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Everything posted by kitefly

  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 shad
  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 it
  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
  12. hey guys i just ran into this right now, the noise should be in object space and placed on the voronoi, i have no sliping.
  13. hey did you find anybody yet ? Would you like to take a look at my work ?
  14. ty man, would realflow be a good option in your opinion
  15. hey guys i have small project coming up involving particles and fluids but i don´t have real flow or XP, can you guys point me to some TP tutorials. Any ideas how to achieve fluid sims directly in C4D, what other options do i have, any one know any free plug ins ? Help me out with the research please you great fountain of knowledge !
  16. Sorry i had lots of work man, looks ok man, some parts have issues. Im sending you the file. With the logo to the email send me the whole file ill take a look to help you out
  17. BTW it was a mapping error you were using a selector, i switch to uv mapping this time, watch out for that
  18. Hey i got this result, i think its closer to what you want, i made your material more realistic, but here is the thing, the image of the logo should be linearized and the white part should never be 100% or it will blow out like this. you need a more realistic shade of white, about 70%. also i fix the lights. im trying to upload the file but its too large, give me your email ill send it
  19. ok let me try and set up something for you, i got a few minutes.


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