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Everything posted by DasFrodo

  1. 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.
  2. 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".
  3. Make sure you disabled Snapping. That always kills selection and movement performance as soon as the scenes get too comlex.
  4. 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
  5. Which is exactly why I said he's probably a Lebrov viewer
  6. 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?
  7. 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
  8. 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
  9. 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?
  10. I don't have access to V-Ray anymore (we ditched it after it went back to Chaosgroup and became subscription only) but it just has even more access to internals than Redshift. There's just millions of rendersettings that change how it behaves, how and what it renders etc. It's overwhelming to be honest.
  11. It does! But it doesn't come close to V-Ray, Arnold and others...
  12. CPU render engines tend to be more flexible on many, many things. Not only when it comes to scene sampling of specific effects, but also on the materials side since it's apparently WAY harder to implement certain features on a GPU than on a CPU. When Octane came out it did not have Subsurface Scattering, for example. Having said that, many GPU renders are catching up nowadays. Redshift has a lot of settings for all kinds of optimization and scene setup. Octane on the other hand is just different, you basically only have ray depth for reflection, refraction and volumetrics and ONE global sample amount. This is why many artists that don't like the technical side of 3D work prefer Octane over other render engines. They more or less have one quality slider and that's it. Compare that to how the settings in V-Ray look and you know what's up.
  13. I overshot my VRAM once so far in Redshift. I don't remember what I did exactly, but it was... very very slow.
  14. It doesn't do anything because it's not in the effectors list of any of the cloners
  15. I use GPU render engines purely for the fact that they are insanely fast an none of my scenes were a problem with VRAM thus far, which is of course the main drawback of GPU render engines; the limited VRAM. I used Octane for a couple of years but recently bought Redshift. I am super, super impressed by the speed of it. It practically flew through everything I've thrown at it so far, even with volumetrics, lots of tiny lights, etc. I don't think any GPU render engine has any special feature that CPU render engines don't have, or at least I haven't heard of it yet. It's more the other way around. I'd say most people use CPU engines because they are more flexible and GPU because they are faster. If you want to render very, very big scenes with tons of geometry and lots and lots of textures you can't just use a GPU render.
  16. Found it. Your alpha texture is in CMYK. C4D does not like that, understandably. Convert it to RGB and make sure your black is really black, and you're fine.
  17. You had "Image Alpha" ticked, so it took the images Alpha Channel instead of the color channel [EDIT] Nevermind there's still some weird shimmer on the floor, I'll have to look into this...
  18. Same for me. Literally waited seconds for changing the frame. Doing anything in the viewport was a pain. I'm on a 2700x but I guess that's where C4Ds weakness with many objects (and this scene does have A LOT of objects) comes in.
  19. You should include the textures as well, otherwise we can't really work with the project Easily done with this option...
  20. Yup, that's what I meant! That's exactly what the documentation says.
  21. Hey thanks for posting the solution! I had a look at this problem yesterday and I couldn't figure it out. I've had a similiar problem with another effect a while ago but I could solve it by just going to ridicilous sample amounts. The artifacting that I had looked exactly the same, just some black blocks that almost wouldn't clean up.
  22. There are scale settings in the Project Tab for exactly this issue; C4D doesn't generally have an issue with small objects when it comes to simulation.
  23. You can just reduce the file to the necessary elements. I don't think we need the truck
  24. That is... interesting. Can you attach the scene file?
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