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Files posted by rasputin

  1. Cake Frosting Displacement

    This package consists of a single high-res  (2048 x 2048px)   Displacement bitmap,   a greyscale and perfectly seamless PNG file,  whose purpose is to simulate the look of swirled buttercream frosting as seen on a cake,  cupcake  or pastry,  or as the characteristic undulations seen on a chocolate-robed  candy bar.    No Noise algorithm or Procedural shader was giving me the effect I wanted,  so I made this one.    Simply load it into your texture's Displacement channel---    with the Diffuse and Reflection colors of your choice,  suggesting a "flavor"---    and you will get the effect of a pastry frosting applied with a swirling motion.     It is recommended to switch Subpolygon Displacement active:  the thumbnail sample here uses a setting of 4.     Adjust your UV settings to make the swirls broad or fine;   adjust the Displacement settings to get a subtle or highly-raised effect.    As it is greyscale,  this bitmap could also conceivably be used as a  mask,   say,  in your Reflection channel,  or even used as an AO map.




  2. Swivel Caster, traditional industrial

    Here is a model I've made of a traditional swivel caster,     the attachable wheel that many industrial objects have,  such as carts,  trolleys,  pallets,  gurneys,  beds,   etc.     It has a high degree of realism,  with a number of telling details.    Some use is made here of the new Reflectance channel,   but it can very easily be replaced by the old Specular/Reflection channels.



  3. 1960's Beauty Salon Chair

    Here is a chair of the type one would find in an American beauty/hair salon of the 1960's,  fashioned of steel bars and aqua-green   Naugahyde.  (Floor plane not included).

    MoGraph and the new Reflectance are needed to make it appear correctly.     Many aspects of the model left adjustable,  for your sizing preference.



  4. Wall Clock, 1960's Starburst style

    Here is a fully-textured model of a 1960's-style "starburst" wall clock.     The ornate hands can rotate,  and you can set it to any time you like.   (Some of you clever people might be able to actually make it tell time!).     The bronze components have a realistic anisotropy going on.
    MoGraph is needed by you to make this appear correctly.     The textures also make use of the new Reflectance channel,    available R16+,   but you can optionally  re-arrange the reflection/specularity to make it work for legacy releases.

    ZIP-file includes two needed bitmaps.



  5. Nine Silk Fabric Shaders

    Here are nine C4D Materials I've custom-created for you.    They are seamless textures,  in natural colors and fanciful repeating motifs,   designed for use as fabrics,  textiles,  wallpaper,   whatever.    They can look modern,  or old-fashioned/historical.    You won't find these patterns anywhere else online.  I have specifically created them to be used with the new Irawon shader in the new Reflectance module,    R16+.    I have engineered them to look like fine silk,  with a superfine weave and plenty of sheen  (specularity + reflection).     Nevertheless they can be used in earlier Releases of C4D,    and you can tweak   their Specularity as you see fit.   Dial their pattern  repeat up-or-down with your UV distribution,   as needed  (CUBIC mode probably works best).




  6. Beauty Head for C4D HAIR practice

    Here is a simple textured female head. Its purpose is to give the C4D HAIR student a model to practice on. It has a higher poly count than the human figures included with C4D Studio, and is thus suitable for more detailed HAIR work. It is the companion work project to my upcoming tutorial video on working with the HAIR module in C4D. Download this model and use it in learning or improving your skill with C4D HAIR. Note: For economy's sake, textures have been simplified.



  7. Realistic Blonde Hair Shader for R16

    Hey gang,

    Here is a brand-new hair shader for use within Release 16's Hair module (good results cannot be guaranteed with earlier releases, sorry, and yes-- to render and work with this will require a strong, modern, powerful computer).

    This shader employs R16's hair capabilities to their fullest: Not one, not two, but THREE Hair Materials have been assigned to this hair object, allowing for a subtle, variegated, startlingly realistic blonde hair for any of your C4D characters. Note how the three shaders are set up in a specific parallel order in the Object Manager. Be sure to maintain this exact order when using the three materials in tandem, as they are here.

    How you style the hair and light it is entirely up to you... it's shown just straight 'n' simple here, the hair simply growing from a simple spline. Naturally, this shader setup can be applied to any Hair object you create in R16. Note that good lighting is essential for any hair object... for hair "comes to life" when it is well-lit and shadowed. (That's true for any object-- like polys--- in a C4D scene, but especially true with hair-- lighting is everything!) Feel free to animate this hair, blow Wind at it, or whatever.

    The three shaders employ 2 bitmaps, and those 2 lightweight JPG's are included in this ZIP file. If you upload the two bitmaps in but two of their required Material slots, the rest should automatically be loaded correctly in their proper locations. The colors in the bitmaps were sampled from real, hi-res photos of human subjects!

    My goal was to create a blonde hair every bit as good or better than the one used in Walt Disney's feature, TANGLED. Have fun...and let's see what you come up with!

    Best, rasputin




  8. Leather Shader, Rugged Cowhide

    Here is a leather shader for your projects. Rugged and not overly tanned, it is not so much a smooth shoe or jacket leather, as it is a rugged, "western" cowhide style leather, suitable for Wild West scenes, Native American scenes, African or Australian scenes, Caveman scenes, etc.

    Shader is designed not to show its repeats over large areas. Looks good far away, or close-up. Adjust the Specular setting to give the leather more or less shine. Use in any project, but kindly give credit where possible.



  9. Women's Shoes, 1960's

    Here is a pair of women's shoes.... stiletto-heeled pumps from about the period 1960--1968. Feel free to change their color. Use in any project you like, but kindly give credit when possible.



