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JLinton

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Everything posted by JLinton

  1. Thats awesome! And it always amazes me looking at your wireframes - I learn so much from them. Cheers, Jody
  2. Ahh, thanks for the tip, I gave it a go and its turned out well, I've kept it subtle Here's a looksie of the final I'll upload, I think the colour helps make it feel a bit frendlier. Cheers, Jody
  3. Thanks Dan Eeeeek, I guess the 15th comes a little earlier for me being in New Zealand! Anyway, here's a new WIP, finished with layout and lighting and now onto texturing. I think if I run out of time I will leave the chimney smoke out, I havent really thought about how to do that yet. Cheers, Jody
  4. Thanks for the kind words guys Made some progress with modelling some of the assets so far, I liked the stylistic approach of cartoons like True, Chico Bon Bon etc... so was hoping to get some of that feel to them. Cheers, Jody
  5. Hi everyone, This looks a lot of fun so thought I'd try giving it a go, have to say the artwork submitted so far is great and very inspiring! I thought of doing a tavern styled like a mushroom or a two-story mushroom, maybe at twilight with a bit of DOF etc... Anyway here's my initial sketches (terrible at drawing!) and I've started blocking out some shapes. Cheers, Jody
  6. Well done Gazza, I particularly like how the cloth has brought it to life. I wasn't sure about the walk styles initially but seeing it in context with the background music it works good I think the god rays and animated background elements will add to it further. One thing I had noticed was a seam between the river bed and pathway, might be able to hide it a bit with some foliage/rocks etc... but its definately coming along, well done! Cheers, Jody
  7. Yeah I think there might be something wrong, just tried "cell" and it doesnt animate for me either, the others seem fine though (Redshift 3.0.22). You could always use MAXON Noise instead, Voronoi 1 gives a similar look to the RS Cells and it animates fine
  8. Thanks for the reply, unfortunately I need to fly around some industrial buildings so ideally not a flat plane. Basically I'm keen on using the RS Sun & Sky rig for lighting but I need a "custom" background (eg: clean off-white gradient), I've attached a simple example file, unfortunately as soon as you turn the dome light on it somehow affects the lighting. Really weird, its like the dome blocks the GI illumination from the sky. I might have to render a puzzle matte and just do the background in post do you think? Cheers, J RS Sun & Sky Rig.zip
  9. Hi, I'm wondering if anyone knows the best way to create a "custom background" or "backplate" while using the Redshift Sun & Sky Rig? (Also using GI in render settings) In the Sun & Sky Rig I've tried turning "background" off in the overrides and then creating a dome light (turning off contribution diffuse/specular) and then loading a backplate into the dome light - but unfortunately the Dome light still affects the lighting even though all contribution is turned off, its like it turns the GI off for the whole scene. I've searched for a solution but have yet to find one, any help wou
  10. Maybe also take a look at Corona Render (CPU based) Cheers J
  11. Very happy I just saw this too! Absolute legend!
  12. Just an update on this post as I found a solution. I was able to clear the warnings Redshift was giving me in the Feedback Display about invalid geometry. It turns out the "code" it generates refers to the point number on the model, so go to "Structure", set it to "points mode", select the number thats in the error in and then hit "U - O" to optimise it - nothing appears to happen but the error goes away. I found that I had to do this rather than applying optimise to the whole model, checking normals etc... as that didnt get rid of the error - odd but seemed to work for me. Cheers, Jody
  13. Just checked my refraction pass and its completely black so thinking its not refraction now
  14. Hi Dan, Sorry I didnt mention I'm rendering via render farm and for some reason when I render locally it seems to look fine to me (but then I'm only rendering locally one or two frames here and there to ensure eveything is fine). I just did a quick AOV test and the noisiest pass was "Specular lighting", not to the degree of the splotches from the render farm but maybe its that, if so which over ride do you think I need to push up to refine Specular lighting? I cant share the file unfortunately as the clients product isnt public yet but I've striped it right down to basic cubes using the
  15. Hi everyone, I was wondering if anyone had seen this happen before, I seem to be getting some dark splotches appearing in the shadows of my renders (I've circled in red). I've tried raising the below settings higher (doubling them) to see if that helps but it didnt... Unified samples: 4min 512max Error threshold 0.002 Sample overides: Reflection = 512 Light 256 GI: Brute force (primary & secondary) , bounces 2x, Rays 512 Its weird it only happens in the really dark shadows. The materials arent anything out of the ordinary either, just diffuse colours with
  16. Thanks to everyone who's replied, I really do appreciate and value your feedback and this has helped me a lot. I'm in the process of liasing with one of the online render farms to double check that my renders will proceed even with with these 2 warnings. I will post my result here in case anyone else has the same warnings. Cheers, Jody
  17. Thanks for the quick reply Cerbera, the invalid normals is a bit strange, I've been quite careful in my workflows to ensure all normals are correct so theres no ugly patches. In reguards to the Invalid geometry warning I think I need to look more into it and define why some objects are producing it, maybe if I can reduce a file down or extract a piece I can share that's not client specific - will have a look. I think that's a good idea doing a test for a few frames on one of the farms, I really want to make sure my previous workflow using Physical is going to work ok with Redshift. Will keep y
  18. Hi, I've been testing out the Redshift demo and before committing to purchasing it I was wondering if I could get some advice? Some clients supply CAD files for me to import, texture, animate and render and I usually do this using the C4D physical renderer (over night or via online renderfarm). Converting some of my old files from C4D physical renderer to do a test render in Redshift a feedback display window pops up with a few warnings (Warnings: "invalid normals" and "some invalid geometry"), however I'm able to finish the render without any problems and it looks fine. My main conc
  19. I quite like the new direction, although in my browser I wish the column was just a "little" bit wider but not a major. Also a suggestion is to maybe move "who's online & member statistics" down a bit so it sits below "latest topics/comments/jobs". I also wonder if the header could be tidied up eg: menu siting next to cafe logo, search as an icon only, advertising centered etc... But like where its heading :)
  20. Hiya, I'm running 20.059 and it seems to be working fine for me, when I hit play the audio plays fine and when scrubbing (or hitting "G" to move through the frames) everything syncing properly. I'm using .wav files output from AE, creating a null in C4D and then adding the sound track to the null to load the audio. Here's a sample file to test on your system/c4d version. Cheers, J. Audio_Test.zip
  21. Hi, probably heaps of ways to do this but a few you could try is... Go into the noise settings and change "Space" to "UV (2D)" Or another way is... Set the "Length V" back to 100% on the texture tag. Then in the noise settings - Set "Space" to "Texture" and then change "relative scale" Y axis (2nd input) set to %5000
  22. Yay! Updater in R19 worked well. Are there any installation instructions so I can install into R20? Cheers, J.
  23. Hi everyone, Might be a noob question but I was wondering if anyone knew how to get motion blur working with X-Particles (V4) with the "Physical" renderer, being a new user of X-Particles I've followed the water helix tutorial: I've cached my particles and meshed them and everything is looking great in both viewport and picture viewer when I render, except when I tick motion blur it doesnt seem to work. In the physical render settings I've ensured motion & deformation subdivisions is set to 4 and long shutter speed in my camera settings. If you need to see an open fi

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