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About Kahuna

  • Birthday 02/26/1962

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  • C4D Ver
    R20.026 Studio
  • Location
    Chesterfield, UK
  • Interests
    Guitar, Photography, Music, Dogs, Wildlife, Computer Gaming

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  1. Thanks again for the replies, and for highlighting my lack of knowledge I don't suppose you could reshare the C4D file with the assets could you? The file doesn't have the materials, and I'd like to see how they are created.
  2. Here's the same model with slightly different materials (obviously...duh), in C4D with very high Phys settings, but no AO. To my eye, the KS version just looks "real", whereas the C4D render looks exactly like what it is - a render. Going back to a comment earlier, should I not be using AO all the time, and if not, why? Are there only certain circumstances where it's appropriate?
  3. Ok, I can confirm that updating the KS scene from C4D via the bridge only updates the geometry, not the materials. That's a very pleasant surprise.
  4. Thanks for the replies gentlemen. I wonder if one of the mistakes I've been making is using AO all the time. I just add it as a matter of course when rendering. As far as updating KS from C4D using the bridge plugin, I assumed that it would reset all the materials in Keyshot, instead of just the geometry. I'll try it later. In terms of materials, I either just use the built-in C4D materials, or create my own, and use legacy reflections in the reflectance channel, or modify them using GSG TopCoat (I also use GSG HDRI Studio Rig all the time). Maybe I'm doing something wrong there as well. Yes, I'm lucky to have Keyshot as well as C4D. I inherited the product visualisation tasks after the last guy left. The bosses used to indulge him, so any software he asked for, he got.
  5. Recently, I've been modelling in C4d, then exporting to Keyshot for final render, as I can't get that "OMG it's REAL!" quality from C4D. Is it me that's doing something wrong, or is it the inherent differences in the two render engines that gives Keyshot the edge in product renders? This is an example of something I rendered, which I just can't get in C4D, even if I use the same HDRI from Keyshot. Thanks <edit> The reason I'd rather not continue doing this is because it's a lot of work if I realise I've missed something and have to go back to C4D to rework the model, then reapply all the textures in Keyshot.
  6. Cheers lads. Awesomely fast response as always.
  7. I'd like to apply a similar texture to some motext, but I've never really explored the creation of this sort of material. Any pointers would be very gratefully received.
  8. Welp...back to MS Paint it is then... Stunning work mate. Almost makes me want to buy a PRS.
  9. Having banged my head against a few brick walls when trying to model a guitar, and having seen one or two that were modelled in Rhino, I wondered what the general consensus was regarding the merits of modelling in Rhino and importing into C4D. To a simpleton like myself, Rhino seems much more powerful for pure modelling (obviously it can't compete with C4d for rendering, and it clearly isn't designed to be), and I wondered if it was something that I should maybe spend some time learning to use.
  10. I've figured it out! Thanks for all your help lads. What I've done is loaded my coloured psd with transparent background into BOTH the colour and alpha channels, and enabled the image alpha button. Don't know why I didn't think of it before...well, I do. It's because I'm an idiot. Thanks again.
  11. That, however, takes me back to my original question (sorry if I'm being dense). When using the alpha channel to place decals over a lower texture, I can only get the graphics in the alpha channel to display as black.
  12. So to use the image I posted as an example; If I had a nice premade material of a colour other than white...let's say a green peeling paint procedural texture, for example, and I wanted to add something like the flag and a mixture of white and black text/logos to it, how would you recommend I proceed?
  13. That's gear pal, thanks a lot. I'll try it later. Can I take any premade materials in CD and apply the same technique by creating additional layers??
  14. I realise this is probably one of the newbie-est questions out there, but this is the first time I've really had to do it. Basically, I'm modelling a guitar effects pedal, and I'd like to add a logo, some text, and a couple of graphics to the top. I've finally got around to learning how to unwrap an object, and editing the UV in Photoshop so I can place the items correctly, but the only way I can find to do it is to place the saved image in the alpha channel, and place it over the top of my main texture. The only problem is that I can't for the life of me (despite many Google and YouTube searches) figure out how to add anything other than black. Even if the image I use has white text, it's either invisible or black. How would you approach adding the text and graphics to, for example, the image below. Thanks in advance for your solution to what is undoubtedly a simple solution.



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