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Everything posted by everfresh

  1. Redshift installation Mac

    regardless of the compatibility of your graphics card, redshift should show up anyways in your menue bar. i had to install it 3x until it showed up, seems to be some sort of bug with the mac installer.
  2. Highlighting Within an Object.

    haha, ok, you're forgiven ;) you can use a layer shader in any channel, not just color. i talked about color just to simplify. you can use that same technique to mask reflections in your reflectance channel. so in your case, you could add another reflectance layer on top of your chrome reflection which meets the characteristics of your blue stripes, then copy that layer shader from the color channel into the layer mask channel of your newly created reflectance layer, in that layer shader then change the blue to white and also copy that into the layer mask of your chrome reflection and invert black and white. sounds a bit complicated, but it's actually just a few clicks. i admit, the 2 materials solution with alpha is a bit easier, but i recommend to get familiar with layer shaders and layer masks and masking options in the reflectance layers anyways, since it will open up a whole new world of possibilities for you. if you use for instance a subtile noise instead of stripes in your reflectance layer mask, you can bring some variation in your reflections to simulate more used looks, like for instance some people already touched your chrome object with their sticky fingers and such. or add tiny scratches ( everywhere a scratch is, your material won't be as reflective and also has more roughness), speaking of roughness, if you twirl down that little arrow next to your reflection layers roughness settings, you can also input shaders to modify the roughness amount. utilizing those options will give you endless possibilities to tweak your materials to your liking.
  3. Houston, we have a problem.

    haven't seen you around in a while! good to see you're still making awesome stuff!
  4. Highlighting Within an Object.

    you already have the answer to that. if you choose to ignore the solutions provided to you, i can't help you. i'm out.
  5. Highlighting Within an Object.

    like i said, layer shader. put your original object color/texture as the first layer. put the tiles shader layer above that layer, and set the colors of your stripes to black and white. add a blue color layer on top of everything. then set the tiles shader layers blending mode to "mask". it will then use the black and white values to mask out the color layer above it. black means hidden, white visible. now you have blue stripes over your original texture.
  6. Highlighting Within an Object.

    are you aware there's a thing called layer shader, where you can stack layers of shaders and mix them with different blending modes just like in photoshop? that should solve your issue you have with st.canas texture solution. to get rid of the jaggies just go into your render settings and increase the settings for anti-aliasing.
  7. did anybody here successfully manage to bake a displacement tangent vector in c4d and achieve a displacement result in redshift with that map that is accurate? i believe i tried everything, baking it out as 8/16/32bit tiff/exr/png, you name it. the baked result looks exactly like the sculpt in a c4d material with standard renderer, but in redshift it's always off. i get the displacement going, that's not the issue, it's just no where near accuracy and i'm also getting shading artefacts. and yes, i set the redshift displacement node to vector and tangent and i also played with the min/max old/new values as pointed out in the redshift forums in various topics i browsed through... spent hours trying to get it to work properly, no luck.
  8. Need help Rigging

    by screenshot of the rig i think he meant the hierarchy in the object manager, you left the most important part out in your screenshot ;) make sure to twirl down your complete hierarchy, so people can see how the rig is set up. btw, if you are completely new to rigging it will take you much less time to re-rig it with the character object instead of setting your rig up with controllers. also your rig probably hasn't got proper IK or any other cool features like bendy limbs and squash and stretch like the advanced biped rig preset provides. so that might also be something to consider.
  9. i don't think this is an often heard statement :D makes me curious: what exactly do you prefer in c4d rigging? never done anything in maya, but watched a bunch of rigging tutorials and i always thought "man, i wish we could do it this way in c4d".... off-off topic: also watched a houdini rigging tutorial lately, man that was complicated to even set up a simple ik leg. :D
  10. ah, i didn't catch that you just wanted to alter the controllers appearance. regarding the nulls: the only difference is that joints without an end to form a bone will not receive any weights when bound via the bind command. but i don't see that as a big issue. like i said, you can also just add more joints instead of nulls to the hierarchy, it's really the same. that way you will still see the bones visiually if that's more convenient for you. i do as much as i can with parenting in rigging, since it's unbeatable regarding stability.
  11. not sure i'm able to follow your description... what i meant was constantly alter the hierarchy by squeezing in that extra null (can also be an extra joint, doesn't matter) and have that contraint tag on there... i don't understand why you have to put the contraint tag back onto the original joint? can you upload a file that illustrates the issue?
  12. if you want to be able to still move constrained controllers the easiest way is to select the controller, hit alt-G to place that in a null and move the constraint tag to that null instead of being directly on the controller.
  13. C4D R20 - what do you guys expect?

