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Vizn last won the day on April 5 2019

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About Vizn

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    Cafe Samurai

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    18.057 Studio
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    Phoenix-AZ, USA

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  1. As an Arch-Vis specialist, I can attest that finding a pre-existing model of this specific chair or that specific light fixture is a complete shot in the dark. Most often, I just hunker down and model what we need. If something is too complex to model in a timely manner, we find something similar that can be quickly modified, or simply adopted as a replacement. We actually go the manufacturers first to see if they have models. This approach has actually been getting better as more and more of these manufacturers put models right on their website, or can at least provide schematic drawings that help me model them more quickly. So we very rarely purchase furniture or fixture assets. Things we tend to purchase more often are scene filler/accessories and plants/landscaping, which are plentiful in current 3D shops. We typically do interior renderings. However, we get the odd exterior job here and there and every time I'm relegated to using a handful of car/vehicle assets based on 20 year old manufactured designs. I recently looked around for some updated sets, but the biggest challenge for us is finding C4D models with VRay materials. I know C4D isn't the industry standard for Arch-Vis, so we tend to use the exchange formats from purchased assets and fix up the materials ourselves. This approach is a huge chore when it comes to vehicles that are typically quite detailed.
  2. The 'Create Caps' option snagged me a lot too when I was learning. Luckily, you can avoid it if you use the Move tool + CMD/CTRL with any faces selected in poly mode. This is situational. When used on a closed volume, this method will always produce an extrusion without those inner cap polys. If used on flat polys, it will produce an open volume (no backface), so in that situation the Extrude tool would be used if you wanted the backface capped automatically. Happy extruding!
  3. Wouldn't you want the GetCount to be = to zero only, and not also greater than zero in order to pass to removal?
  4. I tested the scene a bit, trying different things and I believe the wavy shading you are seeing has something to do with the 'stipples' displacement on the bottom. When I remove them, that wavyness in the refraction goes away, at least from a straight on camera angle. Moving the camera above and looking down, there is still some wavyness, however very reduced without the displacement. Further inspection also revealed the surface of your bottle is uneven, meaning the geo itself is wavy (this includes the water volume). These are just my observations, but I suspect they are contributors to the weird shading.
  5. Not that I know of. However, you might find the Transfer tool useful. With the object you want to move selected, use the Transfer tool to click on another object. The first object will move to the second object location and take on the scale and rotation as well. Set the tool options to disable Scale and Rotate to just use the Move function.
  6. Perhaps disabling the Render Queue Log in the Preferences will stop the warnings. I have the log disabled and I sometimes have missing texture errors in the queue, but it never asks me to click OK to continue. But it could be that script errors are handled differently through the queue.
  7. A Cloner, set to Object mode and Surface distribution. Plus a Shader Effector using a black & white distribution texture, with PSR controls off and Visibility checked On. (Distribution map applied to plane to illustrate)
  8. What are your graphics card specs? Could be that you have too many generators, like booles, cloners, or sweeps, that are generating too much geometry for the viewport to display at one time when you add in the extra objects. Avoid making Booles using Cloners, or any generator objects for that matter, to cut another object. If you need to do this, collapse the generator first and Connect + Delete all of the clones into one object before adding to a Boole. Mesh density plays a big part with generators as well, so be careful not to generate geo with more density/sub-divisions than you need. And consider collapsing generators to geo to give the viewport computational breathing room, so to speak.
  9. There is no issue. In the first pic, you have the spacing Mode set to 'Per Step' of 200cm, while in the second pic it is set to 'End Point' of 200cm.
  10. Really great work. I can see this expanded into a full educational series about the interconnectedness of nature, science, and human invention through mathematics. Congrats and well done!
  11. Isolated vertices are the floating black dots. They are left over when you delete polys. Also, you have some n-gons (non-quads), as well as overlapping vertices (notice Selected Total=2 in green at upper left). As @Frokito mentioned, use the Optimize command to fix the isolated vertices, as well as weld overlapping vertices together. If you have questions about the Optimize options, check the manual first, but ask if you're still confused.
  12. My eyeball assumed this (see pic) being your mid-point since it appears to be the edge-loop most aligned to the world axis. To double-check, all I did was count how many subdivisions you have in the arc, which is 48, then counted out 24 edge-loops from one side and my assumption was confirmed. Took less than 30 seconds. However, with this manual method there comes a few more steps needed in order to ensure that everything is aligned properly for symmetry. First, delete the points that fall outside of the 24th loop. Next, make sure the points where symmetry will occur are aligned to world: Select those points, look at the Size readout of the appropriate axis under the Coordinate Manager and zero it out if necessary. Set the object axis to the appropriate point for symmetry: Press L for axis edit mode, turn snapping on, move the axis to snap to the desired edges/points, press L again to exit axis editing. Now you can put it under Symmetry. This is a great way to learn your way around C4D and manipulating objects. But if you want the fastest, cleanest way, then do Cerbera's ring with slice under symmetry from the start.
  13. Never thought of that. Great idea!
  14. I think those are General - Edge - White I don't know of any diagram. I just play with the sliders to see what changes.
  15. Nothing out of the ordinary in the scene you shared to me privately. I was seeing render speed of ~22 seconds per frame on a 2017 iMac Pro, which would be ~28.6 hours for all frames. First, have you updated R20 to the latest, R20.059? Your profile shows R20.026. Can you open the version with no textures on the Mac Pro without freezing? If so, it might be the textures causing the freeze. All textures are loaded into memory when a file is opened, so check if there are several large Photoshop textures being used, or 4K/8K textures saved as PNG, for example. Other than this, I don't know why it would freeze. I would recommend outsourcing to a render farm. The main reason being that I don't think VRay 3.7 will work with Teamrender the way you want since I believe it only comes with 1 standalone node.

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