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Everything posted by rasputin

  1. 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
  2. Hey guys, I'm wondering: What category, under PREFERENCES--->INTERFACE COLORS, governs the border of a Node? (see my screencap... the amber/orange color bordering my node). I want to change how my Nodes' border colors appear when selected. Yet I can't seem to locate the category in PREFERENCES that would govern this color. I know, not a big deal. Yet it is to me... Thanks, ras
  3. Hi srek! For me to understand and use nodes, I think I shall require a "primer" of sorts... that "backs up" a bit and explains some of this nomenclature for Ganzer Idiotische Amerikanischer Dummköpfe like me... The helpfiles, always terse, rather assume that the reader already knows what all this language means. Explaining basic Nodal concepts like "matrix", "vector", "context", "scalar", etc. Surely I'm not alone here at the Cafe in being a n00B to all this? ras
  4. Thanks, srek. Good to know. Just thought I'd check!
  5. Hey guys, I want to know: Is there a pre-existing system, or rule-of-thumb, for choosing the colors of individual nodes within a complex node system? ie., a final Material node should be blue, a Math node should be green, or whatever? Or is it purely arbitrary, per user's taste? I need to know now, before I dig any deeper into this Nodes stuff! So I develop "good practice" habits at the outset.... that don't have to be changed in future. "The job well-begun is half-done", sort of thing. Thanks, ras
  6. Just FWIW, there is a free C4D plugin called "Easy Chesterfield". Available somewhere online. It should work in R14, maybe? It does essentially what has been described in this thread. The hardest part, towards realism, is not so much getting the indentations... but getting the surrounding "fabric" to fold/crease as it does in real-life upholstery.
  7. Hey Gang: Dumb n00B question here: What is a "comma" as used in R20 nodes? I think this nomenclature comes from coding, right? Is this referring to the comma one places in a number when it is over 1000 ? As in: 1,000 ? So, "comma to float" means: For 30,245 return the float number 30.245 ? I have long noticed that Continental Europeans will write "30.245" when Americans will write "30,245" for that same number. Especially as regards counting money. I am so not a coder, so a lot of this nomenclature is new to me... Even though I've been doing 3D for 17 years now! Thanks, ras
  8. Hey gang, A question I've had for some time: What exactly does "tangent space" mean, as regards Normal maps? Specifically, how is "tangent" being used here? I know that "tangent" literally means "touching"... and I know what a "tangent" is in geometry, a line that touches a circle. I even know what a Tangent Space Normal Map will give you. I'm just curious about the meaning, exactly. Thanks, ras
  9. Thanks so much, hsrdelic!! Yes, I think the best way for me to understand node-based materials.... would be to dissect some well-made, sophisticated ones. I see this ZigZag node-based shader of yours is more complicated than it appears at first! I swear I still don't understand this whole "vector/float" thing, though... Would very much love to see a discussion of these parameters somewhere, in a written or video tutorial... What they intellectually mean is not enough; I need to see them in practical action. Thanks, ras P.S. Is that your little girl? She's adorable! P.P.S. One thing's sure: These R20 Nodes represent a huge C4D innovation... and I suspect it will prove to be a "Rubicon" of sorts... a "line in the sand"... dramatically separating C4D users into those who can implement it and understand it.... and those who cannot.
  10. Hey guys, I know how to customize a C4D interface palette... just drag 'n' drop from the customizer inventory. But how do you DELETE an icon from a Palette? (see screencap) I can't find this information anywhere in the Helpfiles. Just activating it and clicking your keyboard's DELETE button doesn't do it. Thanks, ras
  11. Here's a Transmission map that KNALD created from a custom mesh that I had imported into it. It very much looks like it's kind of an AO map on a macro scale? Showing where light falls and misses on the mesh object, but on an overall "shape" scale, not on a textural scale? ie., not getting onto tiny textural nooks-and-crannies, just showing overall patterns of darkness and light? I do see that it's not an "Emission" Map, which, as you know, is all about an object that glows.
