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MJohnny

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Profile Information

  • First Name
    John
  • Last Name
    Malak
  • C4D Ver
    14 Studio
  • Location
    Slovakia
  • Interests
    Creating photorealistic materials, lighting & post work.

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  1. When are Ngons OK?

    Using booleans on flat surfaces gives me pretty much no hassle. Especially when you need to carv in complex shapes into a flat surface (such as back of TV screen or even more complex). You have to use "break phong shading" in order not to get ugly artifacts on your mesh and/or hide new edges. So when is it acceptable? For efficient complex modeling in my case.
  2. Noise in wooden texture

    The UVs are laid OK for that part? Are you using 2d wood texture or c4d's wood shader, which is in fact 3d (volumetric) ?
  3. Refraction

    I found a higher resolution image and if you really zoom in, it shows where the rainbow colors come from. I was thinking of them as a post effect. So think of many small details in your label if you want to replicate the same effect.
  4. You just click on the image you want to download, for example the first one. Zip file will be downloaded with the .hdr file inside archive.
  5. GI is absolutely needless when rendering glass as liquids/glass deal only with reflections and transparency, color channel should be unchecked. You may enable GI for the sake of background and the bottle cap if you insist. Same with AO - evaluate transparency must be enabled, otherwise you get nasty looking dark areas inside the bottle. You should be fine with prime, just find a good hdr image, like one of these: www.hdrlabs.com/sibl/archive.html
  6. Simple animation question

    Sort of possible. You can animate the material in your texture tag (see screen). What you do, is to swap them and animate keyframes (see c4d file). Assuming the materials are assigned to the same polygon selection. Is this what you needed? animation.c4d
  7. No. I ment add reflections in your material editor for both liquid and glass materials. Use compositing tag on the large studio background as per screenshot. For this background, you don't want the shadows in edge breaks and you don't want it to be seen by relfections, as it is white, large and boring. This is how the bottle looks when using proper materials and hdr image (you can tell the difference).
  8. HELP! Emitting Geometric Spiral

    Draw linear spline, make profile spline, sweep nurbs, animate the growth from 0 % to 100 %. To make it nice glowing, you could make a c4d material, but post work will be essential to enhance the look. Making the line bright white and purple glow around it.
  9. "hdr" image you have is actually a jpg image. Also, you have only transparency/refraction enabled + specular on you glass material. Without reflectance, you won't see any reflections on your bottle.
  10. Lighting in the scene is very flat, you can try hdr image for lighting the scene and lighting tool for highlights if needed. Materials are only 50% of final result.
  11. Fill object with spline noise

    Hair has dynamics, self collision, and can be rendered as polygonal object. You should start there. (If you have a c4d edition with hair module)
  12. Using Rotation to Drive Position

    Remodeling might be the best chance here. I can only compare to the scene which I made couple posts above. Setup is the same. Can't find another reason why in OP's scene the tappet bounces more than in the file I provided.
  13. Using Rotation to Drive Position

    I applied my setup to the scene file you provided for "TAPPET1". Tappet bounces quite a lot. I suspect very poor and faceted nozzle mesh (CBR would tell). I can't fix this in xpresso. Think about remodeling it and giving it a proper subdivision and edge smoothness. And the function for the Y position, if you want to keep the Tappet at current rotation (-25.698 °) is: Y=0,481*X-58,7 X and Y position of the tappet is driven by xpresso, Z value can be changed by hand. GEAR_QUESTION_C4D_CAFE_JM.c4d
  14. Using Rotation to Drive Position

    Hey, I'll try to clarify some things. - bouncing may be caused by a less detailed structure of the rotating part as you can see in the picture. Subdivided surface may be one option do eliminate it. Bouncing may not be visible at all when the engine runs full speed. - there is a space between tappet and rotating part at one moment, but i can't think of a way to eliminate it without the 2 parts intersecting in other positions. Hopefully your camera will be placed such this space won't be shown. - delete the hidden cylinder and you'll see why its good. We are using its bounding box for xpresso. - your tappets are not at 45 degrees, in my case they are so Y=(-X) Surely, you can come up with formula that will drive X,Y coordinates in your case.
  15. Using Rotation to Drive Position

    So I finally played with my setup for a while and since the tappet is not well synced with the rotating part, I made a copy of it which is hidden from rendering (used solely for xpresso purpose) and rotated it slightly for desired effect. It is still not 100% accurate, but at least the parts are not intersecting. As I mentioned, the X position must be driven by expression as well for the tappet to move along its Y axis only, but that's easy for 45 degree tilt as the ratio is always 1:1. I hope you can use some of the improvements for your situation. rotate_me_tilted.c4d

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