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rasputin

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rasputin last won the day on November 29 2018

rasputin had the most liked content!

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27 Noble Beginner

About rasputin

  • Rank
    C4D worshipper
  • Birthday 02/17/1963

Contact Methods

  • Website URL
    https://www.facebook.com/rasputin1963
  • Skype
    grigorei_rasputin

Profile Information

  • First Name
    david lincoln
  • Last Name
    brooks
  • C4D Ver
    R20.026 Studio
  • Location
    Texas USA
  • Interests
    I lu-u-urve 3D!! It's all I do anymore.

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  1. rasputin

    Rasputin Gallery II

    More of my more recent C4D renders.
  2. Wow... can you imagine a Compositor built into C4D ! That would be amazing... To do all your video work "in house", so to speak...
  3. Cerbera, am I the only one who's noticed that Align Normals almost NEVER works? On an extremely simple low-poly mesh, it might, but if the model is even slightly complex, Align Normals does not yield any appreciable effect at all. And my copy of Selections Suppletives gives me a menu... in POLISH! Which I can't make sense of at all, and I don't know how to change its language to English....
  4. Hey guys, You know what I would like to see in a future release of C4D? Better selection tools. It should be easier, I think, to make sophisticated selections of all kinds. Above all, I'd like to be able to, on a mesh object, select only Front-Facing Normals Polys... Or only the rear-facing normals. Also, the Phong Selection mode should be perhaps more effective... making it easier to select polys that fall along a slope. As the years have gone on, I find that my objects are often very high-poly... especially with the advent of the Volume Building features. With high poly objects, it's tedious and frustrating to make precise selections, especially if there is a jumble of Front- and Rear-facing polys in evidence. So, I say, I'd love to see R21 have some more advanced, clever and sophisticated Poly Selection tools. Thoughts? ras
  5. I'll prolly go in and tweak some edges to make that cushion look separate... usually with a finished VB model, I'll run it through the Polygon Reduction process.... You're right, some of the smooth perfection is lost that way, but not too much of a problem if the model is not sharply focal in a complex scene...
  6. Here's a 1950's Moderne-type sofa chassis I designed this afternoon. It was all done using the R20 Volume Builder. Basically a thick Torus primitive with various chunky shapes Subtracted from it. A shape like this would've been a nightmare to model using just the old tools, I think you'll agree. But it was not too hard to do with Volumes. I'm lovin' the buttery-smooth shapes you can make with the VB. I'll have the rest of this room scene built in the next couple of days and will show it to you when I do. ---ras
  7. Version 1.0.0

    9 downloads

    Corona Renderer 3 For C4D includes its own Skin Material shader, designed to simulate the look of human skin, but in its default state, it is not very convincing. I took that shader and gave its parameters many tweaks which I believe make the resulting "skin" much more convincing and expressive looking. This C4D project file includes my tweaked version of the Corona Skin Shader-- including three needed bitmaps--- along with this curvy "dummy" object seen in this screencap.
  8. A bit of a dumb n00B question: What exactly is an irradiance cache? And why would you want to cache any aspect of your GI solution? And what happens if you DON'T cache your GI solution? Thanks in advance, ras
  9. Hey guys, I'm curious as to what's causing this: I've got this image currently rendering in the Picture Viewer, using Standard Render with Global Illumination. As you can see, I'm getting some "fireflies" that aren't being smoothed out. I've never seen Standard Render produce fireflies before... Wonder what's causing it? How can I eliminate them (or get them smoothed out) in subsequent Standard renders? The gold and blue colors of the fireflies are probably related to the two Infinite Lights I've got stationed to the left of this scene, outside the walls of this "building": one is gold, the other blue. I just don't know why my interior textures here are picking up those lights with fireflies. Thoughts? Ideas? Thanks, ras
  10. Hey guys, I've set up a scene using Standard Render, to which I've added pronounced DOF post-effect, in both blur and in tint. All good and well. In the picture viewer, it rendered like this, which is what I want. Out of curiosity, I also rendered a Multipass Image, with all the available layers checked active, just so I could study them in Photoshop. To my surprise, the Multipass PSD Image-- with all its pertinent layers active in P'SHOP--- ended up looking like this. Not only considerably darker in appearance, but my DOF was nowhere to be found amongst the layers... neither the blur nor the color tint. QUESTIONS: Why did the Multipass PSD look much darker and over-saturated in P'SHOP, and where did my DOF go? Do none of the Multipass layers contain that DOF information? Thanks, ras
  11. Hey guys, This may seem like something of a n00B question, though I've been doing C4D for over a decade. It's like this: When you select a Cubic Projection mode for an object's texture, sometimes you are going to get visible seams, like the one you see in my screencap here. Question: What determines where those seams will appear on any given object? Can I hide/remove/disguise those seams.. and still keep my Cubic projection? I like the look of a Cubic Projection, it looks better than any of the other default Projection modes. Frontal projection will indeed give me a seamless look, but as we know, it risks looking unnatural inasmuch as the texture is distributed uniformly over the object, and changes in appearance with camera angle and focus distance. Thoughts? Hints? Tips? Thanks, ras
  12. What Cerbera said. This is a job for Marvelous Designer. Not only because of the restraining cords, but because the fabric in your picture buckles in a very attractive, natural way, that I'm not sure C4D Cloth can simulate.

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