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About Vilandra

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    I am ShepperdOneill
  • Birthday 08/30/1979

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    Augusta, GA
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Hardware | Software Information

  • C4D
    18.057 Studio
  • OS
    Windows 10
  • GPU
    Dual Intel Xeons - Quadro M4000

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  1. Any time I have to attach cables to an arm (or any mechanical rig) I tend to use Cactus Dan's CD Constraints plugin. He's got some really nice plugins for mechanical stuff. You can download the entire plugin collection here: https://insydium.ltd/community/cd-tools/ You'll probably also need to download their free "bridge" plugin in order to use Dan's stuff with R21.
  2. What is your "Color Mapping" settings set to?
  3. Yes, that's correct. Those GI presets are old, from an older version of Vray. I haven't used them in a long time. I usually just enable GI and leave the settings as they are (brute force and light cache). For the color mapping, try changing it to "linear multiply". Set both multipliers to "1", and the gamma to "2.2". Try rendering it out as a 16-bit PNG, or 32-bit PSD. I believe those areas you are talking about is 8 bit dithering... at least it looks like it.
  4. It looks like dithering. What format are you rendering? JPG? PNG? It looks like you're also using "irradiance map" for GI. I don't think many people use that anymore, as Vray has been optimized for brute force and light cache. Set the primary to "brute force", and set the secondary to "light cache". What settings are you using for "color mapping"?
  5. Which light marks are you referring to? I'm not seeing anything strange in the screen shots.
  6. That's an odd problem. I got the same results, but I think I have found the solution. You'll need to change a few things. See the attached images.
  7. Not that I'm aware of. If a GPU based engine has some special feature, it is most likely a feature at the software level, and not the hardware level. I've played around with the trial version of RedShift, and I have also been messing around with the GPU feature for Arnold. Arnolds GPU feature is still being developed and is lacking, so it's not anything that I would use right now for work. When switching from CPU to GPU, the Arnold sampling settings change drastically. When using CPU, you can control the sampling separately for diffuse, specular, volume, camera, etc. If y
  8. The loop cut has a few options. Have you tried disabling some of them? Sometimes the cut will not continue if it comes across an N-gon or pole.
  9. Render it as a PNG sequence. Then you can import that sequence into your video editor. I use Adobe After Effects and Premiere. Make sure your fps rate is correct before you render. The animation will render as an image sequence, and it will have the alpha channel already embedded in the images.
  10. Is there any specific reason why you wanted it to be on a green background? Were you wanting to key out the green? If so, there is no need to do that. You can render out the image with an alpha channel. I do this often. Just render it as a PNG and make sure alpha is enabled. See attached images for how to do that.
  11. Have you tried UV mapping the sphere? If you UV map it, and relax it, the texture should be even across the entire surface.
  12. The best thing to do, if you're wanting to use a background, is to upload the image into the environment tab, in the vray render settings.
  13. Vray and the standard C4D renderer are not compatible. If you try to render Vray materials on a model using the standard renderer, it will often show up as orange. If you don't want to use Vray, you will have to go through the model and replace all of the Vray materials with the standard materials. The reason why the render looks washed out is because there are no lights in the scene. Whoever put that file together did not include the lighting setup that it shown in the renders (the sunlight). If you go into the Vray settings, in the environment tab, you'll notice that it is set to
  14. This is why I asked the question. At one time, C4D was mainly using the CPU for most calculations. The GPU was only used for OpenGL purposes, but the viewport calculations were all done on the CPU. I was watching another livestream earlier, and I saw the option, "Accurate CPU material" for the hair object being displayed in the viewport. I assume this means the viewport enhancement for hair is done on the CPU, and not the GPU. Sure, I can download the demo, which I might do later, but the demo doesn't tell me if the GPU is being used compared to previous versions.
  15. If you hit Shift+F10, it will bring up the console. Perhaps that might give you some insight into what happened. Any major errors or problems would be listed there.
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