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Ayush

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Everything posted by Ayush

  1. I see how useful it can be...thanks got your replies... appreciate the help. I guess I gotta add another thing on stuff to learn list
  2. Okay, incoming super noob question : Does using substance designer and other apps made by allegorithmic help make my textures more realistic? And do I get more functionality over the default texture editor on c4d? Please let me know if this is an inappropriate place to ask questions... I'll delete this and start a new post then. Thanks in advance.
  3. Did you try selecting Side as “both” in texture tag properties?
  4. Adding cameras to the scene can give you a whole host of features that would not be otherwise available just by the default camera, like control of optical zoom (in mm), depth of field with physical renderer, lens flares, and much more. I encourage you to see C4D documentation or the help section within the app itself. In what way do you mean higher quality? It is just a more versatile way to set up your scenes and gives you more control of whats on the screen. render output is controlled from the render settings most of the times. It could possibly provide more realism to your renders if you know how to apply it properly and use what looks best.
  5. Oh yes GI might help things as well. It should work with C4D prime because it's just a library but you can also look at images of studios that they have up on their website to see how they light their scenes, of course if you don't want to buy it. IMO, they're a set of really great lights and studios...they look amazing. You should check them out.
  6. Hey, I'm cannot access my c4d machine right now so I'm not able to see nay of the files sent here but from the original image you sent here, I would say that you're off to a great start. Using a cyc may improve reflections of light instead of an infinite plane I think you're using right now. Also, changing the camera angle to something a bit from the top might improve the look as well. Try adding a very light greenish tint to the fill light it'll give a nice accent to the image promoting the color of the object. (Do not do this if you don't want to ruin the white bg). Also, I'd suggest having a look at some gsg studios you can make one on your own but there a great source of knowledge of how to go about lighting your scene: https://greyscalegorilla.com/downloads/light-kit-pro/ You could also experiment with a reflectance on the floor depending on your needs. To end it, I'd say export a tif to PS where you can do your compositing to make it look awesome. I apologise if this wasn't extremely helpful but I just told you what I think could be improved. Maybe I'll pitch up a render once I'm home. Edit: You could also try to put the box in a particular (tilted) position as one would do in real product photography.
  7. Ayush

    Happy New Year!

    Happy New Year from India! NYE_1.mp4
  8. I tried @3DKiwi's method, worked pretty well considering it is a very simple way of doing this, I haven't tried @Fastbee's way, it does seem like a different way to do it...I don't know it seems the former is easier cause I'm just not very good with deformers :P, but that's just me...gonna try it though once I'm at my workstation.
  9. Yes, it is interesting I just realized that checking it out myself in C4D. I have a question about the file you sent here, how did you manage to do these extrudes and they show up in the object manager? Also what modeling tools did you use specifically, the plane knife and bevel and extrude or what? :)
  10. There are multiple ways to do this. The easiest and most common way of doing this is using a text spline with extrude and in the spline settings, change the 'cap' and add fillet cap to the from part with low sub-division maybe with a concave setting. There are multiple tutorials even in YouTube I think, you can see those.
  11. Thank you for your replies @Fastbee and @natevplas I totally appreciate the criticism thank you for being so honest :). This is really interesting...gotta try it out. My actual plan was to use an individual camera, up top but i thought it wouldn't be enough to make a fully 360 sphere of video...I'm not really a pro at this ...on a serious note, now that I think about it this does look very silly now...but I really thank you for your honesty, because whoever I asked about this said...it looks great...they probably thought I'm a kid...that sorta doesn't help anyway. I'm probably gonna revisit this project and revamp it fully...probably change it fully... Thank again for you input!
  12. These are some Concept renders for a drone that shoots 360 video for VR and if a first of it's kind. I created these a while ago but haven't really received truthful feedback and TBH, I haven't been asking for it. There also this small video I made for showcasing the product. I know these are pretty crude right now...but any constructive criticism is welcome so that next time I can take my drone game to the next level! Thank you in advance.
  13. NP Yeah that is true...then I guess the only way out of this, that I can see, is actually letting the mesh move around and after "executing" it or hitting 'L' again just make it 0 on the x,y and z axes under the coordinates section for that null/instance. That will bring the object back to the origin with the center properly place with repect to the object.
  14. Try moving the handles manually like you would for repositioning the object only this time, it will reposition the anchor of the object rather than moving it...also, try selecting the main group object (the SketchUp object) for repositioning...
  15. You can adjust the center point of axis using the 'L' key on the keyboard and then using the coordinates section in the null tab to make them zero or just do then by looking at them in all the three views...then hit 'L' on the keyboard again to move the object...I feel this will be easier than using the dialog box. Also as for the whole mesh moving...you can bring the mesh back to the center anytime by using the coordinates section of the null object
  16. In the newer versions, there is a separate setting called "Layer Fresnel" with it's own separate strength setting, in the lower part of the screenshot I sent in my previous post. Add fresnel to your texture from there instead adding an actual fresnel shader in it like they've shown in the video. Choose the fresnel that suits your needs best and change the strength from there. Let me know if this works...
  17. Hi, You probably have something lower than R16 that was the version where the specular was moved from the left-hand side menu to the reflectance channel. The second image you've sent of the reflectance channel has the specular in it. You just need to go to the specular channel in your c4d and make adjustments to fit your needs. Hope this helped. Edit: I'm sorry I got it backward...the one in the tutorial has a version lower than R16 leading to the difference in the menu. I have attached here an image of the settings I did to get the look as in your last screenshot.
  18. Hi, are you going for something plain and simple yet pleasing like this or for a dark, no floor look you've sent up above? The one I sent, is just to show you how you could effectively light it up...the word more of a highlight catching shape with small fillets. Just play around with the lights...maybe use the 3 point lighting setup (or don't) and just experiment. Happy rendering Ayush
  19. I did play around with the projection types in the lumas this is the closest I can get. I've got a matte texture, clearly, what I need is a bit more feel to it I need the texture to be more visible. What I'm trying to say is that it needs to be similar to the image in the link below : https://drive.google.com/file/d/110hw3vd4A-4pCXQw7d4k7T1IcYWZgQTc/view?usp=drivesdk Thanks Ayush
  20. Maybe this might help...shot in the dark here...Try toggling between the options...
  21. I almost got what I wanted but there's this horizontal directionality that is sorta bugging me. Illustrated in the images below I have also attached my texture settings. From what I've seen, these devices have a very uniform texture without any vertical or horizontal reference for grain direction. And if any light falls on it sorta gets diffused pretty smoothly. I've just read briefly about what @Cerbera said anisotropic reflection model and found a PDF where they easily replicated that effect. How do I go about doing that in cinema? Here is the PDF for reference (Page-3) http://www.irisa.fr/prive/kadi/Lopez/ashikhmin00anisotropic.pdf
  22. I'm gonna play around with this and send the result if it works out...
  23. Hi, As the title already says, is there a way to create a sandblasted aluminum finish inside of cinema? For those who aren't familiar, it's the finish on almost all apple devices like space grey iPhones, MacBooks etc. It feels really great but what is the closest way to replicate this look and the way it interacts with light in Cinema 4D. Also, in general, what would you think this the best way to create a realistic texture maybe using a plug-in or something or maybe just the bare-bones app. Thanks in advance Ayush
  24. No problem...happy to help! Happy rendering
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