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Messages - Designerman77

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Gallery / Re: Cohousing project | ORCA Architects
« on: Yesterday at 20:09:19 »
Congrats. Super realistic and a natural, peaceful atmosphere.

Gallery / Re: In the lab
« on: Yesterday at 20:06:37 »
Prettteeeey cool stuff !
Nice story told in this combination of futuristic tech and Buddhistic meditation. :)
Also the chromatic aberration look great in this specific scene and atmosphere.

Can imagine a movie of 2h based on this idea.

Work in Progress/Tests / Re: Giona's "Dream Bike Build" WIP
« on: 2020-04-02, 23:39:41 »
How many hours of not riding your bike? :)

Gallery / Re: contemporary cabin - oslo, norway
« on: 2020-04-02, 18:58:35 »
it personal reference, few will always adore dark shit, while other will opposite
anyway, did some few tests
now it is one ugly box with small window :)

No, it´s not ugly.

Maybe try to make the black surface a bit less matte (light absorbing), so it is not like a black spot without surface (except you intended exactly like that... your artistic freedom).
But instead of that yellowish surface, maybe try OSB-board material ?
And a long, slim window?

Just some spontaneous suggestions. You know, other eyes always see things differently. :)

Maybe what most commenters instinctively miss, is a nice big window as a counter-point to the closed look of the black box. And a hint of what's inside the building.

Otherwise I like your idea.

Gallery / Re: contemporary cabin - oslo, norway
« on: 2020-04-02, 17:04:39 »
I got to agree with burnin, without enviroment it's just a big black box - ugly stain on beautiful landscape.

A brutal critique... :)

However, that relationship between nature and the architecture might be worth trying some iterations.

Gallery / Re: Post-Communist Winter
« on: 2020-03-24, 15:19:41 »
Cool !

Only remark... street light were not that bright in the Communist era. :))))

Don’t underestimate soviet technology! :)

You are cool, man! :)
I don´t underestimate it. Also grew up in one of the eastern countries.


Gallery / Re: crash car
« on: 2020-03-24, 15:17:47 »
You are the first person to notice this! :)

Hey... really? That phone is a great detail that makes the image tell a story, instead of being static.
Cool job!

Gallery / Re: Early morning light
« on: 2020-03-23, 20:03:04 »
Very cool!
The plants look very realistic, as well as the lighting.

The blue texture on the sculpture seems a bit blurry ( I don't mean the DOF )... the only thing that reduces realism in this image.

Gallery / Re: Twina Office
« on: 2020-03-23, 20:00:01 »
Really perfect!

Gallery / Re: Post-Communist Winter
« on: 2020-03-23, 19:58:41 »
Cool !

Only remark... street light were not that bright in the Communist era. :))))

Gallery / Re: crash car
« on: 2020-03-23, 19:56:31 »
The guy was obviously checking his mobile phone before the crash... :)


I know that the purchase is not standard, but the materials are often of high quality
And I'm talking about poliigon and the like

You are talking about herb
We have hundreds of floor maps. What do we do with them and why do specialists make them?
Repetition is a problem that occurs even on tight spaces like a wall and the like
Even with the best seamless materials
With a wall length of 7 meters, repetition problems occur

There are solutions I've seen for other programs and plugs
I don't mean permanent repetition
Currently there are no such solutions
But treat it professionally over large areas, and that's my point

My question is how is the proper way to do this with Corona - c4d ?

like this

What was "solved" in this video?
I still see lots of repetitions...

Just an idea, have you tried using "Object buffer ID" for the mode of the multi shader, then add a compositing tag to every object that has the material applied. Then in the compositing tag, select the "Object Buffer" tag and enable the first one, make it a 1. Then go onto every other object's compositing tag and do the same but increase the number by 1 each time, or just do a mix of 1, 2, or 3, depending on how many variations you want. It is a little lame because you have to go through and manually set it up the first time, but then everything is still all within one material, and you can modify which variant is applied to which tile by changing the object buffer ID. I've only used this once for lighting an LED tube so I could control each LED within the material, but I haven't put it through much testing, so it'll be interesting to see if it works.

EDIT: So I misread the original post, and assumed you were using the multi shader, not the UVW randomizer, so you could test the randomizer, but I don't know if it would work the same. But you could accomplish what you are doing with the multi shader instead I would think. (You would just create a different texture, or send your texture through a layer node and add a transform to manually transform your texture, and make a few variations then plug them all into the multi shader)

Thanks for the idea. Sounds super time consuming. Not an option when you have to do (for example) ten complete flats with all the interiors in a relatively short time.
We need stuff like this to simply work since we do our jobs for a living... not for playing around with the software.

Gallery / Re: American house 06
« on: 2020-03-10, 13:42:11 »
Where is the flag? :)

Does anyone have a solution to this problem that you provided on this topic?
please help
Thank you

Not really sure what you exactly mean... but what about a good seamless texture?

Hmmm... just because materials are purchased, it does not mean they are good for any situation.

To me it looks like a typical non-seamless material... and waaaaay to small for such a large surface.
You want grass-map for 1hectar of surface... take a photo made by a drone. Otherwise you will always see some repetitions... except you generate "real" grass with Mograph or other scattering solutions.

All materials used by purchase
This means that it is one of the best materials
The problem is not the material
The problem lies in placing the material over a large area and adjusting it to obtain a suitable accuracy for it
They are repeated as shown in the image above

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