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deck

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Everything posted by deck

  1. deck

    Mesh mush !

    Seems that plugin. is still available tho site and pricing a bit confusing, seems to start at 60 bucks, think I can live without it at the mo, hoping I may stumble across a slightly newer version of cinema at some point.
  2. deck

    Mesh mush !

    Properly old nowadays 🙂
  3. deck

    Mesh mush !

    I obviously dont disagree with anything you say there and only wish I had the skills / experience to achieve it but I couldnt even build your first example, I just wouldnt know where to start, where as sticking a disc on the corners falls within my skillset, I wanted to go with the spline extrude option but just thought i could do a bit more with beveled edges if i built it "properly", it took me a couple of hrs just to build my rather ugly version, but i also knew I would have a result at the end of it where I may not have arrived there trying to go for the lower res mesh and i figured too dense is better than not dense enough. Your last version looks nice and clean but there aint no remesher in R18. I hadnt noticed the tris in my original version but fortunately they turned to quads under subdiv. I do appreciate all the advice and its good to know and see how it should be done even if Im not quite up to it. Many thanks Deck
  4. deck

    Mesh mush !

    Hi CBR Thanks for confirming that for me, I should have realised sooner that it was something to do with the isoline, Ive not tried the filter thing yet, but comforting to know its a bug, I dont model very often and have to relearn all the things Ive forgotten 🙂 Nice topo is not something that comes naturally to me, so its good to see how it should be done. In this case I was after the specific corner radius's to match the spline I had been using, so I started out placing a disc on each corner to get the radius, then chopped those up and did the outline first before filling in the middle. Many thanks Deck
  5. deck

    Mesh mush !

    Think I may have solved this, seems to be something to do with having isoline editing turned on, didnt think it showed both meshes when you had it on so thats quite confusing. Deck
  6. deck

    Mesh mush !

