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Vilandra

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Everything posted by Vilandra

  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.
  16. I have encountered the same problem, and have yet to find a solution. I have tried everything you mentioned, plus more. I tried to follow some older tutorials, but they no longer apply to the newer version of Arnold. For the time being, I have been rendering DOF inside of Arnold. It takes longer to render, but it looks much better than doing it in post with the edge problems. If you find a solution, please post back here and let me know!
  17. Can anyone give me technical info regarding the viewport enhancements? Does this mean that C4D is now utilizing the GPU more? Or are these things being calculated on the CPU?
  18. I just noticed that the wheels and truck are all one object. You might want to break it up into several objects before trying to edit the UVs. Select all of the polygons for one wheel and then right click > Split. (This will create a new object for the wheel). Then delete the original polygons. Do this for all the wheels, and any other part that needs to be it's own object.
  19. Ok. By default, the UV's are usually pretty messy. With most projects, you'll want to clear the UV's on the canvas and start new. The UV's in your project look pretty messy. Are you able to share the file? Also, were you wanting to UV map the entire truck? Wheels and body?
  20. What have you done so far with the UV's. Have you made any adjustments to it? Does your object have a UVW tag?
  21. There are a few ways you can do it. 1. TFD. I believe there might be a few tutorials on Youtube that might help with setting up TFD for clouds. Here is an example, but I believe it was rendered with RedShift. https://vimeopro.com/davidtorno/showcase/video/255510080 2. FumeFX. Cinema 4D now has FumeFX, and it can do the same thing as TFD. Here is an example of FumeFX being used for clouds. I'm not sure what render engine they use for this, but it was done in 3DS Max. 3. Gradient material on cloned planes. There is a tutorial here that explains how t
  22. To use an alpha mask in a texture, you need to do the following: 1. Create an additional "image" node, and place the alpha texture in there. Then, connect that new image node to the input of the standard shader, and connect it to: Main - Geometry - Cutout Opacity. 2. Right click on your object and add an Arnold Parameter tag and disable the "opaque" option. 3. Click on the material tag and enable, "tiling". You had tiling turned off, and it needs to be enabled. This could be a bug. Not sure. 4. Your alpha texture was inverted vertically. So, I ha
  23. Vilandra

    C4D Cafe 2.0!

    I haven't been on here in a while, but I was around when Nigel first started C4D Cafe years ago. It's good to see that it's still here! I need to come back and visit more often!
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