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Everything posted by CrashNebula

  1. Ola amigo's, I have a lighting question. I have a scene with an infinite floor + GI + HDRI sky reflections. Problem is when I apply the HDRI material on my sky my infinite floor border is visible again. Even with an 'unseen by camera' compositing tag onto the sky. Any idea how I best approach this? I can uncheck generate GI in the sky material. But then my scene becomes a lot duller. Thanks for the advise. Much appreciate your time. Regards, Pieter
  2. Oeps I didn't even know that was a build in feature. I just knew there was a better way lol! Thank you very much for this. I greatly appreciate! Regards, Pieter
  3. Hello ladies and gents. Another day another question. I made something which just doesn't feel the right way. Even for a noob like me this doesn't feel the way to go. I need a lot of letters like this (see attachment), but aren't getting there with basic extrude. So what I did is I blocked this out from a cube. Then threw it in de SDS, then severely overuses edge weighting. What is the to go approach to get this result. It's actually very important that the B example in there is followed to the MM. since it's for usage in company logo. I'm to deep in
  4. Ok, I'm officially embarrassed now! Lol! Thanks a million Igor! I connected them into triangles and was getting artifacting. Greets. Pieter
  5. Hi everyone. Hope everyone is doing good in these strange times! I wanted to ask some help in closing up this sphere in a smooth way. Can someone explain me how I best do that so I don't end up with a bunch of triangles. Many thanks with the help! I much appreciate the lesson. Regards, P. Ball.c4d
  6. @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
  7. 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 geo
  8. The final result after some fiddling around
  9. 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?
  10. Haha this is nice. I'll fiddle around with it later this week. Not much time right now. Thanks for your time!
  11. 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.
  12. 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
  13. 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.
  14. 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
  15. Thanks amigos. I will look into it because it's quite a read héhé. Regards, Pieter
  16. 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
  17. 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.
  18. 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!
  19. And the refraction mess up when I link the alpha map like in the node editor above.
  20. 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. Displacin
  21. Think I found it! I connected a C4D shader (gradient - circular 2D) to a texture node and connected that to the overall opacity color. Now the only problem remaining is I can see 4 tiles (with falloff) because my texture is cubic at 25%. Otherwhise the drops became to big.
  22. Not yet sir, I haven't. Should I tie the ramp node to the opacity color then in 'overall'?
  23. Thank you Igor. I have a 3rd question actually. I've discovered a problem in the same render which I can't get rid of with the compositing tag. Try to have a look in the towel rack and the mirror reflection of the towel rack. Yes that's some ugly noise in there. Which apparently is the reflection from my floor. When I hide my floor in the render the reflection is perfectly smooth. Now I tried two things. Hide the 'seen by reflection' with a compositing tag. But then my floors own reflective properties die out. Which I don't want. And I tried exc
  24. Olah amigos, I'm not sure if this topic is in the right spot so my apologies for that. I looked online but didn't really found a solution or answer which I understood. I'm having this scene where I placed waterdrops on a window. I use R21 and Redshift so that means it's a Redshift material. I'm using a diffuse node and reflection rougness map in this both coming from Poliigon. I have 2 questions about this since I'm pretty new to Redshift and node based materials overall. 1. How can I create a falloff from the waterdrops. So they fade o
  25. Thanks Deck, I was fiddling with the Y offset but didn't know you had to first level the camera. It sounds stupid but I just didn't know how it worked. Much appreciate your time. Regards, Pieter
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