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Cerbera last won the day on January 19

Cerbera had the most liked content!

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2,798 C4D Cafe High Order Member

About Cerbera

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    Imperial Archon

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    Please PM me
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    South East, UK

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  1. Don't be too disappointed in yourself - modelling is easy to start, but hard to perfect and it takes about 5 years to become properly competent at it ! But equally, there is no way I can condense 20 years of modelling experience into a single forum post. And there is no 'one answer' that will work for every model - the kind of form you are intending to make and its final use / function entirely dictate the approach(es) required to model it. In general though, your models will either be organic or hard-surface. Organic shapes usually benefit from a staged subdivision approach to modelling, whereas hard surfaces don't require SDS and usually rely on bevels and phong shading to achieve their surface qualities. Difficult to analyse your model without knowing what it is meant to be, or what the final should look like, or where it will be used. But the bare essentials are: 1. Learn the rules of general polygon modelling. 2. Learn the extra rules of Subdivision surface modelling 3. Model something simple every day 4. Watch 1000s of tutorials of other competent modellers at work. 5. Don't do anything too complex too soon. If it helps I do modelling 101 skype sessions for those looking for a head start in this department (please PM me if interested). No. 4 is very easy to help with - start watching the tutorials by Contrafibbularities over on Youtube ! Wolfgang is an excellent modeller. https://www.youtube.com/user/WolfgangRode/videos Likewise Arrimus 3D, working in 3DS Max (but recently defected to Blender). Don't dismiss tutorials just because they are using different software. The skills and topology solving skills are universal, so there is a lot to be learned from them too. CBR
  2. L4 Subsurface displacement is nothing like enough to displace geometry that has basically zero segmentation, and what it does have is massively uneven (ie long thin polys next to much bigger ones). Displacement wants regular, even square topology to work with, and you don't have any of that. That geo should look like a heavily segmented plane. Do that, and it'll work as expected. CBR
  3. Cerbera

    Foggy Atmosphere

    Yes, but not in a way that necessarily helps you. If the light in question is an omni then volumetric light will be a sphere with a spherical falloff, and although we can noise that light into a realistic impression of fog within the light, you don't want that do you ? You want the fog to be outside the light, and that's where I don't think lights are the way to go, because AFAIK that is not possible. I don't think it is. The fog in Cinema works the way it does, and we can't really alter that. But I can't believe we can't find some way to do what you're looking for, so will continue to think about it, and post any ideas I have. CBR
  4. Move Down Sequence has been renamed to Change Point Order but that should (and does in 21.115) work in changing the direction of triangulation. CBR
  5. What happens if you put the low res cage in a null and animate that instead ? CBR
  6. Cerbera


    Welcome to the cafe Don. May your learnings here be great and frequent CBR
  7. Please update your profile to show at minimum what version of the software you are running - answers are often version-dependent. Well, you can't scale the Sky object the HDRI is applied to so you should probably scale the laptop up instead. The reason it looks so terrible in the viewport is because you are looking at a low-res preview there. You can change the preview resolution in the Editor Tab of the Material containing the HDRI. CBR
  8. Please update your profile to show at minimum what version of Cinema you are running. Answers are often version-dependent. This probably down to user error in the modelling department somewhow, but without any wires or the scene file, it could be literally anything... perhaps have a read of our guide on How to Post on the Cafe... CBR
  9. It is possible to entirely replicate the look of GI with standard lights, but it takes a lot time and experience to set this up. You use can use bounce lights, shadow casters, negative lights etc to produce very good lighting that renders much faster than GI. Have a search about the web for 'direct illumination' and you should find some explainer videos for that approach. Not sure how many are free though - it is quite a lengthy subject to light a whole demo scene... But if you haven't got the time or experience to do that kind of setup, the price you pay is in render time, so it is well worth taking the time to optimize your scene to keep this down to a minimum... this mainly involves tweaking render and GI settings so you get the maximum quality for minimum render time. But I have absolutely no idea what is in your scene, so can't advise what you should change. CBR
  10. I do 1-1 skype tuition if that helps. Please see my profile and PM me for details... Many thanks CBR
  11. You found it before I could tell you I do like these self-solving problems... CBR
  12. That is very odd. Please do a support ticket about this, including the scene file. We could also do with a look at that, which might give us a better understanding of what is going wrong, or what can be done to circumvent it... CBR
  13. Do you have the SP1 update to R21 ? (.115) CBR
  14. I'm not sure that can be done, because in moving the vertex map from the correction deformer back to the primitive, which you'd have to do for this to work, you lose the points information on which the vertex map depends. If there is a way round that I don't know it.... Perhaps someone else does ? CBR
  15. I don't think we can do that, but not 100% sure.... CBR

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