C4D matte plastic question
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- 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.
- GeorgesII0
Bump because I need to know
- fadein110
plastic material with shine set to 1% in laymans terms
- It's in the specular set it to a fresnel and mess with the settings.dorkKn1ght
- GeorgesII0
Bump because I need to know
- feel0
Hey man, this is achieved by setting the specullar right.
proabbly it has some very small noise on bump to appear a bit rought.also, if you change your render mode to physical, you'll have some more options of quality on how the light scatters over the materials.
and of course, great lighting, you can draw some additional speculars with spec only lights.
my 2 cents
- feel0
yes, what dorkKn1ght said, using fresnel you can make those light scattering on the incidence angle (like velvet and stuff)
- 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.
- johnny_wobble0
what feel said, and maybe try a tiny bit of reflection, but click the blurriness on.
could try copying the noise channel from your bump, to layer into the reflection also. maybe mix that noise and fresnel together.
- 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.
- 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
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.
- Julesvm0
you guys should all check out octane... I'm using it and it's a fucking bullet. requires a CUDA card.
fucking magic.
- 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
- 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
- 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.
- 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:
- ephix0
you need to have some properly placed lights to reflect the large white highlight as well.
- 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"
- 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.