  12. Hey guys, I'm curious, now that I'm trying to learn some of C4D's subtler, less obvious parameters. What does Layer Sampling do? The section found underneath each type of BDSF shader algorithm. How have YOU used these settings, in interesting or artistic ways? Thanks, ras
  13. Hey guys, I have been experimenting with the third-party software KNALD, which takes your Color bitmaps... and makes quite a few supporting texture maps from them. The expected ones, like Normal, AO and Height, but also things like a Derivative Map, Concavity Map, Convexity Map, Curvature Map, and a strange one called Transmission Map. (See samples below:) What are these extra maps for, what do they do to a Material, and do they have any usefulness within C4D? It very much looks to me like a "Derivative" Map... is simply a color inversion of a Normal Map? If so, how would you use it? Thanks, ras Derivative Map: Curvature Map: Convexity Map: Concavity Map:
  14. As it is, I wish I had some very sophisticated Nodal materials I could download... and analyze in the Node Editor. Showing me all kinds of things I couldn't have figured out by myself.
  15. Hey guys, I have been trying to learn the new R20 Node Material system... just by diving in. Here is a "dummy" scene I've created, with an abstract object, that doesn't mean anything, modeled from Volumes. I just understand the very basic concepts of Nodal materials... but I hope to eventually understand the more mathematical aspects of it. My biggest hope with Nodes is that I'll be able to start creating Materials, made with bitmaps, where the texture repeats absolutely don't show at all. Any tricks you know in this department? Best, ras
  16. Thanks, guys. I still will have some studying to do here. I don't even know what "float' means in a 3D context... I think I shall need a visual demonstration in order to understand "floats" and "vectors".
  17. Hi gang, I am diving into learning the new Nodes system for C4D materials. In the Nodes Editor, Under ASSETS----->CONVERSION (see screencap) there are a number of nodes available which refer to "vectors". Just by reading about these in the Helpfiles, it is apparent to me that here, C4D is so not using the word "vectors" as I've long come to understand it... ie., the vector shapes that you create in Adobe ILLUSTRATOR, or the vector format that fontfaces appear in. So what is currently meant by "vectors" in the context of C4D Nodes? Any direction you could point me here would be useful. Thanks, ras
  18. Hey guys, Just curious: Will C4D CAFE introduce a new online library of C4D Node Materials? That members have custom-made, and can be downloaded by anyone? Best, ras
  19. Wowee, thanks, guys. I see I am not alone in wondering this, which is reassuring, haha. I'll try using the correction deformer approach. It never occurred to me that a Volume-built mesh could be considered just another Deformation.
  20. Hey gang, This is definitely a dumb n00B question... The answer is surely simple, if only I could figure it out. I'm building compound Volume objects, using the new R20 Volume Builder approach (see screencap). When I drop my mesh objects as Children of the Volume Builder, the Materials they had been earlier assigned are no longer visible, either in Viewport or render. In this case, my array of cones should be red; my sphere, blue. But the compound Volume object created is just whitish. What's the trick to getting your individual Volume objects to retain their Material? (I will probably kick myself when it's shown to me). Thanks, ras
  21. Hey guys, I've got a little problem. Here's the simple scene I'm working on (experimenting with the new Volume Building approach to modeling). I've got the scene lit with two PBR Lights, and I'm rendering using the Physical render. The wood shader I've created for all this contains two layers of Specularity, and the my final render should be showing the object to have extreme specularity and reflection. Yet I'm getting just a solid matte finish.... no shininess at all. What have I done wrong, or what is it I'm not understanding? Thanks, ras
  22. R20 no longer supports a COFFEE plugin I've used for years: DROP TO FLOOR and DROP TO OBJECT. They did what they say: drop an object onto the 3D floor, or drop an object so that it sits perfectly on top of another object. Is there a way to automatically do this natively in C4D ? Something about calculating what the lowest Point in an object is, and making it fall to a defined surface? Thanks, ras
  23. Hey guys, I won't lie to ya, I've got a shedload of fonts installed on my Windows OS. Like, about 4,000. And I love 'em all. But this is causing C4D to choke whenever I try to open a Text Spline object (for purposes of extrusion or whatever). Usually, when I merely click open a Text object, C4D goes into total brainfart mode, and sometimes freezes the whole software, necessitating that I go into Windows Task Manager and just cease the whole process. Forget about actually being able to select a specific font in the menu list. C4D apparently cannot "catalogue" all the fonts in realtime. Yet strangely, Photoshop and Illustrator can handle 'em all just fine. Is there any clever way to prevent this "choke-up" from happening? (I do realize I'm causing it myself, with my enormous font collection). Thanks, ras
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