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DasFrodo

Regular Member
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    33
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About DasFrodo

  • Birthday 06/08/1992

Profile Information

  • First Name
    F
  • Last Name
    B
  • C4D Ver
    R20.026 Studio
  • Location
    BW, Germany
  • Interests
    Photorealistic Rendering, Post Production, Gameengine Assets for Realtime Visualizations
  1. DasFrodo

    Wind simulation has huge delay

    Is there any noise in your wind? I can imagine that you just had bad luck placing the wind below it. If you have noise enabled, it could be that your wires basically spawned in a "non windy" hole of the noise. It's hard to describe, but it would explain why it starts later. As far as I know, the noise changes during animation.
  2. You need to use the Backlight Shader in your Plane Material for this. This transfers the lighting from the backside to the front and vice versa. This is usally used for thin materials like leafs and paper. Scene attached. MultiFabricPlane_Test_Backlight.c4d
  3. You can also use a camera with a veeery high Focal Length. At some point it's basically the same as an isometric camera. All you need is the same angle. I like doing this more than the isometric camera as it's more flexible.
  4. Nevermind. I found the solution. I had to decrease the "Ray Epsilon" in the tab "General" in the Render Settings. I have no idea how I didn't see that.
  5. Hi everybody! I've just started working with ProRender in R20 and noticed something... off. I have these black pixels all over my model and it seems to be happening wherever there is next to no space between polygons. Surprisingly, this effect DOES almost vanish if I scale the entire scene x10. The model is around 1cm thick and 14cm wide, so it's real world scale. So scaling the entire scene is not really an option, I want to keep it scaled like this. What I know so far: Increasing Max Ray Depth or it's submenu settings. Increasing Shadow Depth. It's not related to the Tone Mapping. Putting a PBR Light right next to it to "manually" light it. Changing between the different Render Modes. Using a different HDRI. Disabling Firefly Filters. Disabling Radiance Clamp. Did I find a bug? Or is there something I'm missing? Thanks!
  6. You could try selecting all the relevant objects, go to poly mode and then use the "Normal Move" Tool. Then, in the tool, use the value 0,01 for example. That'll move the polys along their respective normals with that specific value. Prerequisite are correctly oriented normals, of course.
  7. DasFrodo

    Adidas logo model with fur

    Try going into the Rendersettings -> Anti-Aliasing and set "Filter" to "Sinc". That should sharpen your image and let the hair "pop" more.
  8. Now I'm not sure because I've never used it, but isn't Projection Man exactly what you need?
  9. DasFrodo

    Physical render weird shadow

    Looks like a Shading Error to me, due to bad geometry. Of course turning of self-shadowing fixes the problem in this case, but that's not always a solution.
  10. Well you can always work with lower resolution / quality scenes and THEN render the final pictures on a renderfarm for example. This way you're not bound to anything except the internet speed. I use Rebusfarm all the time. It works great, it has an easy to use C4D Plugin and it's affordable. https://gb.rebusfarm.net/en/
  11. So I've contacted MAXON Support regarding this issue. Apparently it's really a bug with Sketch & Toon. They've passed on the information to their devteam but there's not ETA on a fix. I've narrowed down a part of the problem on lines with <100% transparency. Once two of those lines overlap you get that error. it seems like overlapping non-opaque pixels get no anti-aliasing. The other issue with the lines touching the geometry and being "perforated" is only visible if you add the lines via Photoshop or something similiar. If you just take the final rendering directly out of cinema the issue is not there. But these also happen with completely opaque lines. So basically, Sketch & Toon is barely usable right now, at least not if you want to have multiple overlapping lines / cloned lines. Using R18 does not fix this. I smell a bug with the Bi-Render...
  12. Yeah, I've never seen this problem before and unfortunately it's super hard to find help on this topic as most of the google results are pre-birender (R16 I think?). So I've not solved this problem yet, but I've looked some more into it the Multi-Pass Channels for the lines look pretty weird. I've seen this kind of renderissue before but I can't put my fingers on it where I did. Might even be a different engine altogether, I don't know. I've attached another screenshot. This is Multi-Pass Channel "Sketch & Toon (Multiplied)". Same problem, just a different part of the model which I can't share, unfortunately.
  13. Hello everybody, I've got a pretty bad problem with Sketch & Toon: my lines / strokes are badly aliased, even if I crank up the Anti-Aliasing to 16x16 with a 0% threshold. Right now, it looks like this: I've tried the following things already: Anti-Aliasing to 16x16 with 0% threshold Background to different colours and textures Different blending methods on the Sketch Materials Different anti-aliasing filters It seems to be kind of related to the lines overlapping themselves which comes natural with the line clone feature. Once I turn that off it's a bit better, though not perfect. I'd expect different results from 16x16 AA @ 0% threshold to be perfectly honest. I absolutely NEED that look, so if there's other ways to achieve this, please tell me. I've attached a stripped down scenefile. Thanks a lot in advance! SketchAndToonAliasing.zip
  14. Nevermind, I figured it out. I didn't know you can actually hide individual Edges / Points / Polygons. I thought that was restricted to Polygons. Now I feel dumb

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