Jump to content


please be considerate and disable AD blocker when you are on the C4D Cafe, because it helps us run this forum. We minimalized showing of the AD's all across the forums, so please, be so kind and at least help us by having AD blocker turned off. :cowboypistol:

Check out premium "TD Master Section" training classes in Clubs section  and STORE!


Cafe Contributor
  • Content count

  • Joined

  • Last visited

  • Days Won


BigAl3D last won the day on January 11 2013

BigAl3D had the most liked content!

Community Reputation

36 Noble Beginner

About BigAl3D

  • Rank
    Respected community member.

Profile Information

  • First Name
  • Last Name
  • C4D Ver
    17 Studio
  • Location
    Near Washington, DC
  • Interests
    3D of course, Motion Graphics, Character Animator Wannabe, Realism

Recent Profile Visitors

2,702 profile views
  1. Big Al's Cycles Testing

    Wow, the colors really got flat after posting.
  2. Just wanted to post results of my efforts to learn Cycles 4D. Getting there.
  3. So I finally bought Cycles 4D and have been trying to learn the lighting. I also got the starter pack. There are several car paint materials in there. Perfect for me. So the image below is pretty simple. Large square room, a bunch of area lights in a cloner up top. The car on the right uses a material that a user here made, I believe @fastbee but don't kill me if I'm wrong. I originally thought it was a deep material looking at the nodes, then realized none of them were connected except one... the Principled BSDF. The car on the left uses a the same red color, but that material is from the Starter Pack and has at least 10 nodes doing the work. What the hell? I figure it has to be a Fresnel issue, but after tinkering for some time, I gave up. If I flip the cars, there is more true red that renders with the Start Pack red paint, but still the faded paint look. Any clues as to how to adjust those materials so they're useable? A shame to have to dismiss 10 materials that should be ready to render, but clearly, not for me. Thanks.
  4. OK, but how did you get the gray tones in the Object Buffer for Window?
  5. Just wanted to post this image just to be clear. Now of course, this introduces my next dilemma, I need the reflections back on the windows.
  6. Odd Results

    Ahhhh! You got me on that one. I started with a cube and made it editable. Totally forgot about the normals. I usually have them off on-screen so a heavy scene doesn't get too busy.
  7. Odd Results

    Thanks @Fastbee. The scene file is attached as well. Yeah, the walls and ceiling are off-white. The trim below is bright white and the floor is wood planks. Even more curious is the color in the reflection is only on part of the reflection. I'm baffled. OK so I dropped the IOR for the wood to 1.0 and the color is as expected. I don't understand how IOR works in these PBR engines. The color is back, but the reflection is gone. I hope the manual is good at explaining the functions. We'll see.
  8. Thanks for the idea @ABMotion. It's an extra step, but it works fine. I guess I should know that a buffer is just for the "cutout" of an object. The alpha channel would hold this type of information. Suppose I could set up a separate Take with only the screen and windows and save out an alpha, but that seems even clunkier.
  9. So I finally bit the bullet and bought Cycles 4D. I just set up a simple scene to mess with lighting. Set it up in real-world scale. I dropped a chrome material to emphasise the issue. For whatever reason, any material I put on the floor only renders in gray except in the center of the reflection of the sphere. There you can see the wood floor in all it's color glory. I know I'm new to Cycles, but seems this should work without too much difficulty. Any ideas what could cause this? Cycles Testing.c4d.zip
  10. OK, so the image I've attached explains everything, but in a nutshell, I need the buffer for an object behind semi-transparent glass to render as dark gray instead of pure white. What's the trick to get this work? In the past, I've had to hack my way with a keyframed shape in AE to fake it. Thanks.
  11. Are you looking for something like this? https://nitro4d.com/product/animidi/
  12. Remove intersections in multiple meshes

    Or maybe.... take a look at Magic Merge by the one and only NitroMan4D. This plugin will merge several objects together into a single mesh, plus remove all the extra geometry from the inside. Not sure if you want to merge all your object into a single mesh, but thought I'd post this anyway. There is a video example on that page. His English is rough, but you'll get the idea. https://nitro4d.com/product/magic-merge/
  13. I agree with @lopakam about Corona. I really like it, but it's still missing a few things like nodal materials and C4D specific learning material or a manual. The results are pretty awesome though. I just bought Cycles 4D last night (still waiting for my link though ) since it's a full-featured renderer right now.
  14. Well, I believe Octane, Redshift and Cycles 4D are working on AMD GPU support as we type. I have seen 2013 Mac Pros using this device to add Nvidia GPU support and are able to run Octane and RedShift now. Cycles 4D can also use your CPU to render so it works right now. http://www.sonnettech.com/product/egfx-breakaway-box
  15. Wow, that example looks nice. Almost looks like a fluid. I can't quickly do something like that, but I have some ideas that I would have to try out. Also, check out this "making of" video from Kay Tennemann. He has some interesting ways of making cloth do things it usually can't. Maybe get you thinking in new ways.