Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Posts posted by MJohnny

  1. Assuming you're not using 3rd party renderers, c4d has a special shader for anisotopy made the "easy way".

    You'll find it under Texture>Effects>Lumas. I hope they didn't remove it in new version, but it has been there for ages.

    Make sure you enable Anisotropy and select projection that fits your case.


    If this doesn't give you desired result, then you'll have to do it by "hard way".


  2. Adding another possible way:


    1, watch YT tutorials on modelling a high quality chesterfield (not like my mockup)

    2, model a flat sheet of chesterfield in c4d

    3, create you base objects - letters G, O

    4, use surface deformer to stick the chesterfield onto a letter

    Notice the issue with pattern facing towards the middle of letter, instead of vertical alignment. Someone knows how to solve this?






  3. 19 hours ago, Freemorpheme said:

    Just to be clear, the modeller of the TV has used Booleans to cut the vents into the TV? And would have done this simply for expediency knowing that it would render fine and be good enough to be included in C4D itself? I cant imagine the headache of modelling all the little things on the back with box modelling and SDS, I can see why that would make sense in a production environment.

    Certainly possible with SDS modelling, but involves lots of cutting, moving points around, sliding edges, adding supporting loops, solving triangles and n-gons... such as in CBR's example, which, once you get a grasp of it, can be very enjoyable.


    However, bear in mind that:

    1. Instead of simple perforations (circular and rectangular holes in TV screen), you may need to carv a 3d shapes into a surface.

    2. Your schedule is busy and the client couldn't care less about the mesh, since he gets an image/animation, not a 3d model.


    It is OK to use booleans if you know how to use them so it won't hurt the final render and it will make your work more efficient.

    Don't think MAXON would include garbage models in the preset library, only because they were rushing with models.


  4. 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.

  5. 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.


    high res.jpg


  6. 7 hours ago, adamjm said:

    that website link MJohnny, doesn't show many options, just stays on one image when you click through the options.. is it supposed to do that?


    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.


  7. 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


  8. 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).



    bottle V4.jpg

  9. 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.


  10. 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.


  • Create New...