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Rendercore Lab

About This Club

A club for Redshift for C4D users. Post your WIP/finished work, tips and tricks, questions, or any Redshift-related discussions here!

  1. What's new in this club
  2. Thank you @SKaiser @djfilms! Stepping back into the light(s) with this one.
  3. Just wonderful, O Moody One!
  4. Some more X particles 4 and redshift combos
  5. Omg awesome. I love the seamless integration, noise reduction is not something I really want to think about I just want it to work.
  6. This title could also read the fastest render engine on the planet is getting 2x faster.
  7. Had a bit of time to play with X-Particles 4 - specifically the XP Cell Auto and OpenVDB mesher.
  8. LAROC

    From the album somenerv - Redshift R&D

    © Nate Rodriguez-Vera

  9. Coming soon, something to look forward to:
  10. x-particles question

    grain, it's working, doing what I want. A thousand blessings on your household..... :-)
  11. x-particles question

    grain, thanks for taking the time to reply! My object does have UVs, although I collapsed it from a detailed object containing lots of separate parts. I"ll check the UVs and use the selection tags. Never thought of that. Many thanks for the solution! regards, David
  12. x-particles question

    Has your object got correct UV information? If so, then you should be able to use the material from the object (and polygon selection tags if you want a specific set of polys to emit from) and the particles will pick up the colour at their emission location.
  13. I have a pocket watch model with materials for the face (an image), bezel (image-based) , body and hands (metals). I want to have it re-constructed with x-particles, so it can dissolve from the bottom up into sand-like particles, but retaining the colour of the polygon whence each particle came. I see how to use textures to colour particles, but I can't figure out how to colour a particle from the underlying polygon's material. And I want to render the final sim with Redshift.... Any advice gratefully received.
  14. @nerv, sage advice, as always! Yes, I like your pavement look. Will go and fiddle some more..... regards, David
  15. Great use of volumetric lighting! Instantly gives the image a great boost in the right direction. I think the road looks more like it's flooded than wet. That particular noise pattern makes it look like an entirely liquid, wavy surface. Which looks nice in its own right! I like how the light is being reflected on it. Just not sure if that's what you were going for. Larger noise "patches" with higher detail settings and heavier clamping on the color can help with variation and in selling that "puddle look". Take a look at the picture below. I'd also try and apply some variation to the reflection and coloring on the wall behind those lamps. Looks very uniform right now. Finally - a bit of bump here and there, plus a round corners node to smooth out those sharp corners will all help gel it into an even more real image. Picture below, as mentioned. Very heavy use of fog and maybe pushed it a little too hard on the tinted / stylized look, but I'm ok with it. :) You can see some of what I was mentioning on the pavement. Went for more "damp" than "wet" with slightly rougher reflections.
  16. 01010100 (framegrab)

    From the album somenerv - Redshift R&D

    Framegrab from video below:

    © Nate Rodriguez-Vera

  17. From Afar

    From the album somenerv - Redshift R&D

    "Cover art" for Nathan Vice - From Afar

    © Nate Rodriguez-Vera

  18. Trying out the old "wet-road-at-night" trick.... Suggestions for improvement gratefully received.
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