@Dr-Sassi Hi,
Will do. I noticed this issue persists for me regardless of what version of c4d I've tried (R17, R20, R23).
Latest posts made by adploshko
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RE: Editing model with Deformers
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RE: Editing model with Deformers
@Dr-Sassi Hi,
I've done this, but nothing has changed. -
RE: Editing model with Deformers
@Dr-Sassi Hi,
That setting was already enabled beforehand, but the bevel deformer's effects still go away when I edit the mesh. -
Editing model with Deformers
Hi,
Is there a way to edit a model with active bevel deformers in points/edge/polygon mode without having to bake them?Thanks
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RE: Content/Asset Browser Licensing
Hi,
I understand. Thank you for your input. Who can I contact in Maxon regarding this question? I'm not sure it would be relevant for tech support or sales.
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RE: Content/Asset Browser Licensing
Hi,
So if I understand the EULA correctly, I can use the assets for commercial purposes without giving credit as long as they can't be extracted or implied to be the main focus of a creative work. For example, I would be allowed to use a car asset as a set piece in an animation that I receive payment for, correct?And just to be safe, does this EULA apply to older versions of Cinema 4D with pre-installed content libraries?
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Content/Asset Browser Licensing
Hi,
Does anyone know if all the assets provided in the Content/Asset browsers is royalty-free for commercial use?
Thanks -
Making GI Sampling Identical Between Viewport and Picture Viewer
Hi,
I'm testing out NPR styles that incorporate GI lighting. I want to be able to achieve the look I want in the viewport and have it be identical in the picture viewer so that there are no surprises. However, each time I render in the picture viewer, the result is noticeably different from the viewport result. I believe that the GI sampling is the culprit as it seems to change on each render.Is there a way to make the GI sampling consistent between renders? If it's not the GI sampling causing the issue, how can I make the renders remain identical?
I've attached screenshots and the project file below for reference.
Thanks
Toon GI test.c4d*EDIT: I keep getting an 'error' message when trying to upload images. But the results can still be reproduced and compared in the project file. *
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RE: Need Help With C4d Material Nodes
@Dr-Sassi
Hi, when it comes to Redshift, I always use the default shader graph which looks like the Xpresso one. Are you saying that this system will be removed entirely from C4D/Redshift?Also, regarding the C4D material nodes (not Redshift), is there no way to manipulate GI lighting to achieve NPR effects (e.g. with the aforementioned Ray and Trace Ray nodes)?
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RE: Need Help With C4d Material Nodes
@Dr-Sassi @noseman
Hi,
I initially explored the OSL route with Redshift, but I ultimately gave up on it as it seemed to me that making a custom NPR shader that responds to all ray types and GI would require making a custom closure in Redshift's API, which is not public. Hence, I settled with the pre-established Sketch & Toon module instead.In the material nodes, I notice there are Ray and Trace Ray nodes which have a GI output. What can these nodes be used for?
Also, back to the main inquiry, where can I find a comprehensive list of each node's function? As stated before, I can't find any info in the official documentation and the Cineversity playlist on the topic only demonstrates a select handful of the nodes.