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Everything posted by Cerbera

  1. Dusty glass can be made several ways. You can either make a regular glass material, and another one for the dust, then apply both to your bottle (dust material tag to the right of the other one in the object manager), and use the alpha channel in the dust material to define where it appears over the glass. Or you can do it one material using the Layer Shader and Layer Masking within it. Either way, you need to find a good dust texture - either find a suitable texture image online, or make one yourself from various noises. If doing the latter I suggest you base it on the Turbulence-based noises or FBM type, and use poxo for the mask, with highish contrast and controlling the amount of dust via the octaves settings. Here we have a really basic glass bottle I threw together, with a dust material on top of the glass material, and we are looking at the Poxo noise I have in the dust material's alpha channel, which controls how much dust we see. Here we have very light dusting, which we get by using just 7 octaves in the noise... If we up the octaves to 9.5 we get more dust... By 12 octaves, we can see quite a lot of it now... ...and we can push that to 15 to really go overboard... So I'd use a single layer of noise to get the basic level and look of it right, then start combining that noise with larger scale ones to control how it appears distributed over the model... here's one with our Poxo noise in a layer shader, with a large scale FBM high contrast noise multiplied over the top... Now we only get the dust in certain places... The other thing to mention is where that second material gets applied. If you are doing glass bottles properly for example, they will have real world thickness, and you should use selection tags to make sure that your dust material ONLY gets applied to the outside surfaces, not to the inside, where of course there wouldn't be any dust... Hopefully that gives you some idea of how we can layer materials and add dust to stuff. CBR
  2. Unfortunately R19 does not have this functionality. R20 does. CBR
  3. I suggest you follow the approach taken by the other person asking stadia-based questions this evening ! Your setup precludes per-seat randomness - his doesn't. CBR
  4. You will need to upload that file before anyone can really help... CBR
  5. Yeah that sounds like fun. Would that be a inbuilt renderers only thing, or would you allow 3rd party Renderers too, given their arguable advantage ;) CBR
  6. Don't know if you are still playing with this, but I found a way that is better and faster than all of the above... Collision Deformer - no idea why I didn't think of that before, but at least I have now :) Here it is working with thickness and everything, no intersection at all, almost zero calculation time, and you can freely set any degree of conformity you like just by setting / animating the radius of the cylinder doing the wrapping... Collision Deformer Chain Wrap.c4d CBR
  7. You can do it via MAXON's website, which I see has changed to reroute you to their new support center where you can open a ticket. CBR
  8. Yes I have noticed this on occasion - for me it happens only quite rarely (most splines don't give me the problem) and only in perspective view - don't think I have ever seen it happen in an orthographic view, so I tend to just move my beziers there instead when it occurs. As for why it occurs on some splines and not on others I have no idea !! :/ Have you reported this to MAXON ? CBR
  9. No, I obviously haven't explained that well enough - I'll go back and remove the confusing bits :) Alphas in Cinema can do greyscale values just as they do elsewhere, and you can use that to fade in one material over the top of another. And sometimes it makes sense to do that, like if, as you say, your second material has radically different surface attributes across multiple material channels. Although you could use masks in all those channels, it's probably less work to just use a second material. Oh, and I have just spotted why that isn't working for you ! You need to untick 'Use Image Alpha' - as soon as you combine that texture with the colour, you are no longer using the alpha info embedded in the original texture, but rather the combination of that and the colour you are adjusting over it, so that needs to be unticked - does that make sense ? Let me know if that doesn't sort it out for you, but I am 99% sure it will... CBR
  10. No, we should be able to use the alpha channel as you are trying to do. Or we could add the grime within a single material instead... CBR
  11. Ah OK. Yep Obj is your best bet to get textures across if FBX is too big. CBR
  12. What is the final destination software for this model ? CBR
  13. For those of you who haven't yet heard, and miss the old Ask GSG sessions, they are back, tomorrow, under Chris Schmidt's latest Project, Rocket Lasso. Bring your questions, and show him we appreciate his efforts by turning up to the first one. Kicking off 2 pm CST / 7 pm GMT this Wed on Twitch. CBR
  14. Pls update your profile to the version you are actually using.... Yes, that has moved to the Weight Manager now, which you get to by shift-double clicking any weight tag. CBR
  15. Yeah, I fixed that later by turning steps per frame up a bit in Global Dynamics Settings... CBR
  16. No we can see quite the opposite in the pictures - your parts 1 and 2, and the goal are in the root of the scene. Yes it is. Follow Everfresh's advice, and it will rotate properly. I've marked this one solved. CBR
  17. Look at HDRI maps in Cinema, which are not square, but equirectangular, and get projected with Cinema's Spherical mapping onto spheres for the most part, and get applied as a full 360 degree panorama, not just the top half of it, which seems to be the case in your example. And if you look at the aspect ratio of those HDRIs you will see that they are not the square type, so your 1:1 ratio image won't work with that mapping. You need to make your background image equirectangular and 2:1 aspect ratio and then it will work with Standard Spherical mapping in Cinema with no need for plugins. CBR
  18. No, I wasn't concerned about intersection with the spheres - I meant the intersection you'd get if you try and flatten a cylindrical volume builder mesh which will make it intersect with itself. So fair enough - I hear what you're saying, but at the end of the day, I just don't think that looks like much like the reference ! Parts of it seems to have some thickness, but in other areas (most notably on the left hand side) the meshing looks totally flat to me and I was just pointing out that the VB cannot give that result. CBR
  19. Yep - this is why riggers get paid what they do ;) There are plugins that make it a bit easier (deltamush is one), but at the end of the day it isn't an easy thing you are trying to do and it takes practice and patience to get these things right... There are still things I don't know about modelling after 10 years. Character animation can take even longer than that to master. CBR
  20. PS - there's also weighting holes on the inside and rear of the arm. CBR
  21. Select Torso Mesh then shift-double click weight tag.... CBR
  22. That will no doubt help the rigging guys who will be able to tell you how to solve this. I am not an expert in this area myself, but I do notice that the parts of your torso that are glitching out when you move the arm has big holes in the weighting in that area (the black bits below), so would guess the problem is probably that. CBR
  23. It almost certainly is a weighting problem that persists despite your cleanup, but without the scene file we just can't tell where. Pls upload it. If too large, dropbox or similar... CBR



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