  10. Clutch Purse

    Clutch Purse, Leather, Woman's Vintage-Style

    Here is a 1960's style woman's clutch purse. Simple, but includes some nice detailing. Only two native shaders needed, no bitmaps, and they can be adjusted to suit your needs. Feel free to use in any project, but kindly give credit if possible. Enjoy!



  11. Milk Chocolate Candy Shader

    Here is a useful C4D shader of Milk Chocolate Candy. Enjoy!

    Good lighting makes a big difference in the realism. Try lowering the Contrast setting of your Light sources (in the DETAILS tab) to a negative value; make your shadow somewhat warmish (with a dark warm brown color) and make your shadow's Density be less than the full 100%. Like, say, 70--80%. These subtler shadows will make the chocolate look a little softer, not too harsh and solid looking. Notice that a very tiny amount of microscopic BUMP noise has been added: milk chocolate is not really glassy-smooth... it has tiny indentations on it.

    Lastly, position at least one OMNI in "SPECULAR ONLY" mode (in your Light's settings, turn off Diffuse and GI and the other settings, leaving only Specular active) somewhere around your scene to give the edges of the chocolate a nice bright spec-shine. I've added one SPEC ONLY here, but I should've added two!

    GI during rendering adds realism to the appearance, too. In this sample render here, I've also given the scene some slight universal AO... tinted brown at the darker node of the gradient, at 6% contrast.


    1 comment


  12. Red Velvet Shader

    Here's my version of a Red Velvet shader for C4D. No bitmaps needed. (For economy of filesize, only the "drape" mesh object is included in this ZIP archive.) It consists of two materials seated in parallel in the O.M. Both materials must be present and modifying the object in order to get the full velvet effect.
    The two materials are labeled INNER MATERIAL and OUTER MATERIAL. The OUTER MATERIAL should sit to the right of the INNER MATERIAL in the OM, and its MIX TEXTURES box must be clicked active.

    I confess, this is a complex material, with lots of texturing channels active. It will look great, but may not be so fast-rendering. (Do note that the preview images seen in the Materials' thumbnails are no indication of what you'll get in your Render.)

    I specifically wanted this velvet texture to look like the old fabric... slightly worn and/or threadbare--- on antique furniture. Enjoy!

    Some hints for use, if you'd like them:

    1). Real vintage red velvet is historically crimson, not scarlet. In other words, it is a cool red leaning towards violet, rather than a warm red that leans toward orange.
    2). Velvet looks best when dramatically lit... especially in a "chiaroscuro" arrangement. Ideally there should be a light source creating an intense "hotspot" where the red is nearly bleached-out; but on the same fabric, there should also be regions so very dark... that they appear black, or nearly so.
    3). One nice trick is to illuminate part of the velvet fabric with a warm-tinged light (ie., slightly orange or yellow) and another part of the same fabric with a cool light (a "daylight" tinged slightly blue).
    4). Real red velvet tends to have almost a glow to it... this I have indicated in this shader with an actual GLOW post-effect! (Turned down to an almost subliminal appearance, of course).




  13. Human Skin Shader

    Here is a shader designed to realistically suggest human skin.

    The object shown in the render is just a non-figurative poly objct designed to show off the contours of the Shader.

    In the zip-file you'll find three needed bitmaps (photographs of real human skin), as well as a needed C4D plugin (freeware) called HEIGHT2NORMAL.



  14. Mango

    That VRAY archviz you've done of the ultramodern kitchen looks great.... but it's missing something. Oh yeah--- it needs a mango on the counter.



  15. dinner fork

    Recently I needed a very simple dinner fork for a C4D scene.... but could not find a good free model anywhere on the 'Net. So I've made this very basic dinner fork for you.

    Enclosed in the zip file is the basic scene, and also some maps---- two "scratches" grungemaps and a reflective kitchen scene--- to subtly enhance the realism.



  16. Human Flesh Shader

    Here's a shader which will add a weird effect to your objects. It's a shader that looks eerily like human flesh. Eeek.

    Really, it's simple: I just took a digital photograph of the top of my own bare foot, then made the image seamless in P'SHOP.

    Bitmaps are included to add BUMP, SPEC and DISP to the shader.





  17. Seashell, Scallop-style

    Hi everyone,

    Here's a seashell... specifically a "scallop"-style seashell (bivalve mollusc), you know, like the type Venus is served on in Botticelli's famous painting. (-: Or like the type mermaids wear.

    I had hoped to find a mathematical formula that might allow me to create this shell shape in one elegant go, but no such luck: I had to hammer out this shape by hand (which accounts for its imperfections). All the ribs are part of the model, ie., not suggested with Normal Maps or the like.

    I had a little trouble getting a satisfactory UVW mapping with this model... perhaps you can do better?





  18. Kitchen Refrigerator, 1950's style

    Here is my version of a 1950's style kitchen refrigerator.

    Use the model freely, give credit where possible.



  19. knit woolen fabric

    Here is a new and improved version of my knitted fabric. A 1940's style "sweater girl" wears a woolly sweater or jumper made from this texture. In order to save filesize, however, this archive contains only the Sweater mesh object and the Material needed to texture it. All bitmaps you will need are included in this archive.

    For extra realism, this Material also includes a FUR object to create the "fuzzies" on the sweater, so you must have the HAIR module present.

    Change the parameters in the COLOR channel in order to get different colors of wool. Keep NORMAL and DISPLACEMENT values low to create a smooth, naturalistic effect. The DIFFUSION map does wonders to make the fabric "pop". Dial the X- and Y- repeat values in the UVW setting to get finer or chunkier knit texture.


    ras :thumb_yello: