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BuddaZero

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BuddaZero last won the day on July 28

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About BuddaZero

  • Rank
    Cafe Junior

Profile Information

  • First Name
    ken
  • Last Name
    hollon
  • Location
    nyc

Hardware | Software Information

  • C4D
    R21
  • OS
    windows
  • GPU
    2080 Super / AMD Ryzen 9 3950X

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  1. @DasFrodo That's great to know, thank you! I'll try it out and see how it goes!
  2. I'm learning as I go and the questions I ask, such as what you've just told me. When you say increase the samples in my volumes, do you mean under Sampling Overrides, right?
  3. Taking from what you guys said about Redshift (minus the incorrect stuff), I decided to just play around with TFD and Redshift Volumes, while at the same time create a ground surface using MAXON noise, and blending a glossy material to simulate water using Redshift's Material Blender. So far I'm actually liking what I see. I have the engine set to Brute Force & Irradiance Point Cloud for my Secondary. I also have the sample filtering set to Mitchell, which is new for me. I'm unclear as to what each one does however. As you can see from the pictures, there's still n
  4. @DasFrodo Thank you for your input, and yes I'll attach the scene file. Ultimately I went for a glowing rain look because the shading looked toonish anyway, so I just went with it. That being said I do %100 percent agree with you. The main object in the scene is the "Computer" with the Screen. The object I have in the scene is called "Computer", and its surface material is labeled computer as well. Don't mind the X-Particles, the main focus is the lighting, and the render settings that I'm trying to improve on. Also, your car render looks damn good. Is there a car model
  5. There’s this render that I did, the first few seconds I created this room where the camera dollies into a computer. For some reason, the shading doesn’t look “real”. I was trying volumetric lighting. Sorry, I post all my stuff on Instagram. But I do have a still frame of it. https://www.instagram.com/p/CE9d0R5Bg-K/?igshid=16fmf1rmeehui The project above may be a bad example, but then I remembered something. I made a Redshift Render weeks ago, and the results were pretty real all things considering. But I’m trying to remember what I did, maybe it’s just light
  6. Hello, I have used Redshift for the past 4 months while re-learning Cinema 4D, and personally I love Redshift. I've gotten use to it, it's Node based system with Cinema 4D's new node interface makes everything look simple and easy, that being said...I've been trying to get my renders to looks more realistic...and to be honest...I can't get them to look realistic with Redshift. Maybe I'm doing something wrong, I don't know. That being said, if I learn Octane, will it be a huge step back, people have left Octane for Redshift, but I may do the reverse. For anyone that uses
  7. Thank you guys for your reply. I'm realizing how challenging this is, but the techniques are sound and I'll take them under consideration. I like how Cycles has that option, someone also told me that Substance Designer has this awesome Node where it takes your seamless texture and somehow splits into a box map, so when you use it for Spheres its seamless. There must be a way to do the same in Redshift, it'll take some experimenting, but you guys gave me a good start. If I figure it out with Redshift, I'll let you know!
  8. Hello! So, every time I create a shader or lets says I have a height map terrain texture with seamless borders [which I created using World Creator], the texture on my Sphere always has hard cut edges, like a puzzle piece not in the right order. And If I set the Sphere to standard, both top and bottom have this pinch looking effect. I was wondering if there's a method where I can tailor any height map/texture I use to translate well with a sphere. The only time I didn't have an issue with a texture was when I used Solar Textures, and I don't know why: https://www.solar
  9. Hey guys, I've been trying to figure out a way to use TFD to Advect only certain XP Emitters in a scene, very similar to X-Particles Groups where I can tell Explosia to affect certain groups. However, without great knowledge of Xpresso, the task isn't easy. So, today I came up with a workflow, and I invite anyone to comment, and/or knows a way to tell Turbulence FD to Advect certain particles groups in the container, and not every particle group. I don't know Xpresso that well that I came up with this workflow below: First, before Caching the Turbulence FD Simulation, g
  10. No worries! Because of you I was able to read the necessary information to catch that in the first place. So thank you, I feel more confident now with Redshift/PBR workflow. I still have a lot to learn, but I'm on the right track! Best, Budda
  11. Thank you so much for breaking it down, and providing the documentation. This is exactly what I needed in my arsenal. As you said, PBR workflow is always white & black. White is more, Black is Less. Because Redshift/PBR Renders work with this formula, it always expects maps to have this notion in mind, but it's not always the case. So, when you said White = Polished & Black = Rough, this is the wrong way...right? This is when you do have to Invert or Tick the Glossiness to Roughness box. Because if I go to Reflection > Roughness, 0 is completely polished, whi
  12. Hello, I'm still learning Redshift, and I came across the realization that certain things I plug in, like textures for example, aren't working, or not looking as good as I thought. I then came across this tutorial from polilgon, where certain channel maps are inverted, and then placed into the correct input on the material node. So, my questions are: When do I invert the channels to place into the node? Is their a documentation showing me what certain channels like Bump, Reflection, Glossiness look like? Where does the GLOSS channel g
  13. Here's my first explosion with Redshift & Turbulence FD
  14. @3D-Pangel Yes, the stepping problem only presented itself in TFD, it just so happens that I was using Redshift. But as I said before, I went back to my first Explosia Render, and there is some form of stepping, just very minor, and you only notice it if you're looking for it . It only matters when its showing clear as day, like this picture here. I even have a VDB cloud pack, highly detailed, but at some unnoticeable corners, there's minor stepping. In recent tutorials, people used a density value of 1. So, when you follow along those tutorials, those artifacts don't show up bec
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