C4D issue: badness
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- CyBrain
http://talesfromthehead.com/rand…
What is going on with the surface facing directly forward that the swaying rubbery things are attached to??
If I remove the rubbery things and that part, the next thing showing gets the same shimmering nonsense.
- eieio0
if i know what you're talking about that little fade flicker is a result of the shadows from the rubber knobs as they move. the lighting is strong from one direction and is causing harsh shadows on the object. If you light it better like with a fill light from the front you can remove that. Also check your shadow/light/render settings to make sure you're getting high quality realistic shadows
- e-pill0
i think you just need to sub divide the polygon that is the plane where the cylindrical shapes connect on. or you can bevel that plane to add some polys to that area giving it more so when its being moved you dont have any differentials with your shading.
- CyBrain0
Thanks. So far, it's a lighting issue. The first thing I tried was subdividing. That didn't do the trick. I'll post in a little while when I'm done adjusting the lights.
- lambsy0
maybe try and set the little dildo things to not cast shadows?
or, make them not be affected by the main light using a compositing tag
- cuke4260
three things:
go to your light > shadow tab, and make sure shadow map(default 250x250) is bumped up to 1000x1000
if that doesn't work then try to lower the phong angle in the default phong tag(the little two-ball tag that's default on objects)
if neither of those do it, i tried forever to figure out a similar problem, turned out i had one of the textures animating and was using that as part of a mask, the 'flicker' was the texture moving rapidly.
i also had a similar problem
- CyBrain0
I did some research and some people were having GI issues regarding the flickering. I tried turning off Generate GI and Receive GI for the texture on those rubbery things, but that didn't work.
However, there are some settings in there for samples Accuracy, etc. and different modes. I'm posting a screen shot, one showing the options and the second showing sampling mode menu.
Have any of you adjusted these to fix issues?
- CyBrain0
And this is my progress so far, getting rid of GI in my material, fussing with lights and re-modelling that piece where the issue is happening.
http://talesfromthehead.com/rand…
- CyBrain0
Here's what happens when I lowered the phong angle to 40º from the default 80º and upped the shadow resolution on my three lights to 1000x1000.
http://talesfromthehead.com/rand…Aside from accentuating the issue with more intense shadows, I'm still getting the problem. I'm going to try to stop those guys from casting shadows if I can.
Is this a general problem with Cinema 4D? I'm on version 11.
- yep, it's been a shadow problem since forever on all versions.lambsy
- CyBrain0
The only solution I can come up with is to not have the bristles cast shadows. It's much less realistic this way, but the only way that works.
http://talesfromthehead.com/rand…
Thanks everyone for the tips.
- lukus_W0
As far as I can tell, your 'normals' are facing the wrong way.
You need to flip them .. do a google if you don't know what I'm talking about.
- http://en.wikipedia.…lukus_W
- you'll need to look up the C4D stuff yrselflukus_W
- lukus_W0
^ that's probably causing all your rendering quirks too.
- lambsy0
"The only solution I can come up with is to not have the bristles cast shadows."
yes, i knew that was it. happens to me too all the time. (it's not 'normals', it only happens on shadows during rendering)
like i said above, using the compositing tags, you can also make a new light and have it only on the bristles and nothing else in the scene. that will bring back the realism you want.
- the shading on the bristles is being rendered back to front in that video - the normals are the wrong way roundlukus_W
- at least flip them and prove me wrong ;Plukus_W
- fair enough buddy. i've always battled with this issue. i'll try your suggestion next time!lambsy
- although i think i've tried it before, but i'll really look into 'normals' next time.lambsy
- eieio0
reduce all the light intensities and make the top right one bigger/farther because it seems to be blowing out the highlights and creating too much contrast. Everything is too bright and contrasty. Possibly try some different material variations as well.
- I tried all kinds of varying light intensities, positions, etc. I think lambsy is right, but I have to figure out how to get a light to only work on one object.CyBrain
- CyBrain0
Question 1: How do I flip the normals on the object? I saw it somewhere, but can't find it now.
Question 2: How do I get a light to only work on one object?
- cuke4260
Answer 1: go into polygon mode, select polys - you can tell if it's top or bottom depending on what color they are(blueish or orangish i think) and with them selected go to reverse normals under the functions menu or something, i forget.
Answer #2: add a compositing tag to each item and > casts shadows / seen by gi, etc can be checked.
- M_C_P0
"Question 2: How do I get a light to only work on one object? "
add a light
select the scene tab in the attributes manager
set mode to "include"
drag the object(s) you want lit into the panel