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rasputin

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Posts posted by rasputin

  1. 20 minutes ago, 3DKiwi said:

    Window menu then "New View Panel". You can then dock this into the interface if you want or use it as is and then close when you're done.

    Thanks,  Kiwi.     I did what you said,   and have opened a New Panel View,  as you see,  on the right.     The problem I run into is that both the main view... and the new View...     both show the model with its polys showing...      I guess this is because they are showing the same Perspective view.      Can I have a new Perspective View window that is not linked to the main view... which isn't showing the polys?    What I mean is,    one view showing UV EDIT mode,  the other window showing Texture mode.

    Thanks,   ras
    1444481438_newpanelview.thumb.PNG.ee94aee797787599224e50eb60ef8a19.PNG

  2. Hey guys,

    A question:  I'm in UV EDIT mode (see screencap).    Usually in this view,   when you're using the Magnet tool to slide UV's around your bitmap texture,   you always see the mesh covering your model.     And yet the mesh gets in the way sometimes.    Is there any way I can use the Magnet tool...    while temporarily hiding the visibility  of my mesh?   I would like to see only the underlying bitmap texture on my model as I make extremely fine tweaks...   mainly to prevent areas of stretching.    Thoughts?

    Thanks,   ras

    50056734_UVEdit.PNG.8e7a524ec4dbe51d767317dad8f9fa35.PNG

  3. For you HAIR wizards:

    Here's what I want to do  (see my screencap):   

    I am creating eyelashes on a human figure.    My Hair Guides are all in place.    I want to have the (rendered) hairs be gradually thicker  (Thickness) as you move out to the outer eye.   Thus,    thinner eyelashes towards the inner eye,   increasingly thicker towards the outer eye.

    I'm not quite sure how to achieve that.     I tried painting a Hair Vertex Map on the guides,  with "cold" values on the inner guides,  increasingly "hot" values on the outer guides.     A Hair Vertex Map Tag  was automatically added in the OM.    

    In  my Hair Material,  under Thickness--->Texture   I entered an ordinary Vertex Map using  EFFECTS---->Vertex Map.       (This is what you'd do in any sort of Mesh situation,  right?).     But I see my Hair's painted Vertex Map is not welcome in that slot.     So THAT didn't work.  (Which makes me wonder:  If I can't do that,  then what's the purpose of a Hair Vertex Map Tag?)

    So...   is there any other way to get the graduated Thickness look I'm after?


    Thanks,  ras

    1527865120_hairvertexmap.thumb.PNG.996c814e0b949b8cf26fd900afcca23c.PNG

  4. 2 hours ago, lieber said:

    @HSrdelic @srek

     

    I've noticed a lot of setups start from get context node which is quite incomprehensible to me. Help is really obscure there.

    Agreed.  It's GET CONTEXT and SET CONTEXT that mystify me the most.    They are to work in tandem?  Especially I don't know how to connect them with wires to other Nodes,  don't see where they belong in a "chain".  The helpfiles are indeed cryptic here.

  5. Hey guys,

    I don't know if you've encountered this problem when seeking to share your C4D renders on Facebook:    Facebook's image publishing algorithm features a rather harsh compression standard.   (I guess they have to use it,  given the bazillions of images they are forced to store on their servers everyday.)  In most images you publish,    Facebook is going to make them come out with nasty artifacting,   especially all sorts of ugliness around your sharp edges.    It also tends to make your fields of solid color full of bad artifacting,    and  will make your color gradients come out with ugly banding.   The more "toon-y" and less photorealistic  is your image,  the worse will be the artifacting.   I've had a couple  of my image posts almost completely ruined by Facebook's compression,  which bummed me out plenty. 

    Even if your render is already compressed and low-filesize---   as with a JPG---    Facebook will even compress it further.    :angry:

    Well,   I think I've discovered a bit of a workaround to making your image posts to Facebook look better,   a bit closer to how they originally looked when you first rendered them in C4D.

    • Export your C4D render as a 16-bit PNG.

     

    • Import your C4D render into Photoshop,    then choose the ADD NOISE filter.    Make sure the filter is set to Gaussian and Monochrome.     Then you want to dial in a Noise setting that is extremely subtle,  like 0.5%   or 0.6%          The resulting noise should be extremely subtle,  and not change your C4D picture unduly.     You can always  FADE the effect under EDIT after application,  until the noise is almost imperceptible.   I don't know why---   someone clever here will perhaps know---    but the slight noise added to the image completely "short-circuits"  Facebook's compression algorithm,  and your image will be posted with very little... almost no...   banding and artifacting  (which were far worse,  visually,   than the slight Noise you're adding)


    I also notice that Facebook tends to post your image slightly cooler and slightly less saturated than it appeared when first rendered.     :angry:
     

    • You can prep for this by making your image 2-3 degrees warmer in Photoshop under HUE/SATURATION,   and you can use 2-3 degrees of Vibrance added,  before you post to Facebook.


