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  1. You were right, but since it's going to be an istallation I couldn't just throw a huge box of light behind it. I ended up taking every individual leaf and putting a light directly behind it. And it sort of worked. Anyway, thanks. :) Clear
  2. Hello, I got an assigment to create an effect where leaves and products of the company should be cast as shadows on a colored semi-transparent foil which are hanging from the ceiling. The lightsources are two lamps positioned between the foils. And I just can't seem to get the shadows right, what would be the right way to position the leaves? Just above the light sources? In attachements are some of the pictures I got as references. Also I am using Corona as renderer. Thanks for any suggestions. Clear
  3. Hi everyone, I was wondering what happens when you have multiple objects such as building, roof, window, doors etc. and when everything is unwrapped you merge/connect it together what happens to the UV's? Would that mess up everything or does it apply still according to the UV's of each element?
  4. So I've played around with it, and as you said the possibilities are very narrow, so I've opted for darker scratched metal with more roughness that way I get similiar result in the mirror reflection. Anyway, thank you for your help @Cerbera.
  5. Oh I see what you're getting at, I'll try to do that and come back with the results! Thanks
  6. Hello everyone, I am working on a scene - it's still WIP, but as I was rendering a preview I've come across an issue I believe has something to do with render settings I currently have. I have this chrome material on razor and water drain which acts differently in the mirror above the sink and I was curious to why that might be and if anyone could help me solve this issue. I have attached render settings and mat screenshots, which I thought might be relevant. Things I have tried: turning on reflective caustics in GI options, increasing depth reflection up to 15. Any help appriciated, Clear
  7. Hello everyone, so I decided to try out ProRender on one of my work in progresess and I stumbled upon an issue with the glass material creating noise that is taking forever to clean up. Render settings attached, but I ran test render at 500 iterations. I'm not saying it's too much but everything else was cleaned up around 150 iterations in and the glass mat is still quite noisy after 500. So I was wondering if there is some setting I'm overlooking in ProRender or something else I can do about it. Thanks for any advice Clear
  8. Damn. Sorry about that. Didn't notice and kind of panicked. Anyway this is more than enough help. I'll look into those! Thank you. :)
  9. Hello everyone, I'm sure either this is not an option or it's something really basic I have just missed. I need to use cloner + random effector to distribute objects over my roof and I need them not to collide and intersect. Basically prevent what's shown in attached image. Hopefully there's a way or some kind of workaround I can use... Thanks, Clear.
  10. That really does look worth the money. I'm sure I'd put it in good use even in the future. I'll have to look into that closely and consider my options, however it does look like it could do a sufficient job with what I'm trying to achieve. Thanks for the tip. :)
  11. Either of those look like a solution. Just don't know if I can afford buying a software for a personal project at this point. Will check for demos and the limitations... or I'll just do a different project. I'm destroying my social life for the sake of getting better, so I got a plenty of other ideas to work on. Anyway thank you for the suggestions really appreciate the help. :)
  12. Thank iou for all the replies. I looked into landscape object and didn't quite manage to achieve what I'm going for. But still yet have the bump and displacement with layered noises to try. Suppose I should've linked a reference image sooner, but I attached two photos of something similar what I am trying do. Like a cliff or a cave. Mass of rocks with sharp edges and "outlines". Again, not sure if what you guys suggested would work for this sort of thing. I'll definitely try some of this stuff once I get to my PC.
  13. Hello! So I got an upcoming personal project involving a lot of individual rocks with moss and the background is going to be huge, spread out rocky area. I was wondering what the best way to model really rough, organic rocks might be? Never really tried it. The way I was planning to go about it is some kind of noise shader put onto displacer object on a plane as the background. But I suppose all those rocks closer to the camera would be better done manually if I wanted more control over their look? There are some tutorials out there, but I haven't found one that would show a technique I could actually use. Anyway I'll be glad to hear any suggestions or advices. Clear
  14. Thank you @Cerbera for the amazing feedback! Sadly I was quite struggling with the holes probably due to the topology being bad even before the booles so in the end I ran out of patience and just put them in. I'll be sure to watch out for these mistakes in modeling my next project.



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