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rasputin last won the day on November 29 2018

rasputin had the most liked content!

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25 Noble Beginner

About rasputin

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    C4D worshipper
  • Birthday 02/17/1963

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Profile Information

  • First Name
    david lincoln
  • Last Name
  • 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. May I ask: What DPI are you rendering at? It looks so refined and whisper-smooth...
  2. 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...
  3. 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
  4. rasputin


    Абсолютно красивый во всех отношениях, Евгений. Изысканные, маслянистые цвета и освещение. Масло-желтый на стульях и нежный зеленый цвет пианино-бархата являются изысканными. Вы даже пропитали стулья нежной парчой. Браво.
  5. Version 1.0.0


    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.
  6. 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
  7. Very very hip image. Gorgeous restrained colors.
  8. 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
  9. 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
  10. 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



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