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Posts posted by rasputin

  1. 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.


  2. 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



  3. 5 hours ago, natevplas said:

    What does the Transmission map look like?  To me that would be light transmission through the material, like a leaf. 

    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.


  4. 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


  5. 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:


  6. 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

  7. 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


  8. 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


  9. 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


  10. 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

  11. 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


  12. Guys,  I think I solved my own problem:   Sometimes ILLUSTRATOR exports its vector objects...   with the edges in duplicate.    Just as you suggested above,  bezo.    If there are duplicate splines,  C4D will respond by ignoring them (or getting them confused in its mind).      When I removed the duplicate spline in C4D,     the shape extruded perfectly.    I don't know yet how to prevent those "dual edges"  in AI,   but I'll surely figger it out.

  13. Hey Gang,

    Have you any ideas for solving this problem?    When I  extrude a shape from a spline shape imported from Adobe ILLUSTRATOR...   in this case,  it's text----     C4D isn't giving me the holes in the letters where they should be.     (See attachment:    the P,   e and d and o  should have holes in their shapes).     Is there any way of fixing this,    either in C4D,  or in ILLUSTRATOR (prior to importing into C4D)  ?

    Thanks,    ras



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