C4D matte plastic question
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- CyBrainX0
There used to be a Cinema 4D thread on here somewhere. I couldn't find it but here is a nice consolation prize I never knew about before today.
https://www.youtube.com/user/Max…
and I live and breath Greyscale Gorilla.
- feel0
yo, speaking of tricky specs, i've learned a new trick recently on c4d that is very interesting.
instead of using the spec, turn it of, and turn luminance on.
then apply "Lumas" to the Luminance channel, there you can set up to 3 specs and a shader too, also you can use anisotropic specs (those seen on vinyl discs and brushed metal)its very interesting and you're dealing with luminance really, so if you're rendering with GI, it shine can really affect nearby objects.
- Julesvm0
- That looks rather heavenly. I wish I had a Cuda card.CyBrainX
- we should have an official C4D thread to keep this stuff together. good shit.johnny_wobble
- Julesvm0
you guys should all check out octane... I'm using it and it's a fucking bullet. requires a CUDA card.
fucking magic.
- johnny_wobble0
I like vray for C4D, great quality, as good or better than physical renderer and it's fast. there is a bit of a learning curve to it though.
- demafleez0
Depends on what the end result is and your settings. For stills I tend to go with it and GI, using a QMC/light mapping mix. Other times I'll do QMC/QMC with smaller test resolutions. Always do progressive renders using physical. Real depth of field can be cheated with plugins but nowhere near as tasty as true DOF that physical renderer can achieve.
Animation is trickier because of all the potential flickering w GI.i those cases I'll do several low res stills of key points in animation then try to replicate with additional lights.
- CyBrainX0
Do you guys find that merely turning on Physical Renderer makes your render about 10x longer. (If anything that's a conservative estimate.)
I won't use Physical and will avoid Global Illumination at all costs even though GI is so nice and lets you do so many things.
- We recently switched to Solid Angle Arnold, Render time are exploding.ApeRobot
- In this particular case, a still image, render time is not to be considered.gonzalle
- yeah, physical renderer is too slow. might be better in R15. I always use GI though.johnny_wobble
- CyBrainX0
There's some great advice here. ApeRobot's link is great too. The specular is probably wide and low if you're looking at the chart. (That thing that's equivalent to a histogram).
- mekk0
Georges, I don't think it's the lightning. It's the background and the hard edges of your model, round it a bit more and put a dark grey background in it.. will look 100% different
- GeorgesII0
btw thanks a lot everyone, I'm learning neat tricks
- GeorgesII0
- https://vimeo.com/vi…ApeRobot
- see how modeling can ruin the material? try rounding these edges, things are not sharp like that IRLfeel
- animatedgif0
- Fresnel in the reflection channel with a high blur
- Very fine noise in the bump channel, change the amount to make rougher/smoother plastic.You could probably achieve the same with just specular if you need fast render times but this should look nicest.
- gonzalle0
I would not mess with specular nor bump for this. (I almost don't use specular anymore)
Try this : with advance render on, desactivate specular and bump, set reflection to 20 and bluriness to 60.
AND in your ligths details ACTIVATE "show in render" and "show in reflection"
- ephix0
you need to have some properly placed lights to reflect the large white highlight as well.
- demafleez0
Here's my attempt at it. A little fresnel, a little reflection, slight noise in the bump channel. Simple light setup, GI and AO finish it off in the physical render. Here's a file for you to mess with:
- Pupsipu0
Ideally I would look for presets you can download with lights, materials, and render settings instead of trying to imitate an image. There are so many variables in making a 3D pic look the way it does. You'll be fussing around for a long time trying lots of settings.
I prefer Maxwell Render. They give you a lot of nice presets you can work from and things made with it tend to look better. You can use multilight to adjust the render after it's done. That creates multiple images you can combine in photoshop.
- Miguex0
in my opinion, the black area looks more like metal than plastic though.
plastic would have more reflection.how I would do it:
1) Make a new material
2) color dark gray
3) no reflection
4) specular (turn height to 3%) width (50%) the rest at 0%that should be a good base for you to start with, the rest depends on lighting and render settings
- feel0
i may say that this model kinda helps to sell this look, because it is so well modeled, and has so many angles of incidance, that the end result is more badass than just a material.