Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Everything posted by Vizn

  1. Vizn

    C4D Cafe - Steam Punk Project

    So no more challenges? In my case, I am a fulltime design production arch-visualizer, which makes this opportunity not too appealing from a time/schedule/commitment standpoint.
  2. Vizn

    Glas isn't transparent

    You have added color to your glass, and your transparency brightness is at 95%. That is the source of the milkyness. If you want a little color in your glass, but keep it nice and clear, turn off color channel and add the color in the transparency channel instead, with brightness to 100%. Anything below 100% makes it less clear, i.e. milky. Edit: Also just noticed you have a solid lens inside of another solid lens, under a connect. Not really sure what you're trying to achieve there as the result is the same as just the single bigger lens.
  3. Okay, the only way I was able to get the gradient to stick was to use a texture instead of a shader. Also had to turn off 'Image Alpha' in the alpha properties, as this is meant to use alpha channel embedded in a TIF, TGA, etc. With the projection set to Flat, and sized to fit the object, it still wouldn't stick. I had to 'Generate UVW Coordinates' (right-click the material tag) and then it would stick. Hope that helps!
  4. Have you tried Texture space for the gradient? If you still have problems, post a file.
  5. Vizn

    Adjust light in vieport

    From viewport menus: Display > Constant Shading. Or press N~E
  6. Vizn

    Nike Air Force 1 modelling

    I am also quite impressed with doing this with geometry. Very nice work so far. Just one thing I see: Are you sure that area isn't supposed to actually be convex, rather than concave? The lighting in the reference image is clearly coming from the top and the highlight on the bump is consistent with being convex. Not trying to ruffle any feathers here. Realism is in the details! ;)
  7. "Now remember, we're in the Itchy lot."
  8. Just a guess that your export issue is the export settings for those file types. I don't know microstation, so I'm afraid I am little help there. As for your texture mapping, using the projection shape that best suits the object is the best place to start. For those walls, try Cubic. Once you get that sorted, there are some tools that will help you manipulate it. Mainly, using Texture Mode, and Enable Axis. Turning both of those on will allow you to move, rotate, scale, and tile the projection. I don't have time atm to really spell it all out for you. Check out some tutorials about 'projection mapping'. Search the help file. If you're still struggling, start a new topic in the Texturing forum and I or someone else will likely help you some more.
  9. Vizn

    how to learn

    Getting those first bits of professional work can definitely be tricky. In this case, perhaps inquiring about internships with these firms that demand 2 years experience in your area is worth a shot. Also, look around for groups/people who are into the CG field. I know it can be arduous for some, but networking can be a great way to start getting others to think about you when they have some task that needs an extra hand, or they don't have the time to do it themselves. Reconnecting with college mates from your program, or similar programs is another way to start getting you out there, which can be easier than meeting up with strangers. I get together with a few colleagues every few months for drinks, shop talk, laughs, and sometimes they bring new people. It's fun and interesting and I've been asked many times if I have time for some side work. Be confident in your desire to learn and don't be embarrassed to ask questions. If you've been learning C4D for 2 years, I'm pretty sure you have a good semblance of terminology, knowledge of the program, and basic procedures. You will be surprised when you finally get a chance to work on something real how much you actually know, as well as where and how to seek help for the really tough parts. Doing while problem solving along the way is probably the best way to really solidify your knowledge of the many techniques and approaches you've gleaned from all those tutorials. Heck, you can even start right here! The Cafe has a vibrant New Users forum where problems are posted all the time. Take a look, find something that doesn't seem way out of your league and just start researching and trying out solutions. The work of trying to solve those issues will ingrain old and new knowledge along the way. As for which discipline is for you, well that will come with experience, unless you do some serious soul searching, research, and practice. Make a list of different CG disciplines (product modeling, architecture, motion design, simulation, sfx, etc) and dig into them. Look at lots of examples. Try to recreate some of them. Get on forums, talk to your friends and family, ask specific questions and try to suss out what it's actually like to work in those fields and you should be able to build a better picture of what you would or would not like to do. Understanding what you don't like is just as, if not more important than what you do like. Then just continue refining that focus. Wishing you the best of luck in your journey! -Casey
  10. What about making a large seamless texture with the sticker randomly rotated, overlapping, etc.. with all the corresponding maps (alpha, bump, grime, specular, roughness). Place it over the base bench texture as a decal. Start with cubic projection mapping to see if you can get alignment you are satisfied with. If more precise alignment is needed, I would unwrap the bench, then use the unwrapped UV's as a guide to place your stickers precisely where you want.
  11. It's working for me in Standard, with sphere still parametric. The trick is to turn off 'Render Perfect' on the sphere, which is on by default. :)
  12. I recommend researching the different exchange formats and digging into the export options for those formats in C4D to identify any limitations that would need special attention before export. Here is some info from Turbosquid to get you started: https://support.turbosquid.com/hc/en-us/articles/230092827-What-to-Expect-When-You-Import-Exchange-Formats
  13. Vizn

    V-Ray Material, stacked labels on a mesh

    The decal material should be to the right of the base material when applied to the object, and you need to check the 'Mix Textures' option on. If you still have trouble, post a simplified scene for us to investigate.
  14. Copy and paste the objects you want from the old to the new.
  15. Vizn

    Character animation at Pixar in 1995

    SGI confirmed. :) Screen grab from the longer behind the scenes documentary.
  16. Vizn

    Extrude issues (won't extrude evenly)

    Weird. I can confirm this happens in R18 as well. To fix, I would just align that vertex with its neighbors on the Y since the curvature is still preserved.
  17. Forget modeling the screw with boole. As you've discovered, it's more of a pain than it is worth as it is a very small detail. Look at this tutorial instead. It's in Max, but the concept is the same.
  18. Vizn

    Chess Challenge 2018 - Final Entries

    Kept it mostly traditional with a fun little twist! In all seriousness, this was the first 3D competition I've ever attempted. The biggest surprise to me was how much fun it was to do something more personal.
  19. Vizn

    Music video

    I like the atmospheric and experimental aesthetic overall. The molten gold fluid effect is especially satisfying to watch. Nice work!
  20. Okay, I'll say it. Boole. Use a cube big enough to fully surround the bust and animate it moving up.
  21. 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.
  22. 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).
  23. Nice find. In the meantime, first simply change the size to zero in the coordinate manager for the X axis, then optimize.
  24. 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