Jump to content


Cafe Oldtimer
  • Content Count

  • Joined

  • Last visited

  • Days Won


rasputin last won the day on September 19

rasputin had the most liked content!

Community Reputation

12 Poor

About rasputin

  • Rank
    C4D worshipper
  • Birthday 02/17/1963

Contact Methods

  • Website URL
  • Skype

Profile Information

  • First Name
    david lincoln
  • Last Name
  • C4D Ver
    19.053 Studio
  • Location
    Texas USA
  • Interests
    I lu-u-urve 3D!! It's all I do anymore.

Recent Profile Visitors

4,881 profile views
  1. rasputin

    Node based materials repository

    Agreed. It's GET CONTEXT and SET CONTEXT that mystify me the most. They are to work in tandem? Especially I don't know how to connect them with wires to other Nodes, don't see where they belong in a "chain". The helpfiles are indeed cryptic here.
  2. Hey guys, I don't know if you've encountered this problem when seeking to share your C4D renders on Facebook: Facebook's image publishing algorithm features a rather harsh compression standard. (I guess they have to use it, given the bazillions of images they are forced to store on their servers everyday.) In most images you publish, Facebook is going to make them come out with nasty artifacting, especially all sorts of ugliness around your sharp edges. It also tends to make your fields of solid color full of bad artifacting, and will make your color gradients come out with ugly banding. The more "toon-y" and less photorealistic is your image, the worse will be the artifacting. I've had a couple of my image posts almost completely ruined by Facebook's compression, which bummed me out plenty. Even if your render is already compressed and low-filesize--- as with a JPG--- Facebook will even compress it further. Well, I think I've discovered a bit of a workaround to making your image posts to Facebook look better, a bit closer to how they originally looked when you first rendered them in C4D. Export your C4D render as a 16-bit PNG. Import your C4D render into Photoshop, then choose the ADD NOISE filter. Make sure the filter is set to Gaussian and Monochrome. Then you want to dial in a Noise setting that is extremely subtle, like 0.5% or 0.6% The resulting noise should be extremely subtle, and not change your C4D picture unduly. You can always FADE the effect under EDIT after application, until the noise is almost imperceptible. I don't know why--- someone clever here will perhaps know--- but the slight noise added to the image completely "short-circuits" Facebook's compression algorithm, and your image will be posted with very little... almost no... banding and artifacting (which were far worse, visually, than the slight Noise you're adding) I also notice that Facebook tends to post your image slightly cooler and slightly less saturated than it appeared when first rendered. You can prep for this by making your image 2-3 degrees warmer in Photoshop under HUE/SATURATION, and you can use 2-3 degrees of Vibrance added, before you post to Facebook. With these steps-- admittedly, they are a workaround, not a cure--- your image in Facebook should look closer to your original artistic vision. ras
  3. rasputin

    Rasputin Gallery II

    More of my more recent C4D renders.
  4. rasputin

    Node based materials repository

    Very cool, Srek! Yes, I do see the difference. I shall have to use the Triplanar Node to avoid stretches in texures.
  5. rasputin

    Node based materials repository

    Okay, I'll submit one! It's the first good "trick" I've learned on my own using Nodes. The Triplanar Node is allowing you to assign 6 different colors to an object--- a simple Sphere--- based on the Sphere's 6 local axes orientations. Four pure white Lights are shining on it. If you can do this with colors, imagine what you can do with bitmaps or generated procedurals... Things can get real fancy, real quick! No big deal, really, but it's my first little "breakthrough" with Nodes. (The circular plane beneath is textured with an ordinary Material) ras triplanar colors.c4d
  6. rasputin

    Node based materials repository

    It's the manipulating UV's that most interests me, I think, with the Nodes. I need to learn the features of GET CONTEXT, which are eluding me at present...
  7. Hey gang, I see that, with the introduction of Nodes in R20, a material's IOR is now written out as three floats. I think this means: the IOR as it appears in the Red, Blue and Green channels, correct? Where did C4D get these RGB preset values, anyway? Is this a further, scientific way of refining out IOR ? Just curious. And Absorption refers to which rays of pure white light are absorbed, and which, hence, are reflected. Correct? Thanks, ras
  8. rasputin

    Poly-reduced meshes not Sculpt-able?

    Bingo. That was it. Now it's working. Thanks, fastbee. I will be more attentive to the Mode next time...
  9. Hey gang, I just tried something that didn't work (see screencap) I first made an complex object out of Mesh Volumes then I made it Editable (ie., turned the whole Volumes stack into a mesh via Current State To Object) then I applied a Polygon Reduction to it, reducing it by 75% then I tried to Sculpt it further, by subdividing and using Sculpt Tools I see that Sculpt is not available to me in this context? I guess the Polygon Reduction process creates a special kind of polymesh that cannot be further sculpted? Sculpt only works on regular, organized polygons? I was (seemingly) able to do a Sculpt Subdivision... but none of the Sculpt Tools had any effect at all. Thanks, ras
  10. Thanks, fastbee! I was just wondering if I needed to subsume all nodal elements inside the Reflectance channel, in the PBR fashion.
  11. Hey gang, Just a n00B question: Is it assumed that Nodes are meant to be used in a PBR context? ie., with PBR Lights, and in a Physical-type renderer? Or does it not matter what rendering method you use? Thanks, ras
  12. I see. Sometimes Light B will completely bleach out Light A... or seem to.
  13. Hey guys, A question regarding the use of the COLOR---> BLEND node in a complex node setup. Specifically the BLEND input of the BLEND node. The Blend input concerns itself with a dropdown list of all the (layer) blending modes we are familiar with: multiply, dodge, hard light, screen, and so forth. (see screencap). Here, I've got the blend mode arbitrarily and manually set to Color Dodge. Question: What kind of input is the Blend input seeking... in order to access that list of blend modes? In other words, what kind of node will allow you to "scroll" through that list of blending modes? Some kind of Math node? They are numbered as integers? Thanks, ras
  14. Hey guys, I have a question, and it concerns what happens when several C4D scene lights are shining on the same object. What, in 3D terminology, is the word for how the several lights influence each other.... In terms of Brightness. Is it "Occlusion" ? What kind of mathematics is used when several lights interact? I'm guessing it's a mathematical model of what happens in real-life? Where can I learn more about 3D Lights... in more detail? Thanks, ras
  15. rasputin


    Excellent work, Dan! You did the right thing of making her sclera (eye whites) not too white. That is the #1 thing that 3D portraitists get wrong. And you didn't go overboard with the SSS... quite correct.