure that just works. A little bump and you'll see it after applying reflective materials for instance. The shape is so unusual that it's a bit next level for me. When it looks good one side, it doesn't from another. I want to be able to: - Move and/or easily recreate edge cuts so I can adjust sharpness (of the sharp edges). Only the front bottom side is a loop now. - if possible be able to adjust sharpness of the top corners slightly - Maintain current avg. size of faces if possible. I think (much) more dense could complicate working with it later on. - hopefully create UV's that I can apply customized textures to As you can SEE, my topology isn't what it should be lol
  5. Back in them days when I was using C4D Advanced Renderer on my MBP rendering such sizes, it sometimes would take this long. Today can't remember much of the settings I'd change to reduce render times. so I can't help there. But the farm sounds like a great idea when on a deadline. They can use distributed rendering so it should take more like 15min-1h depending on the farm and amount of render nodes available. These days there are more tricks available. Using AI you can render at lower settings and/or resolution and denoise/upscale the finished visual to the size you need. It depends on the visual how original is maintained but often it works really well for me. With simple animations I might render at FPS x0.5 or x0.25 and slomo it down with AI 2-4x super smooth, cutting render times 2-4x. But if client has some budget, the farm sounds like the quickest & easiest for a plug & play fix!
  6. Hi everyone, I have a pixel version of a logo and I want certain cubes to have a different color and together create an image. With stacked materials the source image has to be mapped very precicely to match the cubes, or the texture image makes some clones half black, and that defeats the pixel concept. I got this to work, but only without using any material whatsoever. So I don't get any reflections etc etc. When I set the Shader Effector to Color and select my material (with the image), it's not doing anything, not without placing the material on the cloner but that's the same as without Shader. How can I do this and still render reflections or illumination and all that good stuff? EDIT: The folks over at Redshift forum fixed it for me: "I would load your image into a shader field in a plain effector instead of using the shader effector. Set your color user data to object color and use that for the diffuse." Flat projection material:
  7. I wish I was smart enough to learn Houdini ๐Ÿ™‚ I'm already fighting my brain over Cinema 4D fields sometimes. To me it feels I have no choice but to get Fused..
  8. Topaz Labs has a really good deal: https://www.topazlabs.com/black-friday I'm totally getting this ๐Ÿ˜Ž
  9. This is super specific so maybe no luck here. Did you contact Prudential Center?
  10. Thanks for the detailed explanation @Daniel Seebacher Very helpful! Nooooooooo not confusing at all ๐Ÿคช๐Ÿคฃ Look they made a nice chart to explain which is, again, is not confusing at all... LOL
  11. Insydium plans are so confusing.. If I buy perpetual + maintenance then it's included?
  12. I'm afraid not for the perpetual Fused: Includes a 90-day preview of the following; NeXus โ€“ a GPU particle and simulation system that integrates perfectly into the X-Particles ecosystem. Taiao - a procedural animation system to generate trees, flowers, grasses and custom objects. TerraformFX โ€“ an art-directable terrain generator that allows users to build customizable landscapes. MeshTools โ€“ a suite of procedural modeling tools to affect geometry and generate splines. Cycles 4D โ€“ the bridge between Blenderโ€™s ray-tracing production render engine and Cinema 4D. Library Assets โ€“ great lighting and texturing are the key to creating convincing, photo-realistic scenes, but can be time-consuming. Our range makes it easy to get visually stunning results, fast. "After your 90-day preview expires, your X-Particles license remains perpetual. However, you will no longer have access to NeXus, Taiao, TerraformFX, MeshTools, Cycles 4D plugins and Library Assets.
  13. I waited for november to consider buying and Nexus is looking interesting. Too bad it's not in the deal. "INSYDIUM Fused โ€“ everything an artist needs in one complete collection." except that it's not. It's ONLY X-particles! Not sure what to doooo
  14. I understand for hobbyists this is bad news. Anyone here making money using C4D and can afford the โ‚ฌ600 a year?
  15. It doesn't have to be displacement via displacement channel so I'll check out that episode. Thanks! This is interesting, thanks! Hope this works with rather flat shapes too.
  16. Hi everyone, This is a photograph of oil with very nice lightning. Anyone know how to create something like this in C4D? Animated, of possible..
  17. Thanks @Jeff H1 Vaguely considered for then forgot about it. Let's try this!
  18. I agree I have to climb the damn ladder @Cerbera ๐Ÿ˜… It's my brain that struggles keeping those settings apart. I just don't get a lot of the settings, why it does this do this or that. Then I don't remember. I've followed UV tutorials since R17 on this, and I still don't understand how it works.. But.. I don't need to unwrap for placing the material, it works with cubic projection and scale. What I want is to add some dodge & burn to the texture in Photoshop. I want the animation looking like this finished still. Any ideas? Because client wants the overall model shape fairly sharp, I can't make the leather too thick. So I have to paint in some of the depth. it's not ideal but AO but doesn't get me far enough despite increasing falloff etc.
  19. If you look closely at the most detailed parts, it doesn't look like the reflection source is animated. But I could be wrong. I think he uses planes or light maps with gradients, or maybe a custom HDRI. I'm no expert on this, but I've noticed that playing with reflection / refraction IOR settings will dramatically change the outcome and can create very interesting results. With the right settings you can get nice results without the need of a bright surface right behind the glass. But of course everything depends on how your model is shaped, how it moves, where you place your gradients, etc
  20. H everyone, Let me first say I passionately hate UV unwrapping and try to avoid it at all cost. Unless it's something basic, I'm never able to get anything workable to process in Photoshop before rendering it out. So that's exactly what I want to do now ๐Ÿ™‚ I didn't know how the pattern would fit best so I I used individual parts when building: The texture is a mixture of textures: Does it make sense to even try unwrapping? I don't want to unwrap invididual parts, that's too time consuming..
  21. And here I am learning today that turning off all textures is called clay mode ๐Ÿค“
  22. Hi yall, Hope anyone knows ๐Ÿ™‚ I'm going for a water look and I started using a Displacer, but whatever projection / texture space I use I can't get the shader equally distributed. It's fine, I moved displacement to the water material instead (using Maxon Noise). I was still missing some detail which 'for some reason' I got when I reactivated the Displacer with smaller scale and little height (1 cm). What's odd is that it doesn't matter what height I set the Displacer, at 0.001 I'm already getting the full extra detail in my render. This only happens when in my material I have a Maxon Noise active in Displacement or Bump channel. - Once I subdivide the Null (incl. Displacer) the nice details from Displacer are gone in the render. I would have thought that if I add enough subdivision to my mesh first they would stay or maybe get smoothed little, but they don't. So for the main issue.. IF I have the Maxon Noise active in the material, SOME of the reflection / refraction details from the Displacer are pixelated in the render. It's OK because this is for mobile, but I'm trying to understand what's happening here. - It happens even when I subdivide the mesh a lot first - Phong angle is sufficient - I tried remeshing at various stages but it does the same as normal subdivide So I wonder.. what's happening? Redshift says no? ๐Ÿ˜ฌ Just the Displacer (if anyone knows how to get it to do better than this.. let me now. But it didn't work with 'Texture' space in the Noise settings): Water material with displacement (maxon noise) in material only: Water material with displacement + Displacer: The pixelated details from Maxon Noise in material displacement + Displacer (note how it's not all pixelated):
ร—
ร—
  • Create New...