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About kitefly

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    Cafe Ronin

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    19.053 Demo

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  1. hey slight different approach here, i used a star spline with 3 points and a sweeps to create the profile, then cloned. this allow you to modify the profile on the reeds, from squared to triangle. you can hook up the base with xpresso and use a null controlled spline for the profile on the sweep and make a nice tool. heres the idea reeded_glass-1.c4d
  2. hey man thanks for the follow, so i liked your idea for the bubbles but the foam from the example i showed you just obsessed me. So i wen at it with volumes, again this time i did the flipped normals trick i didn't know that so thanks. Its looking very promising but render times are hell. i will leave a good render with high res setting for a test tonight so we'll see tomorrow. here is how its going , sorry for the noise. tomorrow will have a cool image
  3. I will test for an animated version
  4. Ty, man i will post results ! from this methods
  5. Hello gang today i need your support. Im doing this project and i've been testing shading this dang foam with 4 methods but no realistic success. I get to a snow look but no foam. See the problem its i think i'm lacking the bubble structure itself with need a thin layer and transmission to see the bubbles, also bubble vary in size in a circle packing structure. I don'e need to get that far. But i would love to. so here are my approaches so far to see if anyone can enlighten me with a missing link method here. first i tried rendering a a regular shader, adding transmission, SSS and displacement. - this result come on plastic and lacking the structures of the bubbles I have it a shot with Krakatoa, result are good, very very dense foam and i can repopulate the mesh with even more, but i cant shade it further and i cant get the structures. This i tried rendering particles and spheres on render time. Looks ok, i can apply a regular shader but now i don't have the foam dense look, and all the particles and the same radius so its looks like i've just clones spheres onto the foam geo. 3 try, Arnold volume mesh current render you see, its volumetric and looks dense, i like the SSS volume provides and overall the results and 80% id say. BUT How do i get those structures ? what about the shiny coat on the bubbles. i'm struggling with this. Im specially frustrated after seeing this https://area.autodesk.com/gallery/shadersxyz-beer-foam-challenge/ That my goal, i don't need engine specific steps just IDEAS PLS. I need to finish this !!!!
  6. python that in !!! im learning something on this post !
  7. no way, so a metal with correct Ior in corona is not physically accurate
  8. im pretty sure the regular spot light wont shot up as you want in the reflection without a texture or reflective material, in this is a still and your looking for a realistic result you might want to think of using a PBR workflow instead of regular lights, build then light itself and texture it like a real bulb results are always best, you can refer to pavel zoch Semi unbiased rendering tutorials for c4d cheers
  9. I turned off default light in physical render option. If you don't do this even with no lights on you will see a contribution of the default light
  10. hey i took a look but i don't understand very well what you mean, all lights are working correctly in the scene. When using a pot light try to texture it with a HDR spotlight it gives amazing results. Find a HDR picture of a spot light and plug in into the texture of the light, you can do the same for the soft panels, render times do go up but lighting its much more realistic, other than that i would say build light with reflectors and texture those too. Also the scene scale its wrong, for lights and rendering to behave correctly you need to work at real world scale, i think you bottle its about 7 m high now this will put off the realism right away.
  11. wet grass ? Like changing is specularity, clumpliness ? All the parameters for hair in arnold work within the hair material, arnold only drives color. As for shadding you can use maps to drive the specularity and or coat, use the same map for density or clump and you should have a decent result

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