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Langley

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Langley last won the day on October 29 2011

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About Langley

  • Rank
    C4D Cafe Junior
  • Days Won 1

Profile Information

  • First Name
    Phil
  • Last Name
    Gatsky
  • Location
    London, UK

Cinema 4D Information

  • C4D Version
    R20 Studio

Hardware Information

  • CPU/GPU
    NVIDEA RTX 2070 SUPER

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  1. Hi all Im currently checking out how best to achieve the foam that occurs around the part of the beer head where it mixes with the actual beer. I've watched a guy on YT (3DFluff) who shows how to do it with C4D native but I want to see how best to achieve it in octane. I started by converting the textures that he had made in octane but as it was done with lots of layers and noises straight from cinema it wont work like that so im trying to use the proper octane noises to try and get close. As always any help with be very much appreciated. Thanks Beerfoam.zip
  2. Hi all Im currently building a bottle that will have faceted groves in the glass and although I could model it, its simpler to use a displacement map as the geometry will get complicated at certain areas. Im not sure though if something odd is going on with the displacement itself? See screen shot attached. I had to add gradients into the vertical sections to simulate the bending in within the facets but its doing something weird and messing up the texture so it looks like there is a noise bump map happening at the same time. I cant work this out hence coming on here in the hope that someone can help point me in the right direction. I've also tried using the vertex displacement node but it doesn't work that way either. Thanks for any help. ck_bottle.zip
  3. Cheers guys I knew it would be something simple, always learning Lang
  4. Hi all Im really having what I would've thought is a simple thing to remedy but its proving an issue for me, or maybe im just having a brain block? Im creating a chain that is using a n-side (6 sided) spline within a rect sweep and its working ok but I want to be able to have is the flat section on the outer edge side of the chain. I dont normally use the sweep for this sort of thing but in this case it was definitely the simplest method to use but I would like to know if anybody else does why im having problems trying to do what I need. Thanks as always Lang chain_sec.c4d
  5. Hi all Im trying to create a glow behind a glass and bottle thats on a dark background so that the light only shows through the glass itself. Ive tried and tried with this but am getting nowhere. Anybody ever done it and if so could you help? Thanks
  6. Thanks DasFrodo. You're right it is indeed the under lying subdivisions that are causing it to be heavier on top and the bottom. It seems strange though that its set to surface like the normal mograph cloner would be but it's doing that rather than spreading out the clones more randomly. I may just go back to using the mograph cloner as seems more versatile.
  7. Hi all Ive been playing around with the scatter object to disperse condensation bubbles around the surface of a can as opposed to using the mograph cloner to see the differences. What im finding though is that it seems to be putting lots more bubbles around the base and top of the can, see attached a screen shot. Its like its using the amount of polygons relative to the can in those areas even though ive got it set to surface? any help on this one will be greatly appreciated. Thanks in advance for any insights on this one. Lang scatter.zip
  8. Wow thanks for that info Dan. I had no idea you could do that with a primitive object by selecting it via one of the faces, edges etc. Been using C4D now for a few years but never stop learning. As im on the rigging thing right now is it right to say that the axis's should all be facing the same way when trying to animate or rig like this? Thanks again Lang
  9. Hi all Im just in the process of getting to grips with some basic rigging stuff but have come up against an issue that hopefully someone can help with. Im following along to eyedesiyn intro to IK rigging. He makes a small spring board type of thing that uses the IK Chain and constraint tags and its all looks very simple but what ive found is that he's somehow managed to keep his primitive cylinder objects that he uses for the hinges on the model so that the Y axis is still always pointing upwards. If I keep it like this then apply the constraint tag and set to up as he suggests it changes the orientation of the cylinder itself. The only way I see to get round this is to make the cylinder editable and then rotate the axis after. My question is then, is there a way that anybody knows of that would allow me to keep the object primitive but alter the axis so that the object can be on its say side but have the Y pointing up? He seems to have been able to do it somehow so am wondering if hes using a special plugin? Or am I missing something? Thanks Lang
  10. Thanks man, I knew it would be something simple
  11. Hi Im still quite new to Octane but and im having all sorts of problems with glass specular materials. Can someone please help with this as its driving me mad. Im getting a huge black area around the neck of my bottle which I think has something to do with the index, even though its set to the usual 1.52 for glass. Ive tried putting objects behind the glass and lighting it, ive also tried changing the render settings to path-tracing and upping the samples in specular but im still having no joy. Ive watched a few tuts on octane but when I see others with glass this problem hardly arises. Thanks for any help here, would appreciate it. Lang M4B.zip
  12. Thanks again bezo. I wasn't using cylindrical, i was using UVW as cylindrical was distorting the graphics at the bottom aspect. The file I uploaded, It should've been set to UVW?
  13. Thanks bezo. Im not seeing any new mapping in the file you supplied.
  14. Hi all c4dcafe users. Hope someone can help me with this. Its another UV mapping problem im having. I have a hood thats going on a champagne bottle and I have to put graphics on it. My problem is that Im struggling with the projection for it. I already know cylindrical wont work as its distorts too much at the base so im trying to deal with it via the UVW route. I unwrapped a basic cone type of shape that gave me the curvature I will need if I wanted to create a cutter guide for the shape but when I try this same method for unwrapping my champ hood polys it plays havoc, as you'll see from the screen shots ive attached. Ive tried all sorts to get this sorted but because my polys on the hood object are quite heavy on the poly count im wondering if thats the problem. Im hoping not, only cause ive already done a fair amount of sculpting to this part so am hoping that ii can just unwrap it. Hopefully if someone out there knows much more about UV's then please advise. Huge thanks Lang another uv problem.zip
  15. Thank you DasFrodo. Im beginning to think Octane, whilst is amazing for some stuff is quite restrictive when it comes to simple stuff like omitting a reflection of something that you dont want to appear, its a shame. That said though if you look at the example of the render that I attached it quite clearly shows the light reflections running the length of the drinks can. Im thinking then that this could only be done one of two ways, either there is a way to exclude the reflection of the floor from the can or it was done as post. What you reckon? Im think im going to email the guy who has this course and see if he replies. Cheers Lang
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