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CrashNebula

Regular Member
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    31
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7 Noble Beginner

About CrashNebula

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Pieter
  • Last Name
    Goris
  • Location
    Belgium

Cinema 4D Information

  • C4D Version
    R21

Hardware Information

  • CPU/GPU
    RTX 2080 TI EXTREME

Recent Profile Visitors

317 profile views
  1. @Cerbera this is something completely different then how I did it indeed. Looks a lot more efficient damn. Thank you for this masterclass. I much appreciate this! Regards, Pieter
  2. Dear all, I have a question about modelling. I'm making a LCD display for the computer but I'm having a hard time joining the smooth curves from the back of the model with the hard edges of the front. I need the corners of de LCD panel itself to be super tight. Therefor I made some control cuts but I wonder if that's even ok-ish to do in this way? Simpel question, is this modelled properly? Or how would you approach it. Another question is if I need this many poly's? At first I started with an uneven divided mesh that I cut up in places where I needed geometry. But it acted weird under the SDS. So I read it's important to make your poly's somewhat the same size. Is this correct? Many thanks again. I appreciat your input. Files in attachment. Regards, Pieter Display_C4Dcafe.c4d
  3. The final result after some fiddling around
  4. Do you actually know how to do that in a Redshift material? Can't seem to find it nor can I find a resource online about it. Maybe they call it different in Redshift. What does exit reflections actually do? Is it the stone reflecting in the back glass that isn't realistic?
  5. Haha this is nice. I'll fiddle around with it later this week. Not much time right now. Thanks for your time!
  6. Hi guys, Thanks for pointing me in the right direction. It seemed bleeding off the frizz and bend was the easy thing to do. In attachment a preview of the result. Still needs small fish, more plants and filtration system but it starts to look like something already at least haha. Regards, P.
  7. Hi amigo's, Another day, another question. Sorry but that's how it goes lately. I'm making an aquascape aquarium for in an office space and I was stumbling upon the following problem. My hairs aren't growing through my glass themselves, but it's the material displacement (Frizz, bending, etc) that makes the grass to curl through the glass. So the problem only happens while rendering. Anyway I can prevent this? I've placed a hair collider on the glass but that doesn't seem to do much for me. Many thanks in advance. As usual I highly appreciate your time and effort.
  8. I figured out the problem. The material was projected on a plane with no thickness. So I had light spilling through the plane from the background. I gave the plane a little bit of thickness and the issue is solved with that.
  9. Hi all, I have a question about Alpha layers in a Redshift material. When I connect a black/white alpha map to my 'overall/opacity' not only my black becomes transparant but also the white area gets a see through off lets say 5%. Any idea's what I'm doing wrong? I started with a base Redshift material and removed reflectance weight from it. Then added my texture to diffuse/color and my alpha map to overall/opacity. Even when I use a PNG with color splitter node I get the same problem. I miss what's going wrong here somehow. I appreciate your input a lot. Regards, Pieter
  10. Thanks amigos. I will look into it because it's quite a read héhé. Regards, Pieter
  11. Hi all, I was wondering something which I couldn't find online myself. You know when you have a glass plate the edges start to turn darker when you see if from the side. What is that actually that happens? Is it just the tint of the glass that gets multiplied over a long distance? Is this something you can control in redshift somehow? I have a white border in my glass, but i want it to become darker (almost black if possible), without changing the opacity of the glass itself. Because I want the wood to come through. I would even want the wood to be visible more somehow. Thanks for the insight! Regards, Pieter
  12. I think I managed to make something decent from it. Here is the result after making myself life harder then it needed to be I think. But we learned from it for sure. Thank you all for the help and effort.
  13. Hey @DasFrodo You are right about the refraction problem. Me and my girlfriend together discoverd the issue like 15 minutes ago. I blend out the complete material instead of just the texture. I'm making myself life easier and just blending out the texture itself in Photoshop and making the drops smaller there. I think it is the fastest way. And I don't know how to alpha just the bump map in Redshift. Thanks for your help!
  14. And the refraction mess up when I link the alpha map like in the node editor above.
  15. Hey @Winbush No worries and thanks for your assistance so far! I installed latest version of Redshift and used the node editor like in the movie you made. Now I fixed issues and I created issues lol. Hopefully you can explain me a weird (for me at least) thing that happens. I attached my node editor and 2 images. On 1 image the windows is full of raindrops (not what I want) but it does give a correct refraction and a correct light pass through. On the 2nd image the window is textured like I want it but it does something freaky with the refraction. Displacing my window and shower tap a lot and doesn't let the area light pass through well from the window. So for some reason when I run an alpha node to my material. It messes up the refraction and light pass through. Any idea how that comes? Currently I have a regular glass material which is assigned to the complete object. And then the waterdrop material which is assigned to only the back face of the object. Maybe that is causing the issue somehow? If you need my scene to verify I can send it but the textures are purchased on Poliigon and I doubt it's allowed posting them here on the forum. Best regards and thanks a LOT for helping me figure this out. I could leave it at this as it's just a test scene but I really want to get it correct and learn from the situation.
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