Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - kmwhitt

Pages: [1] 2 3 ... 10
1
Hardware / Monitor Recommendations
« on: 2020-07-10, 15:24:21 »
I had a power outtage this week that fried my 3-year old LG UM95... 34" monitor.  Not sure why, as it was protected by a very good surge suppressor.  Anyway, I'm looking to replace it with a similar size for under $1,000 USD.  The newer models from LG have horrendous reviews and still function at a 60Hz refresh rate.  I've been looking into a Samsung of the same size with a 75Hz refresh which is much cheaper than the comparable LG; however, not much is said about accurate color reproduction.  I definitely do not want a curved monitor which seems to be the trend right now.  Has anyone got any advice based on recent research/purchases?  Thanks, Kevin

2
Thanks Tom.  I was using C4D's render region in C4D's editor window which used to work.  No problem though as I like Corona's render region in the VFB better now that I know it's there.  It allows me to select multiple areas - very cool!

3
In the latest daily build (6), I am unable to move (drag around) the interactive render region without C4D freezing up.  I am using R21.207.  Is this on the radar as I am unable to test materials in my scene without this capability?  Thanks, Kevin

4
Maybe this solution would solve it for you.
You have to unwrap those glass object you need, and assign a different map channel if you need for other textures to have a box mapping.
The parts that have relief you make planar mapping or whatever and fill the UVW unwrap window with them.
Where as the other parts just scale them down to a point that the texture does not have effect on them.
It's a dirty solution but worth a try.
BardhylM - thanks for the reply.  I don't follow you regarding the map channel.  Are you saying I should unwrap all of the glass surfaces and shrink those to not be effected by the normal map.  Or are you proposing multiple UV tags?  I didn't know you could use multiple UV's in C4D.  I'd appreciate a little more info.  Thanks again, Kevin

Hey Kevin, no problem man. Just saw it and had the same problem a while back. I think that is what i used as a solution.
I'm a max user and didn't know C4D didn't have multiple map channels. But for this I think it wont matter much, because it's glass and the main polygons are the outer ones.
Yeah unwrap all the glass and leave a normal usable size only for outer polygons, others scale down. I used this method a while back because separating with Mat ID would get funky refractions.
It's probably fixed now, haven't checked.
Hope you find a solution, and have a nice day dude.

Thanks again!  You're solution is working just fine.  Kevin

5
When I need to mask sides out (and can't use poly selections for some reason), i like to use a vertex map as a mask.
I don't see much difference to using a poly selection here, though, nor was I missing the refraction.
Anyway, maybe this method could be of some use for you (replace the missing normal map with one of your choice in the file).

Top glass: normal on both sides, you are right, far too busy.
Left glass: the vertex map solution
Right glass: the selection set solution

PS
As the file name says, there will be another crash with IR I need to report ;)

CU
Michael

Thanks Michael.  Maybe the missing refraction is just my imagination...  I appreciate the tests you ran.  I'll try the vertex map trick as well.  Kevin

6
have you tried using the displacer deformer with a restriction tag to just the front face?
That should give you polygon level deformation so that you can use just a regular glass material.

These are very fine hairline cracks (the map is 8k).  Isn't it necessary to subdivide the mesh to get the displacer to work?  If so, it would be too dense to use.

7
have you tried using the displacer deformer with a restriction tag to just the front face?
That should give you polygon level deformation so that you can use just a regular glass material.

ficdogg - that's a good idea.  Thanks.  I have never used this deformer.  I imagine I'd have to have a black & white map to do so.  I am working with a normal map right now.  I'll give it a try.

8
Maybe this solution would solve it for you.
You have to unwrap those glass object you need, and assign a different map channel if you need for other textures to have a box mapping.
The parts that have relief you make planar mapping or whatever and fill the UVW unwrap window with them.
Where as the other parts just scale them down to a point that the texture does not have effect on them.
It's a dirty solution but worth a try.
BardhylM - thanks for the reply.  I don't follow you regarding the map channel.  Are you saying I should unwrap all of the glass surfaces and shrink those to not be effected by the normal map.  Or are you proposing multiple UV tags?  I didn't know you could use multiple UV's in C4D.  I'd appreciate a little more info.  Thanks again, Kevin

9
I've got a display cabinet that has 2mm thick glass.  The client has requested restoration glass which has a raised pattern of what looks like scratches on the exterior face and smooth on the back.  When I apply my normal map with cubic mapping, this raised pattern is applied to both sides making it too busy and therefore, unrealistic.  If I assign a selection tag to the front plane of the glass only and assign the material with a normal to this selection only and a "normal-free" version of the glass to the rest, I appear to lose the refractive quality of the glass.  Is there a way to do this short of having to model the tiny pattern on the face of the glass?  The attached image shows the cubic mapping with normal on both sides (too busy and unrealistic).  I really need it on the outside face only while retaining the refractive quality of the glass.  Any ideas?  Thanks, Kevin

10
Thanks Beanzvision.  This latest daily build is working quite well, so no need to visit past issues.

11
Thanks Michael.  I'll give the latest build a try.  Are there any known issues with the build?  Is it stable?

12
I purchased them last week.  Beautifully done!  Fabrics are always the most difficult textures for me to find.  This bundle should come in quite handy.

13
I ran some tests this morning and the problem seems to be the portals.  When I remove them, the IR and Production Render are virtually identical other than some noise variations.  Maybe I am using the portals incorrectly?  This model consists of an entire 1st floor of a home.  I have portals in every window (even those windows/rooms not shown by the current camera).  Is this overkill and could it be contributing to the problem?  Are we to use portals only on a scene-by-scene basis?  I'd still like tech support to take a look at my file if they don't mind.  Thanks again, Kevin

14
Thank you Michael.  You too.  Kevin

15
I'd really appreciate tech support taking a look at the file.  I have it already to go, just need the okay from them before uploading...

Pages: [1] 2 3 ... 10