    With these steps--   admittedly,  they are a workaround,  not a cure---    your image in Facebook should look closer to your original artistic vision.

     

    ras

  6. 10 hours ago, srek said:

    Check the attached images to see the main difference. The object is a heavily sculpted plane with hige UV distortions, in the triplanar-off image you can see the stretching very obviously. In the triplanar-on image you can see that there is no stretching, though the transition frome one projection to the next is slightly visible. The main advantage is that it takes practically no effort. Check triplanar01 for an example where a simple tileable wall image produces something that works as a secondary item in a scene within seconds.

     

     

     

    Very cool,  Srek!  Yes,  I do see the difference.   I shall have to use the Triplanar Node to avoid stretches in texures.

  7. Okay,  I'll submit one!    It's the first good "trick" I've learned on my own using Nodes.

    The Triplanar Node is allowing you to assign 6 different colors to an object---   a simple Sphere---   based on the Sphere's 6 local axes orientations.     Four pure white Lights are shining on it.    If you can do this with colors,  imagine what you can do with bitmaps or generated procedurals...    Things can get real fancy,  real quick!    :wow:

    No big deal,  really,  but it's my first little "breakthrough" with Nodes.    :lol:   (The circular plane beneath is textured with an ordinary Material)

     

    ras

     


    triplanar colors.c4d

     

    1576078455_triplanarcoloredsphere.thumb.PNG.c356053ebdb67408aea5ca83256d567d.PNG

  8. Hey gang,

    I see that,   with the introduction of Nodes in R20,      a material's IOR is now written out as three floats.    I think this means:   the IOR as it appears in the Red,  Blue and Green channels,  correct?     Where did C4D get these RGB preset values,  anyway?     Is this a further,  scientific way of refining out IOR ?    Just curious.

    And Absorption refers to which rays of pure white light are absorbed,  and which,  hence,  are  reflected.     Correct?

    Thanks,   ras

    1042183502_IORas3floats.thumb.PNG.6ef403be04a75f3500c3663922827170.PNG

  9. Hey gang,

    I just tried something that didn't work  (see screencap)  
     

    1. I first made an complex object out of Mesh Volumes
    2. then I made it Editable  (ie.,  turned the whole Volumes stack into a mesh via Current State To Object)
    3.  then I applied a Polygon Reduction to it,  reducing it by 75%
    4. then I tried to Sculpt it further,  by subdividing and using Sculpt Tools

     

    I see that Sculpt is not available to me in this context?     I guess the Polygon Reduction process creates a special kind of polymesh that cannot be further sculpted?     Sculpt only works on regular,  organized polygons?     I was (seemingly) able to do a Sculpt Subdivision...     but none of the Sculpt Tools had any effect at all.

    Thanks,  ras

    polygon.thumb.PNG.aea916c1cc4fec3994337ca058a13cfb.PNG

  10. Hey guys,

    A question regarding the use of the COLOR---> BLEND  node in a complex node setup.   Specifically the BLEND input of the BLEND node.     The Blend input concerns itself with a dropdown list of all the (layer) blending modes we are familiar with:   multiply,  dodge,  hard light,  screen,    and so forth.  (see screencap).  Here,  I've got the blend mode arbitrarily and manually  set to Color Dodge.

    Question:   What kind of input is the Blend input seeking...   in order to access that list of blend modes?    In other words,   what kind of node will allow you to "scroll" through that list of blending modes?     Some kind of Math node?   They are numbered as integers?

    Thanks,  ras

     

    blend.PNG

  11. 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

  12. 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.

    342902689_editorcolor.thumb.PNG.1ef7ab6900751af870f82eb922ac68ea.PNG

    I know,  not a big deal.  Yet it is to me...  :geek:

     

    Thanks,  ras

  13. 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

  14. 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!  :lol:  So I develop "good practice" habits at the outset....   that don't have to be changed in future.  :geek:   "The job well-begun is half-done",  sort of thing.

    Thanks,  ras

    1566854439_nodecolor.thumb.PNG.bda795b1f1a661550e7b5004470e0736.PNG

  15. 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.

  16. 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

  17. 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

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