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Everything posted by DasFrodo

  1. It's not a bug! The problem is that the Emitter had a scaling value to it. And so did the cylinder. If you set both to the default 1, it works as expected! emiter problem fixed.c4d
  2. I'm not the guy you're looking for, but I just wanted to say that Synthetik is freaking amazing and I'm eager to see what you guys come up with next!
  3. You are correct, I got that mixed around. If you have a roughness map, just connect it. If you have a glossiness map, you have to tick that box Just corrected the post above so that others don't get confused.
  4. I don't know, I don't use or have V-Ray. Gotta look that up in the documentation or wait for someone that knows.
  5. Looks like you activated Clay Rendering or you globally overwrote all materials.
  6. DasFrodo

    Octane issue

    Don't load any texture directly into the texture slot in Octane. There should be an image texture node in it, and in THAT you load the HDRI.
  7. It's preatty simple really. If we talk about the standard PBR workflow which most game- and renderengines follow, then black is always less, and white is always more. Standard PBR workflow has roughness maps, which means white equals completely rough and black equals perfect polish. Some vendors sell their textures with roughness, some with gloss, some with both. Now in Redshift there is a handy tickbox for exactly this situation: By default, this is unticked, which means the shader expects roughness maps which are the exact opposite of glossiniess maps (white equals polished, black equals rough). So if your texture comes with a glossiness map, tick it. If your texture comes with a roughness map, just connect it and leave this unticked. You CAN do this if you want, but it's easier to just tick these boxes The official Redshift documentation has more than enough info on this. Otherwise I recommend this: https://academy.substance3d.com/courses/the-pbr-guide-part-1 Reflection is usually not needed in PBR workflow, unless you want your reflection to have a different color to what is physically correct. PBR uses the color information you give it via the color channel and the result entirely depends on if it's metal or not. There are not many materials that need this.
  8. Game Engines are great, but they are also very limiting to work with. Especially Lightmapping (which you kind of need in UE if you want photorealistic results, no idea how good RTX is by now) is a pain in the butt to work with and due to lack of previewing (like lower rez renders in Octane etc.) very time consuming. You are basically changing something that you are not 100% happy with, and then you wait for an hour for the light to compile. Of course there's also serious other drawbacks, such as limited polycounts (although not as much as it used to be) and that you just can't send a client an Unreal Engine project to have a look, since you need a powerful PC to run it. It just doesn't run sufficiently on Office PCs.
  9. What are you trying to do with that selection? As far as I know, a real polygon selection is not really possible without plugins.
  10. If you're looking for the light splitting effect, all you have to do is enable dispersion on your transparent materials.
  11. I had the same issue with R21. The culprit was an old Wacom Driver that somehow regularly killed C4D in a way that did not allow it to start up again, even though there was no process running, at all. The only solution was a reboot. Probably because the Wacom driver that was causing the trouble started again as well.
  12. I feel you. Buying screens is a pain in general. I think I spent two weeks finding a good screen for my graphics stuff that was affordable for a home setup that doesn't throw any money. I don't think there is anything computer related that is such a jungle of features, upsides and downsides of certain technologies and so on. Panel Type (not just TN, VA and IPS... there's LOADS more subtypes), backlight type, reaction time, grey to grey reaction time, black to white reaction time, energy consumption, resolution, curved and non curved, calibratable yes and no, color depth (many monitors say they use 16bit color but what they actually do is they can UNDERSTAND 16bit but just display it at 8bit anyways), color accuracy, etc. It was a nightmare. Ended up with this one: https://www.asus.com/de/Monitors/MG279Q/ Granted, I wanted a color accurate IPS panel at 144Hz with low reaction times, and that is hard to find and not cheap. But even if you're less picky about your setup, it's still a major pain in the butt to find something. You also just can't rely on specs that the manufacturers give you. There's hella expensive IPS screens that have IPS glow from hell. No color accuracy on the planet is worth anything if the brightness changes along the edges of the screen.
  13. No, it's really not. I can see it for stills, absolutely. But for animation, unless you're in the VFX industry for big budget movies like the Marvel movies it's just a waste of money. I forgot where I saw that, but you need either a really big TV or be pretty close to the screen to even have a noticeable difference between 4k and 1080p. For me the ideal resolution right now is 2560x1440. It's the perfect middleground between FHD and 4k. It looks great, is noticeably sharper and not a waste of resources.
  14. According to their website they're also available for C4D and others.
  15. That screenshot in the post is definitely not R7. Interface looks way to fresh imho. Okay, so others in the thread have already explained how texturing for game engines works. It's an entirely different beast to something that you would do in C4D or other 3D software. Unless you're using Triplanar Mapping, probably everything is going to need a UV map. Even a flat plane. A game engine simply does not have concepts like cubic or spherical mapping unless you specifically write a shader for it. I personally have not tried or used kbar's 4D Paint yet but that is mostly because I use Substance Painter / Substance Designer for my texturing workflow. These two tools are pretty much industry standard and they do everything you could ever need for game engine texturing and especially Painter is pretty easy to get into. Photoshop as texturing tool is simply outdated by now and has been for years. People definitely work on diffuse and other textures in it, but they certainly do not use it as a texturing tool. It's too tedious and lacks even basic features for the quality of texturing that is expected these days.
  16. Judging by the average person around me, that is definitely not the case. If it was, people wouldn't buy 4k TV's left and right even though they sit so far away that they physically cannot see the difference. And Sony + Microsoft wouldn't have used 4k as their buzzword for their consoles for years now. I think it's much more likely that they simply do not want to pay the extra price for a resolution that renders roughly 4x as long when 1080p is absolutely "enough" in most situations.
  17. Jesus Christ, 20 minutes. That's a lot of frames.
  18. Alright alright, I'll try... even if it goes against my nature as a german I, DasFrodo, thoroughly aknowledge the existence and the possibility to observe these digital renditions of a F1 concept car. Please consider continuing working on them, as I can derive a certain amount of enjoyment off of them. Thank you.
  19. And this is where I don't like that you disable Post Voting for Admins. How am I supposed to like this without the button ?
  20. It's probably set to "read only". Rightclick the folder and select "read only". Depending on the size of the folder this could take a moment but after that you should be able to make changes.
  21. Unless you can give us a scene file where we can have a look, we won't be able to diagnose anything.
  22. Yeah you're going to have a hard time building a decent CGI rig for that budget. It's doable sure, but you will have to make a lot of compromises... Question is, what do you want to do exactly? Because if all you want to do is modeling then it doesn't need to be as powerful.
  23. Because RT is probably going to have a limited featureset and not support everything. I'm sure there's also going to be artifacts in certain scene setups. And for everything that uses stuff that is not supported you're going to need the basic Redshift. If you rewatch the presentation you can, albeit the sh*** video quality, definitely see a difference between RT on/off.
  24. I hope not, otherwise we'd need to wait for him to get out of the quantum realm to see more of his amazing XPresso shenanigans
  25. In this tutorial we are going to create an abstract piece with a "Wire" style. This only works in R21 and onwards as you need the Field Force object for it.
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