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Vizn

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Vizn last won the day on April 5

Vizn had the most liked content!

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About Vizn

  • Rank
    Cafe Regular

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  • 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

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  1. Happy Friday! Thought it would be fun to share a beer tank I modeled recently for a project. I will update with a contextual rendering. Cheers!
  2. The small details are satisfying, like the wall base contours, electric outlet, crown mould at the soffit, pamphlet display, and the fire sprinklers. The lighting and overall feel is a bit stark, but I understand you needed to adhere to the standards of the designer. Nice work.
  3. Modeling to scale benefits the light and shadow calculations as the algorithms are based on the real-world physical properties of light. I suppose if you aren't using GI, then maybe this point is less important, but it's still a good rule to follow most of the time. Light intensity basically pushes the light further, so the decay or falloff of the light takes longer the more intense it is. As light travels further, it bounces off more surfaces, which all gets added into ambient light levels. Because of this, building your scene materials as physically accurate as possible will help tremendously as well. With more intense lights, nearer surfaces receive more light since it isn't dying as quickly, which should equate to less noise at render. This might get you going in the right direction: https://www.popphoto.com/how-to/2010/10/how-to-shoot-neon-lights/
  4. What are you camera settings? In a real-world situation, neon is very intense and to get a picture at the levels you are showing, the camera settings need to be precise. It may be that you do need to crank up the light intensity and clamp down the camera, so that there is enough light being pushed through the scene to compensate for the sample rate? Hopefully, your scene is also constructed at real-world scale.
  5. Thanks @Icecaveman for the info. I need to put together a 360-pano-VR workflow at work and will be investigating the tech. And those are really cool @Cerbera , thanks for sharing!
  6. Here is a Photoshop file I whipped up for making a seamless grid. The 'Master' layer is a smart object, which is just one square. If you double-click it, you can edit it and adjust the grid width to your liking. I attached a PNG as well, in case you don't have Photoshop. Grid_10x10_Seamless.psd
  7. Just looking at the settings for your material tag, you have offset and scaled the U and V tiling arbitrarily. The texture is a uniform grid of squares. Any deviation from a 1:1 ratio will ruin any seamless effect. Make sure your wall heights and widths are all divisible by one (whole numbers) so that the grid will tile on them perfectly with cubic projection mapping. I can also see that your grid texture is not perfectly seamless as there is a thick/double line. This means the edge grid lines are being doubled. If you're making your own seamless grid, make sure the border lines are HALF the size of the rest of the grid lines, so when it gets tiled you get the correct line width.
  8. Vizn

    AI and Animation

    I refuse to live in fear. Bring it on! Even if that spells the end of humanity. If we go extinct, who will be around to care? Just our immortal AI creations, I guess. I hope they can learn from our mistakes and not destroy themselves. But then if they do, who cares? Maybe the meat humans the AI learn to create in order to do the menial labor that robots no longer want to do. Yeah..maybe that.
  9. How are you scaling the Null? Changing the scale via the attributes coordinates VS. dragging the Y handle of the Scale tool should give you the results you're after.
  10. This might help..not sure about the compatibility, but it's worth a try: https://lesterbanks.com/2016/11/c4d-renamer-pack-materials-objects-tags/
  11. Looks like what I am after. If a uniform gap between objects can be customized (so it's not just edge to edge) that would be all I need.
  12. For my intended use linear is perfect. Good luck!
  13. I found this old CGSociety thread that is pretty much what I am looking for, but of course links are dead. I found the Coffee Stock site mentioned in the thread (it's in Japanese) and there is an entry for a "CloneGenerator" which supposedly does this, but there is no download available as far as I can tell. So, I know it's possible, but I am not experienced with scripting. Anyone feeling up to the challenge?
  14. Whoa. That's a sweet tool! Had no idea it existed. Trying it out on @Langley's model, I did this in under 2 minutes after looking on the net how to use it.

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