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spiralstair

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spiralstair last won the day on May 8

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  • First Name
    Paul
  • Last Name
    S R
  • C4D Ver
    19.053 Studio
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    London

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  1. Cranberry Photorealistic Render (Vray)

    Actually, sorry I meant to say reduce transparency of diffuse by 10% rather than reduce it by 90%
  2. Cranberry Photorealistic Render (Vray)

    It's a combination of sss/refraction and more work on specularity. I would reduce the diffuse transparency to 90% and then below it add a refraction layer. Put the diffuse bitmap into the refraction colour and then start experimenting - copy the ior of specularity . Organic materials sometimes work better with sss, so enable this section below volume fog. re: specularity, @Cerbera is spot on, you need at least one more layer with a lower ior, possibly with a map in the reflection glossiness slot - to give some variation.
  3. Brilliant thank you @Cerbera very helpful. Also so I discovered something about materials in the process of experimenting which I will share here as a quick tip for vray users: i had tried to keep the chips as clones or instances in order to benefit from the vray multishaders (to randomly texture each of the chips a different colour) however I have discovered in the new vray switch material that up to 10 material variations can be applied to a polyshell. therefore it is fine to convert the cloner object here into a single mesh. However, note that doing so means losing out slightly on render time as we don't benefit from the vray proxy (render instance) magic.
  4. haha, (ignorant error on my part probably) I found that by placing it within the null it was easier to avoid collisions. However, I will move it out of the null and keep experimenting
  5. i tried object cloning, however it doesn't give me the control I need for some of the more accurate patterns I am drawing. im being a dynamics wimp here @Cerbera and probably is the best way forward. I was hoping there might be a magic solution of keeping the objects grounded, so that I could then animate them later (and keep them on the paper) i half remember watching tutorials about surface spread and the plugin that goes with forester, but was hoping for a c4d native solution.
  6. I am producing a series of diagrams/games in which poker chips are laid out on paper in various patterns. I have used a cloner with random effector for x,z position. What options do I have to make the chips rest on the surface of the paper for y position (and rotation), I would like to avoid dynamics and keep the xz position roughly where it is. Also - note eventually I will add thickness to paper. sample scene file attached. Many thanks Game_01.c4d
  7. How would you make this?

    It uses mirroring. Make a 4-6 sided kaleidoscope and see where it takes you
  8. Importing Alembic File to Create Seafoam

    Depending on your render engine you could potentially import .vdb - if in vray you could potentially export as vray mesh - although this (like vdb) may not be supported on Mac there is info here about the particle caches https://docs.chaosgroup.com/display/PHX3MAX/Liquid+Output check the 'storage quality' settings.
  9. Importing Alembic File to Create Seafoam

    What software was used to make the caches for whitewater? It's usually possible in host application to copy geometry onto the particle caches - although the resulting alembic file will be much larger. Also which renderer are you using and Mac or pc? .vdb might be an option
  10. Ah thanks I'll look into it. I have found in general the side fx forum is far less rapid than c4d cafe for solutions. Largely because it runs mainly during 'professional hours' responses happen much quicker mid week
  11. Animated Camera Zoom