    Hi Folks Ive been modeling this simple flat arrow, that Im going to bend later on, started with a spline extrude which was okish but thought i would see if I could do it as a SubD. Im crap at resolving topo issues but blundered my way to this kind of ugly solution and thought I was ok, but when i turn on the subdiv with isoprams I can see all these duplicate points and edges etc, Ive optimised it and cant see the extra points on the point count when I select everything, and the mesh seems to be behaving if I put a displacer into it but theres defo something not right. Mesh checker not showing anything either, any ideas. Cheers Deck Core4d arrow 01.c4d
  7. If I was doing it I would set up a separate render file just for the mask, in that file you set the background to 100% flat white, put a 100% flat black on the people and the floor to 100% reflection, when you render that you should end up with a totally BnW reflection to use for a mask. I usually do the white in a luminosity channel, drop out all the lights and it should render in seconds being only BnW. Deck
  8. Hi Mash Just a final note on these letters, after going to the larger map and fine tuning the roughness they are looking really nice, Im pleased with them now, really silky smooth. Once going to the bigger map the filter didnt play as much of a part and it was more about teh roughness. Thanks once again, wouldnt have got there without your insights. Cheers Deck
  9. Ah Mash, thanks so much for the explanation, that looks lovely and smooth on the inner, tho the outer has a bit of a line on it. I didnt realise my map was only 4000, left over from a previous attempt , thats a clever idea running the roughness only over the lettering tho I take onboard what you were saying about "perfect" glass. I think Im gonna redo the map at a larger scale and then duplicate what you have done here which should clean up the edge I think. Its my first ever use of an external renderer so quite a steep learning curve, but it is pretty awesome, compared to my previous ancient set up with just the C4D physical reneder for which I couldnt even use GI as it just killed my machines, this is a whole new world. Great to have members like yourself here to help us newbies. Many thanks Deck
  10. Thanks Mash, email sent Deck PS, I did put in a tiny bit of roughness which sorted it out but that softens the whole thing, tho I could just paint that thru in pshop
  11. Hi Folks I think I may have answered this question myself by spending the afternoon trying out all the settings in octane one by one, none of the obvious ones like samples or scattering make any difference. Ive also looked at my materials and displacement, taken off the bumps and roughness etc but cant find anything that affects it too much. It looks like it needs something like the old style anti aliasing filter to just smooth out the lines. These are embossed letters on glass, I think the lines are actually the reflections of the adjacent letters, I've smoothed out the top version here in pshop to give an idea of what Im after. The only thing that had any impact was the filter size in the path tracing kernel but that just blurs the whole thing really. Currently using path tracing at about 1000 samples but 30k didn't make any difference really, just wondering if anyone knows of a magic button that I may have missed in my newbie floundering's but in truth Im not expecting it to get better from my investigations so far. Cheers Deck
  12. Managed to finaly sort this one, not having the displacement node didnt help, I had only previously seen displacement with noise and that ports straight in, a selection tag to stop the repeat and a copy of the same texture with no displacement underneath finished the job. Not sure if this is the way it should be done bu seems to be working for me at the mo. Glad Im over that small octane hump. Deck
  13. Hi Folks Can anyone direct me to a tutorial for adding displacement to a glass bottle in octane, just the usual embossed type logo kind of thing. In cinema I just stack one on top of the other and check the mix texture box and Im done but in octane I cant fathom it, ive been floundering around in the node editor all day now, cant seem to find anything in my search efforts. My bottle is kind of square so in cinema I just flat map it onto the given side. Cheers Deck
  14. Strangely I got the not supported answer as Im using R18, Beppe suggested I update my octane but previously I was advised to use the one I have for R18 and as it seems to be working so I dont wanna change it at the mo, so will live with the difference. Sofar Ive only been tinkering and following tutorials with my octane but about to take on a project in anger so hopefully it all goes well. Cheers Deck
  15. Mine is defo not the same and i cant find any custom commands for octane. its not even camera specific just the normal veiwport pan scroll zoom. I will try otoy and see if they have a solution. Cheers Guys Deck
  16. Hi Folks Just started using Octane ( Which is a whole new world ) and I remember when installing there was an option to do things in the style of C4D but Ive noticed that my pan zoom rotate commands are not the same In cinema I get the following behaviour 1 = pan 2= zoom 3 = Rotate But in the octane window I get 1 = rotate 2 = pan 3 = Zoom I cant seem to find any options in the settings or available menus to change these, am I missing something or is that the way it has to be? Also, while Im here, is there any way to edit the nodes of multiple materials at the same time, ie I have ten materials and I want to port the difuse image texture of each one into the bump for example. many thanks in advance, no doubt I will have many more newbie questions as I get into it. Cheers Deck
  17. I used to use the poly pen with snap to surface and clone onto that which gives you the ability to just paint clones wherever you like, tho I think theres a specific trick for that in newer C4d versions. Deck
  18. Thats a shame, they were really helpful recently when I was setting up the demo in R18 on a new PC. Wonder if that means they won't supply it or just won't support it. Ive not licensed it so far.
  19. your file doesn't translate exactly to my R18 but should be ok going forward I think. Seems to work ok, Ive just put a few keyframes on the strength slider of your plain effector. Deck Untitled 1-4.c4d
  20. Ah, my mistake. If you want everything to match exactly I think you have to match the subdivision of the loft to your spline more accurately. Once again the point count on your spline seems a bit of a hindrance 700 and 800 points. Ive simplified the two splines here to 39 points each and if you match the subdivs in the loft then you get a straight join. Then you can multiply the divisions by 2 or more, you have to reduce 1 subdivision each time you double it up, think its something to do with already having the end points. You could shuffle the points about to make it more even too, ie drop one from the steep part and add to the right a bit more Deck loftMe-simple sharp.c4d
  21. How about animating a delay effector into the scene with a high setting to stop everything, then jitter the animation in the timeline. Or maybe animate the speed of your noise shaders to zero. Not sure if you can do anything with the mograph cache ? Bit beyond my area of expertise to be honest. Deck
  22. Im back on R18 so would be a consistent bug. Deck
  23. Im not smart enough to know why that is but it does work with a regular cloner it seems, once you throw a cube in. Deck
  24. Hi Peter The loft is doing pretty much what it should in that its tracing the shape of your spline pretty much exactly. Normally I would suggest manually chamfering the corners of your spline, but your spline has around 800 points which are really close together and therefore you cant chamfer those. You may have an original spline with less points or you could choose to redraw this one as its only a few points and you could use the snapping tools to get it spot on. Assuming the complex spline is obligatory then I would say we need to reduce the points, I cant recall a command to reduce points in a spline tho I could be wrong, a kind of Un-subdivide for spline is what's required. So to get around that we can use a matrix object on your spline to get lesser points ( bit of tweaking to get them close on the corners ) then you can trace that with less points and use the tracer in your loft having set the tracer up as a Spline or similar. You could also do a current state to object on the tracer and edit that for greater accuracy. Deck Once set up you can add subdivisions in the loft to smooth it out as normal. So its the complexity of your spline that is the main issue here I think. Grabs below showing your spline the tracer and subsequent loft. Ive dropped the mos-lines but you could set that up again if required. loftMe-Simple spline.c4d
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