@Dr-Sassi Hi,
Will do. I noticed this issue persists for me regardless of what version of c4d I've tried (R17, R20, R23).
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.
Thanks -
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?
Thanks -
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.
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Need Help With C4d Material Nodes
Hi,
I've been getting into C4D node materials recently and I'm surprised there isn't much info on what each node does in the official documentation. I've watched the entire material nodes playlist on Cineversity, but that only covers some of the nodes. Is there a comprehensive list somewhere that elaborates on what each node does?
Also, I've been experimenting with making NPR shaders using nodes, and I want to try and make a cel-shader that also interacts with global illumination. I've been able to achieve this in standard materials using Sketch & Toon tags or a mixture of Colorize and Lumas shaders, but not with Node materials.
The closest result I could get was recreating a basic cel-shader from this video: https://www.youtube.com/watch?v=8BdHQK8URWI
However, it only responds to the intensity of light objects, not the global illumination or light color. So I'd like to know, is there a way to replicate the function of a Lumas shader in the material nodes?
Any advice on these topics would be greatly appreciated.
Thanks