    Haha, 70's film is my go to. This was shot with an incredible 1:20 angeniuex lens. It's the best zoom in hollywood
  12. Oh, Hi - yes I remember seeing you posting on the vray forum. before I answer your questions, I just want to qualify that I am not a houdini expert, I have been using it for about 5 months on and off and most of my c4d-vray-houdini experiments have come about through trial and error with some help from @stefanlaub and Luke Letillier and some people on the houdini forum. So, there may be others who can inform you better. If so please let me know as I am learning too. secondly, by the sounds of it you are well suited to Houdini, I have not used Navie, and I'm sure it's great, but it is no longer supported, and Houdini is very much supported. Also assuming your 44 core machinea are hyperthreaded then you will see incredible results with the houdini simulations. Compared to realflow and cinema it is hugely CPU efficient. Also with an indie licence $200, you can install on 2 machines, which is super useful when simulating. Also you can download the free apprentice version of houdini and do all of the work except for exporting alembics or vdb. So for evaluation purposes you should jump right in. 1. the references are fine. You will need to experiment with wave height and speed. Open ocean, or flat tank would probably work. In Houdini 16.5 we have 'narrow band' which means that only the top layer of the flip tank is calculated in the sim, which is a huge saving . spray is one of the conditions known as white water, it is worth experimenting with this area foam, turbulence, splashes etc, because the water body alone is only half of the illusion. Once you have cached your main simulation, it is fairly quick and easy to add a white water solver and cache this out automatically. 2. fine 3. vdb is supported on pc for vray for c4d, the documentation on it is limited. The choice as to whether to import alembic or vdb is up to you. I think the file size is similar (I could be wrong with this) 4. absolutely fine, I do this, film the same animation from different angles. if you do render in houdini indie, Mantra is limited to 4K output. 5. I understand this, although with knowledge of vray its easy to jump over to mantra controls. Very similar. 6. to my knowledge c4d cannot import houdini particles (am I wrong on this?) and even if it did you would immediately lose the efficiency of houdini to read the particles. This is where the current c4d core is lightyears behind houdini. Therefore you must export meshes or vdb files for use in c4d. the filp tank is the specific area where the water collides with the boat, this will contain millions of particles and also white water. You want this to be as small as possible for the sake of file handling and keeping the sims reasonable. this will likely be exported to c4d as vdb or alembic. The ocean surface is a surface, much like HOT4D and so is simply a plane. The thing that makes it look so impressive is the procedural displacement that houdini offers. It may be possible to export this displacement as an image sequence and then apply in vray. but I have not tried it. The whitewater can be exported as vdb and this is probably the most efficient way of doing it. My method with spheres was a work around, while I was trying to crack the issues with vdb in vray on Mac. I suggest running some tests in houdini apprentice. The ocean surface is fairly simple to setup. the flip tank will take longer, but not rocket science. This course has a boat/ocean tutorial. I haven't watched it but have it on good authority that it is a good tutorial series https://www.pluralsight.com/courses/houdini-intermediate-ocean-fx
  13. @3dkobi I do this same workflow. There are pros and cons. Vray for C4D doesn't support alembic motion blur for meshes with a changing polycount. Which I found out to my horror after much detailed testing. It would be slightly different for Vray in other apps as the alembic mesh could be converted into a vray proxy file and then the motion blur could be applied. So, the generally accepted workaround for this is to use RSMB plugin to add motion blur in post. Be aware that this would be the same if trying to render realflow in vray also. Now it gets more complicated. The flip tank and it's resulting mesh can be exported; first cached as particles, then mesh then finally assembled as alembic. However C4d (to my knowledge) doesn't support the kinds of displacement, at play in the ocean surface (the dark blue area). One option here would be to render ocean surface in mantra (houdini native renderer) and then comp the two afterwards. However, it gets more complicated still when you get to white water, which is the foam, splashes etc. These can be exported as .vdb files or alembic, (in fact I think the main water mesh can also be vdb also), however it took more detailed testing to find out that .vdb is not supported with vray for C4d on a mac. My workaround for whitewater has been to copy small spheres, with variable scale onto the white water particles in houdini and export as an alembic mesh. However this produces enormous files. 4 times the size of the water mesh (a recent 500 frame jacuzzi scene was 20GB for the water and 100GB for the white water). which leads to the issue of how are you rendering this stuff? A) Locally: fine (but slow - water, obvs) ; B) renderfarm: lots of data to upload. I ran a test with my farm who support up to 60GB per scene and this allowed me to render 250frames in one go. It took a day on a fast broadband connection to upload the data. I am currently experimenting with rendering whitewater using flipbook (equivalent in houdini to software render), (which means no whitewater caches, therefore no need for big file sizes) and then comping this onto vray rendered material. we vray users are left in a puddle with fluids. Because there is an unofficially supported version of Vray for houdini, but at present it doesn't look as if this will develop very quickly. In short, the problem is vray, and complicated by c4d, for any large scale fluid scenes. (i didn't mention wetmaps). Houdini's internal renderer, Mantra is physically based and very easy to use, but it's optimised for GPU and so if you, like me have invested in CPU for Vray then it won't be so fast to render. It is easy to export fbx files from c4d and alembics and bring them into houdini, I would recommend an ideal workflow of scene generation and modelling inside c4d and then exporting this to houdini for simulating fluids and atmospherics, texturing and rendering with redshift inside houdini. I personally was very much in love with Vray until a few months ago when I realised all of this, and then I started to flirt with the idea of leaving Vray. I haven't told Vray yet. I am waiting to see what happens with 'Vray Next' before making a decision. (vray next is a terrible name)
  14. Animated Camera Zoom

    brilliant @DeCarlo thank you this is a huge help. The numbers help to illustrate it perfectly. I thought I had deleted the FL animation but had just removed it from the animation panel. If filming IRL this little calculation would be really difficult to figure out, so here's to the CG gods. @Cerbera thanks for the offer, but i think we have it sorted
  15. Also realflow is expensive and limiting, wheras houdini gives you the world !!!

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