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  1. I am experiencing a fair amount of grain in a Redshift render. When working with Physical render, all controls that affect the quality are found in 1 place + GI. With Standard render, the options are set in the materials. Which approach does Redshift take? I found the override options in Basic tag and some in the material, but none for the Shadows quality.
  2. Thank you all. I've took all of your suggestions to heart and started digging into it. I really loved the learning path suggested by HSrdelic. It may sound silly, but to the complete newbie that kind of learning path sketch is precious. So I went on and do a couple of all around courses on cinema. I learned a little, but spent crazy amount of time googling what additional parameters in tools do, because the tutors just don't explain things. I continued with the path suggested and went on learning modeling in more detail. Again I was presented with courses that just don't explain things. By accident I found a post on facebook that suggested taking a look at MILG 11. After completing it, I can say that this is the holy grail of modeling. It explains the theory (why quads, edge flow, loops, SDS, why not use splines+ extrude) and also shows possible mistakes. So with that skills under the belt and feeling pretty confident about modeling, I am moving forward to #3. Lighting, shading, rendering. Now that I know how a good c4d course looks, I just won't settle for guys like Nick from GSG and similar. Can you point me to the "holy grail" of lighting, shading and rendering? I'd love to know as much theory as possible, a complete deep dive into all the settings and best practises (and bad also). Basically MILG 11, but for lighting, materials and rendering.
  3. I am tightening a concave edge using borrowed edge technique. https://imgur.com/a/ZdBPy09 The first image shows the starting point and the last shows the final product. I'd like to get find a simple way to create equidistant points as shown in the second image. Is there some tool where I can select a middle point, and than drag 2 (or more) points out? Bevel tool comes first to mind, but it creates a bunch of lines as well, so there is a lot of cleaning up. What would be the fastest workflow?
  4. I was following a tutorial in which the tutor used PolyCircle plugin. The only polycircle plugin I managed to found, apart from large number of dead pages, is this one: http://coffeestock.boo.jp/Blog/?p=2392 Now, I feel like complete idiot, but there is no download button or whatever link to get this plugin on that page. Am I just being computer illiterate or should look somewhere else to get it? I am using r19.
  5. I am watching a tutorial and the tutor selected 2 opposite edges and made a cut between them. Thats not hard to do, but he used a keyboard shortcut and didn't tell which one. Take a look at images. I wonder, what is the shortcut that can make this without changing the tools (he had scale tool selected all the time)?
  6. How can i change the default color of N-gons? I find them really hard to spot with current color. I went to Viewport settings (Shift-V), but I just don't seem to find the setting.
  7. Thanks for taking your time guys! It really was the low segments count :)
  8. I've am experiencing some weirdness when I try to tight the edges of a hole produced using Subdivision Surface. This are the step to reproduce it: create cylinder with 8 rotational segments, make it editable, cut 2 loops with knife at the start and end, select 3 segments along the axis of cylinder, extrude inner, extrude into the body of cylinder and than put SDS on. Now...when I try to tight up the edges with loop knife tool, the cylinder becomes wider. Take a look at the images. I'd like it to maintain the same width. How can I achieve this?
  9. No, I am just starting out and google searching / reading enthusiastically about every feature that I don't understand. I am having some trouble getting the right resources, so thanks for taking your time.
  10. Hmm. Later in the docs, they say: If you take a look at the curves above you will notice that several curves (Mitchell, Cubic and in particular Sinc) even fall below zero. This means that at corresponding edges, contrasting color values are rendered that are not even present in the scene. This makes the edges look sharper. So apparently they are not ignoring it, but somehow replacing it with whatever "contrasting color" is.
  11. I am reading documentation on antialiasing and I don't fully understand how filters work. https://imgur.com/a/R5frOiO "Take a look at the center pixel. 16 sub-pixels were used to calculate this pixel. 15 are light gray, 1 red. These pixels form a curve. Imagine this curve as flat around the center of a pixel. This curve then defines the degree of influence each sub-pixel should have. Because the filter size (Filter Width setting) and Filter Height (i.e. the spread within which sub-pixels will be taken into consideration) can be expanded to up to 4 pixels, the curve can be made to spread out quite a bit more." Each pixel color will be calcualated based on the colors of subpixels inside the same pixel. In all off the curves the center subpixel has the most weight in calculating color. The weight falls of with distance, and even goes below 0. I don't understand how exactly color calculation is done, because some of the curves go below x a-axis. If the clipping was always done, than it would fit my mental model, but I don't get how a negative weight works. Is it like, "substract this color" ? I'd appreciate if someone can explain this topic in their own words. Cheeers
  12. Thank you all for replies. I really appreciate it. I am looking for concrete learning paths. For example: take course x, than y, followed by z, u, v, read book B and so on. I have no official art education and almost zero experience with c4d. To paraphrase: How would you learn 3D, if you had to learn everything you know again from scratch? Where would you start, what wouldn't you do?
  13. Hello everyone! I'm a rookie in this vast 3D world. i'd like to explore it in great detail. Being a self taught software engineer, I learned the value of mentorship the hard way. I've used so many bad workflows, done so many stupid mistakes and wasted enormous amount of time fixing them. In almost all cases, I didn't really understand what's going on and was missing some crucial logic needed to perform the task. Fast forward to today, and I am on a new very exiting journey. I've got 500hrs in the next two months, that I'd like to spend on learning cinema. My desire is to master motion graphics and photo realistic product design. These are some examples that I'd like to be able to create: https://streamable.com/gkyjy , https://streamable.com/yd6cz. I looked at https://www.MAXON.net/en/training/online-learning/ for starting points and completed Lynda's "Essentials training" and Greyscale Gorilla's "Introduction to c4d", but I am left with more questions than I had before. There is so many settings and effects left that I don't understand as good as I should. Tutorials just jump into adjusting sliders without providing sufficient background on the topic. Often, many settings work hand in hand and I find myself randomly adjusting each one and hoping for a good result. Very reminiscent of my early developer days. What learning path do you recommend that I take? What is an efficient way of learning realistic motion graphics? I really want an in depth understand of the tool, and it's many features. Adjusting the sliders without knowing exactly what I am doing will just left me miserable. I have a little to zero background in 3D stuff, but I am comfortable with After Effects and Photoshop. Thanks for all your tips. Cheers, Mitt
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