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About ninjad

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    19.024 Studio

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  1. I figured it out! You have to have the 'Save' option checked before it will save illumination information: http://www.jordanmontreuil.com/blog/2010/7/28/cinema-4d-global-illumination-ir-cache-trick.html It wasn't until I noticed I wasn't able to save irradiance cache either and looked that up and realized it was all connected. Only took me 3 days to figure it out :/
  2. Ha, thanks. Yea I'll give it another shot then.
  3. I'm working with caustics and trying the "Save Solution" option: After rendering once, when I change the "Recompute" option to "Never" it can't find the file: Apparently it's supposed to save the data in a folder labeled "illum" in the project folder, but there's nothing there. I'm running R19.053, I'm wondering if I'm missing something or if it's just a bug with my version.
  4. Aha! It was the color depth setting in the C4D shader node, you pointed me in the right direction. Perhaps because the underlying geometry is not very dense, the resolution didn't make any difference other than creating longer render times, but 16-bit color depth smoothed it out: https://i.imgur.com/cdZZWqt.mp4
  5. I've been playing around with displacement using Redshift's object tag and I can't seem to get a good quality render. Hard to see in a still, but it's pretty clear animated Redshift subdivision: https://i.imgur.com/PgWZbl2.mp4 C4D subdivision: https://i.imgur.com/b21WOiH.mp4 Redshift subdivision is very lumpy and causes real bad chatter. These are the settings I'm playing around with, don't know if I'm missing something here to get the quality ok, attached is an example file: noise_subd.c4d
  6. Must have been a short sale, just checked and it's at $500 :/
  7. This is a very deep pit :) Thanks for all the great demo files!
  8. I'm all set for now, I got about 5 responses altogether. Thanks for the replies, it was nice to see everyone's work :)
  9. I have a commercial project that requires modeling of a complex electronic product, PM me and I can provide detailed information. I'm looking for an initial quote for a tight 1 week turn around time. Model will have to be clean and organized. Please provide examples of previous work. Thanks!
  10. I'm actually re-opening this, I've been working with the smooth setting for the fire shader and adding sub-grid detail, it looks like the banding is still showing up at certain points of low density and movement.
  11. Ok, think I figured it out. Had to turn up smoothing for the shaders. It wipes out a lot of thinner detail so you have to increase the fuel rate to thicken up the burn. Then you add detail back in using sub-grid detail:
  12. Tried subdividing the mesh, I got volume texture and 'Use Vertex Map' to work, but still getting that diagonal banding. I'm using the latest version (v1.0 rev 1435). Tried posting on Jawset's forum, but still waiting for approval. I should also mention that sup-frame steps is up to 3 on all these tests...
  13. I tried decreasing voxel size, using volume texture, using surface texture, increasing fuel diffusion, increasing fuel mask smoothing, increasing turbulence, still getting the banding...
  14. Can't seem to figure out how to get a more organic fuel emission on the card object. I tried breaking up the geometry, but the flames still seem to flow along a uniform diagonal pattern. Does anybody know what I'm missing? Thanks!
  15. Yea, even when I turn of wind and turbulence it still does the same. Gravity is set to -100 and steps per frame is already at 40. It's not the speed of the dynamics, even when the balloon moves slowly the spline doesn't stay connected closely to the balloon. I tried nesting the string under the balloon and that keeps the spline connected at the top, but now it won't stay tight at the bottom to the anchor. Balloons-2b.c4d
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