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Cerbera last won the day on January 19

Cerbera had the most liked content!

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About Cerbera

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    Imperial Archon
  • Birthday 02/28/1973

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    19.024 Studio
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    South East, UK
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    Aerial Photography, Pianoing, Guitaring, Bassing, Drumming, Audio Production, stupidly fast Electric Unicycles, String Sections, Flying machines, 3D things, technology, critical thinking, cats, nature, skies, large hairy spiders, robots, dark scary synth drones and Omnisphere.

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  1. Had a bit of spare time and thought it would be fun to map one of your chrome jobbies. Even though I just did it quite roughly, we can hopefully see the UV mapping plan is going to work when you do it with a lot of care ! Seams I chose are on the left, map applied in reflectance middle, UV and hilariously poor paint job on right. Here's the file if that helps... Burn Chrome UV.c4d CBR
  2. Until a few years ago (also when circumstances forced me to look at it again) I felt the same, but once you get over the initial hump of bodypaint it is actually surprisingly powerful, even with a mouse. I used to be of the opinion that 'edit the texture in Photoshop' was by far my favourite way to go, but actually, as I've got more used to it, I find that Bodypaint has several big advantages over PS, not least that you don't have to be constantly switching between programs and updating texture maps. CBR
  3. Reducing Render time to GI or not...

    Physical, Adaptive, Automatic, 5-8% error threshold. If you're not using SSS, turn the samples down to 0, leave everything else as it is. In Render settings / Aliasing don't forget to change the filter to Mitchell or Gauss, which are most suitable for animations. About GI, QMC + light mapping will be a lot faster than QMC + QMC and should still give flicker free results. Oh, and thanks for the tip back there about area lights zero degrees - I didn't know about that, and am very glad I do now ! CBR
  4. Hmmm, this sort of thing doesn't happen often and is really hard to diagnose when it does. Some questions: Has any version of the software not done this at any point on this computer ? Does any other software exhibit these symptoms ? Are these legal copies of Cinema ? CBR
  5. Metaball on Cup

    If this was me doing a fake coffee pour kinda thing (and I couldn't be ar$ed to install Navie FX !) I'd lose the dynamics altogether, and just use a standard emitter to fire a constant stream of particle spheres into the cup. At the same time I'd have a loft made of 2 circle splines that I'd keyframe with the top circle rising and scaling up so it looked like the cup is being filled. If you had less regard for geometry you could also do this bit with a boole. Lastly I'd set the emitter so that its particles died by the time they were under the rising liquid surface, and then metaball that, with no dynamics to worry about, where you should be able to tweak Metaball settings (and tags ideally) to get a pretty reasonable 'pour' mesh. You could enhance the bit where the pour enters the coffee surface using a gaussian (animated) noise-driven displacer deformer with a centralised spherical falloff. CBR
  6. Hair is rendered badly in picture viewer

    Ah yes the old concurrent writings :) With hair Q's I usually just give them the brief highlights and then wait for you to tell them properly :) CBR
  7. You wouldn't find my file helpful - I pretty much destroyed your materials while I was trying various things ! And I was relying on R19s amazing new viewport to show me what was applied where, and I don't think that works in R17. This video may help. I suggest you copy just one emitter to a new file, and then follow this while he runs through the painting setup wizard. It might be worth trying to recalculate UV's automatically at this stage - he already has done his UV mapping properly, so doesn't choose this option, but it does show you how to get a map you can paint directly on in the 3D window. I suggest that you practice on the color channel initially where the display will be nice and clear - you can always move the map to reflectance later. Once you have that setup then you should be able to layer up some nice soft brush colours to paint that effect exactly where you want it. CBR
  8. I have made some progress. For example if you bin that layer shader and just put the vertex map shader directly in the alpha map slot, then things do work as expected, certainly on the test cylinder, presumably because its UVs are pretty much correct anyway, and less so on your main object where the mapping isn't quite right. So it may be reasonable to presume that something you were doing in the layer shader, or the layer shader itself was breaking that. Although I can get it mapped perfectly on the cylinder, I still think you need to UV map the main object, because even if the vertex map is successful in masking the second material over the first in the right places, it can't control how that image is mapped with any of the standard projections, so I don't think you'll ever get the gradient to emit from that aperture properly without UV mapping it. CBR
  9. Well the proper brute force way is to UV map the object of course, so that you precisely control where and how the texture is mapped - if you went that way you could even use Bodypaint to paint in the coloration. I know more about UV mapping than I do about vertex map shaders, so I would choose this as a preferable option anyway. But I'll keep playing with your file while I try and understand what is wrong with that setup... CBR
  10. I assume you mean this sort of thing... Edit: Just seen your file, and why you can't probably use gradients :) Investigating further ! CBR
  11. Digits are fingers - if you mean joints per finger then I think the answer is no - there's 3 joints in a finger, and no way to change that without getting into the hidden layers / workings of the rig, which seems self-defeating, in that you have presumably chosen the character rig because you're not so confident with manual joint work. CBR
  12. Hair is rendered badly in picture viewer

    No worries - glad Dan got it sorted for you :) CBR
  13. Metaball on Cup

    Hmm. It's more complicated than that. Here's a scene file in which it is 'mostly' working... Cup CBR.c4d I changed the following: Put dynamics tag on the cup SDS instead, and reduced its subdivision to 1 / 1 Moved dynamics tag from sphere to cloner, and changed mode to Apply to Children Added metaball tag to sphere, adjusted radius down and made sphere editable / hexa, 6 segments. Increased metaball hulling to 1000% (this could be reduced with a further decrease to the metaball tag radius). But we still have the problem that dynamics hates metaballs, so even though this dynamic sim is working fine on the balls, you have to be very careful with the hull values and radius setting because those control how much the surface strays from the underlying spheres. It is the spheres that are colliding in this setup, so getting the metaball not to penetrate the cup hinges on getting the metaball to stick closely to them. If we move the dynamics tag to the metaball, then I can't find a way to keep the spheres dynamic, and have them collide with the cup (without adding a second dynamics tag, which seems fraught with its own problems). @ABMotion is good at this sort of thing - maybe he can see a way ?! :) CBR
  14. Metaball on Cup

    Put the dynamics tag on the metaball, not the sphere ? CBR
  15. problems placing a png graphic

    The only information you need is in that picture, which shows you which alpha channel checkboxes you need activated. The ones you need ticked are 'Invert' and 'Use Image alpha'. If your image is loaded into both color and alpha channels, then that is all you need to do. CBR