Jump to content

Vizn

Regular Member
  • Content Count

    414
  • Joined

  • Last visited

Community Reputation

72 Noble Beginner

1 Follower

Contact Methods

  • Website URL
    http://caseyhawley.wixsite.com/vzm3d/interiors

Profile Information

  • First Name
    Casey
  • Last Name
    Hawley
  • C4D Ver
    18.057 Studio
  • Location
    Phoenix-AZ, USA
  • Interests
    https://bandcamp.com/dreamingtiger
    \m/(-.-)\m/

Recent Profile Visitors

1,703 profile views
  1. Vizn

    Make a Chess Figure Challenge 2018

    WIP #2 Preparing for coronation day! :P
  2. Vizn

    Make a Chess Figure Challenge 2018

    Chess Piece - WIP #1
  3. Vizn

    Music video

    I like the atmospheric and experimental aesthetic overall. The molten gold fluid effect is especially satisfying to watch. Nice work!
  4. Okay, I'll say it. Boole. Use a cube big enough to fully surround the bust and animate it moving up.
  5. Exclude doesn't seem to work if the object you target is under a generator. You have to target the top-most generator, which in this case means you will need to rearrange your hierarchy.
  6. Since you're using a plugin I'm not sure this will work, but you can auto-generate a UV map from any projection mapping if you right-click the material tag and choose 'Generate UV Coordinates'. Remember to delete the old 'default' UVW Tag (unless you want to keep it, then put it to the left of the material tag).
  7. Nice find. In the meantime, first simply change the size to zero in the coordinate manager for the X axis, then optimize.
  8. Here is my result. The changes are as follows: Irradiance Cache: Density = 40% Smoothing = 100% Materials: Platform: Reflectance Type = Beckman Backdrop: Reflectance Off Compositing Tag: (backdrop & platform) Enable GI Parameters = On Stochastic Samples Ratio = 200% Record Density Ratio = 200% Enable Interpolation Grouping = On The result is pretty smooth, although I just couldn't get rid of that very faint highlight that follows the bottom edges of the platform. It's like the specular color from the platform is being bounced, but I'm not sure. There is also a little noise in the blue possibly because of the missing roughness dirt map. Also noticed that the material projection is set to Flat on the Sky object, which is why you're getting all those black spots in the glass. Pop the perspective view into the default camera to see what I mean. However, setting it to spherical blows out the exposure, so I left it alone. ISO_template_vizn.c4d
  9. Ohh.. I see, you meant Isometric camera! Also, I've closed and reopened the file a few times to get back to the original settings and now suddenly the exposure seems fine. Strange. I made some progress cleaning up those areas, but I need to verify because I've tried so many things. Should be able to post something tomorrow.
  10. A couple of issues: First, I'm missing the dirt map you're using in the platform (blue) material reflection roughness channel. It might not make a big difference in this situation, but it helps to have all textures to be sure we're working with the same setup. The easiest way to do that is to 'Save Project with Assets' from the File menu. This will package everything into one tidy zip archive. Second, the camera ISO is only active when Physical renderer is used. The file you attached is set to Standard where ISO is disabled. My initial test of the scene looks noticeably darker than your example, so again not sure I'm working with the same setup that you've shown. In the meantime, I tried using Light Mapping in secondary which seemed to help, but testing is limited because of the stated discrepancy issues.
  11. Vizn

    Looking for help regarding subdivision

    You're welcome! Sorry I didn't catch your follow-up questions, but glad that you persevered and got it figured out. :)
  12. The only thing that is apparent is the visual results. The areas that are <0 appear to have no AA - there is no blending - which appears as blocky, aliased 'gutters'. Are you coding a plugin or something? Just curious what understanding you're after beyond the visual results.
  13. My take is: Where the filter goes below zero it is basically just not filtering, so the result is like a mix between filtered and unfiltered.
  14. I'm going to guess that "a lot of materials with several really long png sequences" is the problem. Maybe you can figure out a way to break up the rendering into chunks that you can put back together in post. PNG is lossless and file sizes can get huge depending on the resolution and pixel content, especially if they contain transparency. Have you tried JPG sequences?

×