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kitefly

Regular Member
  • Content count

    53
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About kitefly

Profile Information

  • First Name
    juan
  • Last Name
    iturbe
  • C4D Ver
    17 Studio
  • Location
    panama
  • Interests
    textures

Recent Profile Visitors

468 profile views
  1. Sons of the Harpy

    I just saw this. its very good indeed. very clean ! im curious when you say circumvent complex poles. iIs this some kind of actual technique ? i have a lot of trouble solving this poles. Is there a right way to do it with a name to it ?
  2. hey guys this shader ball looks pretty awesome to test some advanced materials it would be great to have something like this for c4d. its free, but is max. does anyone have something like this or could export this from max to an obj and textures at least . I can't no max here, never even opened it. im looking into this shader balls any thoughts on workflow ? http://masteringcgi.com.au/mastering-cgi-shader-ball/
  3. Ideas

    Hey Guys its great to be here, theres a lot of info here. Id be interested in learning how to calculate things like point velocity and acceleration to drive things like vertex maps of deformers, in general it would be great to learn more about this. heres a quick tut i found on this and the possibilities look endless, a better more robust ring using this would be great http://lesterbanks.com/2015/10/vertex-map-point-level-velocity-c4d/
  4. Fat Brian

    Great work ! i really dig the belt
  5. 3D Artist VS AI Artist / NVidia Future!

    It's weird i think we already work very close with machines for this to happen to us, it sucks to think skills im working so hard on will just become obsolete. I feel like what i think drawing artist felt when they saw a render engine in action, yet their still around, so is radio and newspapers after tablets and smartphones. I just hope this tools are geared towards facilitating the artist and not replacing him. Something like c4d but with an ai core !
  6. Please help...

    Hey, they settings are there im sure, the only problem is cinema does not send alpha in the RBA multipass for shadows. check this out http://www.vfxdaily.com/tutorial-05-c4d-multi-pass-renderingcompositing-and-shadow-catching/ what your looking for its called shadow catching regards
  7. Bump + Normal in Arnold 5

    Hey man im just honored to be asked, I've come across that practice as well and i think theres a few differences and they come from difference in information bump and normals maps include, heres what i´ve found about bump maps and normals Bump maps "There is a limitation to simple height mapping techniques - the game engine is restricted to portraying transitions in elevation only, resulting in a flattened appearance of the actual height information the designer is trying to convey. Fine details get blurred out of the bump map render, because a single pixel contains no real data of its own - it is only in relation to its neighbors that it has any meaningful information. A 100% white height map renders exactly the same as a 100% black height map. A game engine looking at a height map has to take a sample of a certain radius around each pixel to determine if this pixel is the same relative to its neighbors, or sloping up, down, to the left or to the right, before it can rendering the shading on that surface. This sampling slightly degrades the detail that can be portrayed with the height map." Instead the normal map While a height map only contains 1 plane of information - the “Z” (height) plane, a normal map contains 3 vectors of information - “X” direction, “Y” direction and “Z” direction. Thus, each pixel in a normal map encodes which direction that particular point is facing - the “normal vector” of the surface. Each pixel in a normal map has meaningful information, so details can be rendered more crisply than with bump maps alone. This allows modern game engines (Doom III) to more realistically portray the lighting on a surface. A properly constructed normal map can fool the eye into perceiving much more complex 3D geometry on a simple surface. Theoretically, normal maps on a cube can make it appear spherical, at least in terms of shading properties (the outline remains unchanged). Taking this into account i would prefer as the artist to use the normal for larger more exposed areas and leave the smaller detail in the bump. Unless your doing like a macro them maybe they could be changed around. In Arnold everything kinda gets turned into a normal, cuz their cool like that, but its faster if you feed it a normal already made. let me know what you think
  8. Please help...

    Hey man, i think what your looking for its the composting tag, there you´ll get some options for this. Also try to calibrate that camera a little bit it seams off.
  9. Bump + Normal in Arnold 5

    This seams strange why use a normal map and a bump map, arnold converts the image to normal anyways when plugged into the geometry - normal input. if what your looking to do is mix two normal maps into one lets say one with high frequency detail and other with larger detail, you should use a layer node and use both images with an blending mode that will output one normal map to use in the bump2d - Normal map slot. Here it states that normal map will be a little faster since bump requires to evaluate the shader three times. So the best way to go would be to create the normal map for the image in photoshop since its faster, use the layer node to mix them to your like and link the output into the geometry normal input of the standard surface shader. Hope this helps https://support.solidangle.com/display/A5AFCUG/Normal+Map
  10. Fat Brian

    awww man this is so clean, keep inspiring. i wish to get to this level some day ! Great work
  11. Help - Modeling a dish with jagged edges

    I love this forum !
  12. Help - Modeling a dish with jagged edges

    Hey why don't you try a radial symmetry approach, basically model out in good SDS geometry for the tips and make sure their edges are straight at the borders, then clone them in radial you should end up with the edge of the plate make sure you make a loop to protect the edges, then fill in the plate with quads.
  13. base mesh progress, Hand topology

    That shouldn't be too hard to fix, ill give it one more round and try to improve on these areas. Thank you man !
  14. base mesh progress, Hand topology

    Thank you man ! you helped me a lot

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