Jump to content

DasFrodo

Monthly Contributor
  • Content Count

    569
  • Joined

  • Last visited

  • Days Won

    8

DasFrodo last won the day on May 12

DasFrodo had the most liked content!

Community Reputation

220 Great

1 Follower

About DasFrodo

  • Rank
    Cafe Samurai

Profile Information

  • First Name
    F
  • Last Name
    B
  • Location
    BW, Germany
  • Website URL
    https://www.artstation.com/renef

Cinema 4D Information

  • C4D Version
    R21

Hardware Information

  • CPU/GPU
    AMD Ryzen 2700x, GTX 1070

Recent Profile Visitors

1,956 profile views
  1. Threadrippers really are the wet dream of everyone that uses multithreaded softwares. Their speed is just insane and if you don't need the very fastest of them they're not even THAT expensive. I had the pleasure to build a Threadripper workstation with a buddy of mine about a year ago. I could not believe how damn huge those chips are.
  2. I've had this exact same Problem with R21 as well, but for me it only happened when I was actively using Octane. It doesn't look like you're using that though... so I assume you could look into updating your GPU driver to the newest available version.
  3. Well for this you have TeamRender. Look it up in the documentation, it's really easy to set up and works like a charm (in most cases). However, if you really want to cut down your rendertimes I recommend switching to a different renderengine. Depending on what you need there's loads of options that are all miles faster than the C4D render. If you want super realism there's Octane, V-Ray and Corona for example. If you want more stylized and less photorealistic looks there's Redshift which is really fast.
  4. Got it! It works with these settings: Up Vector does exactly what you want, as described in the documentation: "This mode deals with the problem of axis flipping (especially on bank) when particles are moving over a surface using the Follow Surface modifier. Often, you will want the particle to maintain the same orientation with respect to the surface despite changes in direction. To enable this, select this mode, which will make the Y-axis of the particle perpendicular to the surface. Note that this mode only works with the Follow Surface modifier at present. With all other modifiers it has no effect." Then to arrange the Cylinders correctly you have to change the axis on the object After that it worked for me xparticles_surface_orientation_fixed.c4d
  5. Thanks for the replies guys. @danijelk that's not what I'm looking for unfortunately. I don't want to light my Fog with an HDRI. @MikeA Alright, thank you! I'll go ask in the Redshift forums although I don't have much hope... it's not a dealbreaker though. Still having loads of fun with Rs.
  6. Wait, last time I checked if I wanted to use ExplosiaFX in the Redshift Volume I still had to export it to OVDB and then link those to the Redshift Volume. Did I miss something? If not, in my mind that is still "importing and exporting".
  7. Make sure you disabled Snapping. That always kills selection and movement performance as soon as the scenes get too comlex.
  8. Hi everybody! I've been busy learning Redshift in the past couple of weeks and it's been going pretty well so far. However, what I cannot get to work is the Redshift Environment actually reacting to GI. At this point I feel like the way I want to do it it's just not possible, but the documentation suggests otherwise. I don't have a specific project that I need this for right now, but it is something I'll surely need later. What I want to do is simply make the Redshift Environment fog to be illuminated by GI. To me this sounds like it should work, right? Well, I set up a testscene and... I can't get it to work. I've tried all kinds of combinations of settings and nothing produces any kind of result whatsoever. I am out of options at this point as I said, I think it's either not supported with the global Redshift Environment or there is some kind of setting I just couldn't find. This is how the scene renders right now: GI disabled GI enabled The scene look identical, apart from the obvious lighting difference on the surfaces. Naturally the fog should be not only illuminated by the lightcone, but also by the bouncing light. What am I doing wrong? Am I thinking about this all wrong because I'm used to Octane? Is what I'm trying to achieve even possible in Redshift? Thanks a lot. RedshiftFogTest.c4d
  9. Which is exactly why I said he's probably a Lebrov viewer
  10. I just took a look at it. Really, really weird. It's definitely coming from the Cel Shader. If you render with default materials it's all fine. Shadow Maps work fine as well. It looks like the Cel Shader has issues with very flat angles towards the lightsource but only if shadows are enabled. I'm not sure, but could this be a bug?
  11. Well, V-Ray in C4D is kind of a half baked thing unfortunately, at least the ones that were not done by ChaosGroup. I don't know when those will be available or if they are already. What you can do is either look into the overall V-Ray documentation (because they are the same render engine just in a different host software) or just use the V-Ray4C4D documentation. Maybe such a list exists, but I don't know of any. Different render engine means learning stuff again, no render engine is the same and just because C4D has stuff doesn't mean that other renders have the same
  12. In the Power Shader you will find all kinds of different options for shaders in a dropdown menu. The Power Shader is basically a single shader that contains a lot of different shaders. If you just want to load a texture use the "V-Ray AdvBitmap" at the very top. The Layer equivalent to the C4D Layer Shader is called V-Ray layered shader
  13. In my experience, especially with Octane, never touch the driver unless you absolutely need to for a new Octane Version or something. I have never had issues with C4D with any drivers, no matter how outdated or old they were. Could be different for S22 of course but unless you have problems, why even update / change it?
×
×
  • Create New...