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    • Since you are using TeamRender, it's probably your best bet to contact Maxxon about this issue.
    • You are missing a stage - you need to combine the terrain shader with a noise, or noises, within a layer shader. Here's one I made earlier that way.     And here's the tutorial that tells you how to do it.     CBR      
    • I concur with natevplas. Turn off diffuse; add the colour in reflection. ior should be higher (try 8 or above). Leave glossiness at 1 and add a stretched noise into the glossiness texture slot. You can copy the same stretch noise into the bump slot if necessary. Add the clearcoat in the layered material.
    • Hello,   I have been following a tutorial on creating landforms with C4d and then using the terrain mask to create snow. What I want to do now is have this 'snow' laying over another material, which would be the mountain texture. All I can seem to be able do is give the mountains a colour, but no material - is this possible?   I.e. I want the mountain areas which are currently brownish in the below (progress so far), to have a rocky material applied. The flat part is also supposed to be water, but for some reason that isn't working either - its a plane with a separate water material applied, though its just coming out like everything else.   Any other comments on the image also appreciated, I'm new to C4D.   Thank you!    
    • Contradiction in terms ;)   CBR
    • Nothing to do with rigging is a beginner question ! Moved to the right bit ! (Animation / Rigging).   CBR
    • If you are a modelling purist it is never acceptable, and technically all ngons in final models are modelling mistakes*. Of course clients couldn't care less on the whole, so if it's all about the time, and there are no artefacts in render it is difficult to object, though I still would :) What few people seem to realise is that if you train yourself with a solid grasp of poly modelling and practice for years, then you are often able to model stuff properly in the same time as it takes everyone else to bodge it together any old how. And then the argument for tolerating them rather falls apart...   Models without ngons are always better than those that have them because the files are more flexible because they will subdivide predictably in every program the mesh could be loaded into, and you leave that to random chance if you allow the sub-d algorithm to solve them for you - they all do it differently.   It's true, booleans don't always break the mesh, and sometimes they definitely are the quickest way of doing stuff. But if you can clear up after them, why wouldn't you ? If you did, you'd be able to use a booled mesh with subdivision and in a whole load of cases where the ngon version would fall apart. But if you don't need SDS or any of the other things that would affect it then there's the argument for leaving it just as it is...   Of course ngons while you work are another thing altogether, and can be very helpful while you plan your topology - you just won't catch me leaving them there. I sell my services as a modeller - you can imagine how unprofessional of me it would be to be handing out meshes that contained mistakes, that's all I'll say ;)   I am aware that people like me and @VECTOR are the exception rather than the rule, but that doesn't make us less correct ;)   CBR   *Ok, perhaps twice in a lifetime you might come across a modeller SO good and so uber-aware of how his software translates ngons into quads and tris that he is able to plan and use ngons to achieve specific surface qualities that would be impossible, or significantly detrimental to achieve any other way. In THAT case, ngons are fine :)
    • Hi everyone! I have a very simple newbies question, but for some reason I'm having problems to answer it.   I'm doing a 3d animation of a leg/foot squeleton with muscles. I rigged the bones with a regular FK/IK hierarchy. The problem is this one: I have a mesh of the calf muscle. It goes from the heel bone to the knee. I want this muscle the stretch/flex according to the bones position. I'm not talking about a muscle system deforming a skin, only about an elastic mesh, fixed on both side, like a cable or a bow rope, that follow the position of it's 2 fixed end and stretching accordingly.   What's the best way to do that?I though about creating 2 nulls, children to the heel bone/knee and to draw a IK chain between them, but i'm sure there is something much easier to do.   Anyone could help? thanks a lot guys
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