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About rasputin

  • Rank
    C4D worshipper
  • Birthday 02/17/1963

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Profile Information

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

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  1. I'm not a n00B, but I'm curious as to what relationship GI and SSS have with each other... Does GI have more (rendering) work to do if SSS is present? Does an object with SSS change the nature and rendertime of GI ? Does the "glow" of an SSS object get noticed by your GI solution? Does the Path Length of your SSS solution alter the calculation of your GI? Can you give me some indication of the relationship between those two "algorithms" ? Thanks, ras
  2. Hey gang... I've noticed that, when I'm UV Editing with the Magnet Tool, sometimes I can see my finished color map texture on the mesh itself in the 3D perspective Viewport.... and sometimes I can't, because the mesh is just showing pure white all over. What is the trick to making your Material appear on the mesh itself in the 3D view.... so I can Magnet-tweak directly on the mesh? I'm sure it's something very simple, some small little thing, but I can't seem to figure it out.... Thanks, ras
  3. Oh, okay, gotcha. Thank you, cerbera!
  4. Hi gang, an Animation n00B question: In the Timeline mode, I see that any scene has a "lead in" region, whose frames are numbered with negative numbers. What are those "lead in" frames for? Are these for creative or technical considerations? Thanks, ras
  5. dumb n00B question: Does C4D have a built-in algorithm whereby, default, it auto-varies the Level Of Detail (LOD) based upon distance from camera? (Without the user having dialed-in manually an LOD for objects?). I ask this because I'm pretty sure that the renderer doesn't "work as hard" on objects far from the camera as it does on objects very near the camera. Are any of you wizards of LOD? In a complex scene, does it really speed things up if one assigns a low LOD to distant objects... than to near ones? Where can I learn more about C4D's LOD tendencies? Or is LOD a noncritical issue that a C4D practitioner never really needs to worry about? Thanks, ras
  6. Here's a C4D feature I desire...

    Getting rid of inner polys is something I have wanted for a long time! Often it's possible to have an object chock-full of polys which will never be seen or used, weighing down on resources. Thanks for this tip, pcoombes.
  7. Here's a C4D feature I desire...

    Yes! That's exactly it. Thanks, Todryan. I knew I couldn't have been the only one who thought this script necessary...
  8. The Peach Orchard

    Haha... and yes, a fairytale story was exactly my purpose. How tacky-- deplorably mundane-- would it look if a fairytale character ambled through a highly realistic peach orchard scene?
  9. Here's a C4D feature I desire...

    In thinking about upcoming Releases of C4D, there is a tiny feature I'd love to see. Perhaps it could be called INSTANT SINGLE OBJECT. It's like this: Whenever I am using generators and deformers--- a simple Loft object from splines, or when deforming a mesh with a Bend deformer, etc.--- it is VERY often the case that I want to go ahead and use that new object immediately, treating it as a solid mesh object unto itself. Problem is, whenever I click MAKE EDITABLE or CURRENT STATE TO OBJECT, C4D only performs HALF the task... still leaving a Null with a host of child objects dependent. I do understand why: C4D is assuming you will want to have all the little constituent child meshes available, so you can still play with them. Yet, 99.999% of the time, I no longer desire modeler's access to the many child objects; what I want is a SINGLE MESH OBJECT, and I want it now! As it currently stands, C4D insists you select all the child objects under the null, then do a further treatment of CONNECT OBJECTS AND DELETE. I'd love to deform an object, or Loft or Extrude or Sweep some splines into an object, then WHAM-O! Press a single command to have it become a solid, single object, no muss, no fuss, no ifs, ands, questions, maybes or apologies. All appropriate points welded. Now THAT is a feature I'd love to see in an upcoming Release of C4D. Best, ras
  10. There it is, my dumb n00B question. To use an HDRI panorama for IBL skydome purposes, the image should desirably be tonally compressed; ie., the brightest lights in the scene need to be made darker, and the darkest darks need to be made lighter. I'm not sure why this compression needs to be done. What is the bad thing that will happen if the image is not compressed? Thanks, ras
  11. Rasputin Gallery II

    More of my more recent C4D renders.
  12. Like many of you, I use several third-party 3D softwares as adjuncts to C4D, including VRAY. A word I see recurring in 3D softwares is "emission" and "emission color" in regards to texturing. It is a quality separate from Diffuse, Specular, Luminosity, and the other 3D words I am familiar with. What does "emission" mean exactly? What real-world physical property is it emulating or describing, please? Thanks, ras
  13. An outdoor midnight scene, and you want to add a suggestion of moonlight. You'd probably use an Infinite Light, but what color would you dial in for the light color? Do you have a favorite solution that looks realistic? Thanks, ras
  14. Experimenting with VrayForC4D. What I notice is that, it is very particular, very hit-and-miss as to what native C4D features VRAY will support... and what it won't. And the VrayForC4d Manual is very terse and limited, sometimes cryptic as to what information it shares; and it doesn't help that no native English speaker proofread and edited the Manual before it was published-- there are some sentences in the Manual that literally make no sense at all to an English reader. [To my German friends: your gymnasium English may be quite good indeed, but if your sentences don't sound like idiomatic, natural, spoken English, they are just not good enough! Get an American to proofread your manual... like ME, f'rinstance. ] For example: VRAY will support a C4D Omni light without a Vray Tag... but it will always assign a "hard" shadow (raytraced-style) to that shadow, and it won't support any colored shadow you might dial in. VRAY will support some C4D shaders... but not others It appears that VRAY will not support any of the new C4D Reflectance features, such as Irawon cloth. VRAY 2Sided Material can only be filled with Vray Materials, and will crash if you enter C4D Materials into its slots. Vray Omni lights, set with a Decaying light, will only cast light when you've cranked your Intensity up to absurdly high numbers, like 100,000 or 200,000, etc. If you want to use HDRI/IBL in your scene, you'll have to do some searching as to where to load your HDR file; Surprise! it's hidden somewhere in the AREA panel... Everything in VRAY is based around IOR-- Index Of Refraction. That's all good-and-well, but no amount of glossy specularity added to a material will give you the glints-- shiny highlighted "hotspots"-- that you want sometimes, hotspots that C4D's renderer gives you with ease. For example, on a car body, or on the corneas of your human figures, or on the lip of a beerglass, etc. In other words, as you experiment with VRAY, be prepared for all sorts of little surprises as to what will work, and what won't. Lest I sound too critical, let me say I love VrayForC4d: the "light" it casts looks beautiful, very nuanced when shining upon textures, and it apparently has built-in antialiasing that make edges look wonderful 90% of the time. Your findings, as you experiment with Vray? ras
  15. Thanks, Paul. I will examine those.