    nah, you mixed that up... there's an edge selection bug in r19 which is similar to the knife tool bug from r18. so sometimes when you use the selection tool in edge mode, "select visible only" gets ignored, and you end up with a mess of unwanted selected edges. very annoying.
  14. Renderer suggestion for my hardware

    regarding interiors redshift is better at this than octane i believe. with better i mean faster to get noise free results. i haven't used arnold, a bit too pricey for my taste. but i know from others that it can chew anything you throw at it, where other renderers struggle. mainly it's about really heavy scenes with hundreds of objects and loads of high resolution textures, but reading what you plan on doing it might not be that relevant for you. although redshift might look a bit on the complicated side, it's actually not. having many options doesn't mean you have to tweak them all. for me the beauty of redshift lies in its flexibility, being able to cheat can be pure gold in many situations. and that's the main difference to octane, while octane is a bit easier to use and understand, you're stuck with what it provides you with. for instance you can't include/exclude lights from certain objects.
  15. Renderer suggestion for my hardware

    pretty much every renderer will work fine on your machine, octane, redshift, arnold, vray, corona, cycles and so on... render speed always depends a lot on what you're rendering. you should rather ask yourself what you are looking for in a renderer feature wise. for example if you do a lot of heavy comping you will want to be able to output any kind of AOV, for example redshift, vray and arnold can provide you with that. if you want to do instantly gorgeous looking daily renders of rather simple scenes octane might be the right choice. if you are working with really heavy scenes arnold will probably give you the least trouble. if you do a lot of x-particles stuff it might be worth looking into cycles.... as for speed in general redshift seems to be the fastest right now for most stuff, arnold will offer gpu support soon, maybe it'll be even faster, who knows? also there's demo versions, so just give them a spin and see what you like best.
  16. C4D R20 - what do you guys expect?

    i'll chime in as well with my predictions for r20: - prorender improvements, but probably it will still suck a** compared to other gpu renderers. - viewport improvements, while i hope it will be significant, i somehow lost my faith that we will ever get a viewport performance anybody would call fast. - some minor character animation tools improvements. - nodal material system (they just can't not do this any longer) - some rather small mograph additions/improvements - some bodypaint improvements. - probably some vr stuff what i don't think we will see in r20: -any kind of particle stuff, they know pretty much everyone settled for xp. -expresso updates (i don't know why, just a feeling) what i really wish for is significant viewport performance improvement and character tool enhancements. pretty sure we will see both, the only question is to what extend. and of course also the nodal material system, although i'm rendering in redshift most of the time anyways these days. also some additional hair tools would be nice.
  17. c4d sculpt bake to redshift

    redshift support couldn't get it to work either, they forwarded it to the devs, so hopefully we will see a fix soon... they also tried it in arnold, and they couldn't get it to work properly there, too.
  18. c4d sculpt bake to redshift

    like i said, it doesn't help increasing the base mesh density... really looks exactly the same. the fall back option would be to model in the bigger folds manually and then add finer much simpler displacement on top of that, but that would also mean way higher poly count. i mean it's no problem to rig and weight a higher poly count mesh, so no, it's not a MUST... but it's just much more convenient in animation to have a low poly mesh. much less effort in weighting, and much better viewport performance when animating. so if possible i'd like to keep it low poly.
  19. c4d sculpt bake to redshift

    yes, i have tesselation on, i wouldn't expect it to look right without it. i didn't try it with z-brush, since i don't have it. but i've read in the rs forums that people are having trouble with maps exported from z-brush as well. i have to say although i love redshift and also find it fascinating how fast it processes and renders incredibly high tesselated geometry i'm not really happy with the way redshift handles displacements in general, i think an optional "intensity centered" approach for height maps would be very useful, you know like the c4d default, where 50%grey is flat, black means displacement it the negative normal direction and white in positive. haven't had much success yet getting that right either by playing with the min/max values. it's not so much of an issue if you just do slight displacements, but if you want rather intense displacements the geometry always gets kinda bloated. and as for the vector maps, i tried subdividing the base mesh, but that made no difference at all.. i also tried messing with the colours, switching rgb channels and what not. i think i really spent a whole day now on that issue :D also this is for an animated character, so i really wanna keep the mesh as low poly as possible.
  20. c4d sculpt bake to redshift

    thanks... redshift support is currently looking into his... i hope they can come up with a solution. if they do, i will post their findings here, in case anyone else wants to get this going as well...
  21. c4d sculpt bake to redshift

    thanks, but this is a height map. i was talking about displacement vectors. the main difference is that displacement vectors allow displacement in any direction, not just one, so you can have more complex displacements like overlapping folds and such.
  22. Reshift Volumetric Light

    i don't think it can be done like in a way we are used to in c4d lights. what you can do though is load in a vdb of some smoke or clouds and break it up with that, or use an image with alpha and put it in front of your lights to break it up... second will give you a different result though, you'll get more like broken up beams rather than a varying noise within the beam.
  23. Oil Slick / Liquid Simulation

    i agree, that turned out pretty good!
  24. Eva Fresh

    eva fresh - your friendly stoner from the neighborhood. a little more detailed character than i usually do.. had a lot of fun creating her. big up to @VECTOR for helping me out with the sneakers, i could have never modelled them as clean as he did. rendered with redshift.
  25. Eva Fresh

    thanks guys... here's a little video with a turntable of her...