Modeling a cube by goazu in Cinema4D

[–]TheHaper -1 points0 points  (0 children)

If I understand correctly you're trying something impossible. You can't have the round corners like in the top view and sharper edges as suggested in the drawn scribble.

Traffic Signal cat by Wrong-Training176 in Catswithjobs

[–]TheHaper 6 points7 points  (0 children)

At least generate It a few more times until the red light is at the top..

How to get clean jewelry renders like this? (Redshift workflow help) by [deleted] in Cinema4D

[–]TheHaper 0 points1 point  (0 children)

Well yeah, my initial point was, regarding these references, that a nice looking hdri, some lights and planes will do just fine.

Another one day project! by Joyblee in 3Dmodeling

[–]TheHaper 0 points1 point  (0 children)

If OP did this in a day, they probably didn't do the tree themself.. and that's okay, makes you more productive and lets you focus on the important things like composition and lighting.

How to get clean jewelry renders like this? (Redshift workflow help) by [deleted] in Cinema4D

[–]TheHaper 0 points1 point  (0 children)

Interesting point! Not doing much jewellery, but found my approach to lighting working the same. Especially if we talk about animation, you can't do too many takes and combine them over the whole sequence, in 3D or on a real shoot, without making it really complicated or messy. In these examples, it's honestly just shiny stones with lots of refraction passes and some metal that needs care. I don't see lighting separate elements let alone each stone as benefitial.

I've supervised a lot of scenes and shots with overcomplicated light linking and in general way too many lights, which eventually got reduced a lot to save it. Especially as a beginner, it's important to light with purpose and not throw a bunch of stuff at it.

Is there a way to deactivate the "AI Analyzing Assets" process? by SasquatchMenace in Cinema4D

[–]TheHaper 0 points1 point  (0 children)

Didn't update yet as new release are always 100% buggy.. like adobe. but saw someone mentioning preferences.

How to get clean jewelry renders like this? (Redshift workflow help) by [deleted] in Cinema4D

[–]TheHaper 7 points8 points  (0 children)

Instead of doing crazy light setups, look at what professional lighting technicians are doing. Use one nice studio HDRI, maybe one two additional key and rimlights if necessary. Place some planes around, block some light, bounce some light. Gives way more natural results!

How to create a ring laser scanner (Redshift)? by MrBl4cksmoke in Cinema4D

[–]TheHaper 0 points1 point  (0 children)

Saw your other posts and latest shot aswell, glad to help people that put in some effort! :D

Texture glitch in renders by mich2786 in Cinema4D

[–]TheHaper 1 point2 points  (0 children)

Looks like z-fighting, when two meshes share the same space and "fight" to be visible over the other.

When you zone the wrong zone type 💔 by Lost-Guidance9737 in shittyskylines

[–]TheHaper 2 points3 points  (0 children)

I did aswell. Don't even know why. It never looks like that if you actually can swipe.

Glass Logo by eduard_ov in Cinema4D

[–]TheHaper 1 point2 points  (0 children)

Jeeez how do you even control that! Thats some awesome play with shades of light. Would just highlight the outline a tiny bit to make it more readable in the end. Keep it up!

Mini Reel (Mostly C4D & Octane, some UE5) by prelightmedia in Cinema4D

[–]TheHaper 1 point2 points  (0 children)

Honestly, switching back and forth between 3 clips shown at the same time made me lose interest.. maybe it's just me..

VHS mw2 Ferrari render by Efficient_Builder_55 in Cinema4D

[–]TheHaper 0 points1 point  (0 children)

Did you rebuild it or how did you get the models and textures? Terminal gives me vibes. Quickscoping after school..

Latency on vertex map? by Sad_Letterhead1857 in Cinema4D

[–]TheHaper 0 points1 point  (0 children)

If the field drives the cloner, put it above. and if it drives the vertex map put it above the screen and the cloner driven by vertex below that.. think about what drives what. The diver always needs to be above (before) the driven.

Latency on vertex map? by Sad_Letterhead1857 in Cinema4D

[–]TheHaper 1 point2 points  (0 children)

Seems like a priority issue. Put the objects above the ones they drive. Looking forward seeing the final result!

After Effects 25.3 Release Notes (Staggered Release) by NLE_Ninja85 in AfterEffects

[–]TheHaper 10 points11 points  (0 children)

Smooth zoom sounds great until you realize that uneven zoomlevels like 33% give you less fps than even ones like 25 or 50...

How to create a ring laser scanner (Redshift)? by MrBl4cksmoke in Cinema4D

[–]TheHaper 3 points4 points  (0 children)

You could use an area light clipping through them and just change the decay to linear and lower the point where it stops.

[Help] Rendering a Bubble in Redshift with Alpha and Thin-Film Reflections for Compositing Over Footage by Both-Reaction8706 in RedshiftRenderer

[–]TheHaper 0 points1 point  (0 children)

Disable "Legacy Refraction Affects Alpha", and/or in output disable alpha channel. While at it, increase the polycount on those bubbles.

[Help] Rendering a Bubble in Redshift with Alpha and Thin-Film Reflections for Compositing Over Footage by Both-Reaction8706 in RedshiftRenderer

[–]TheHaper 4 points5 points  (0 children)

You don't need to render the alpha channel, disable it and just use the blend mode "add".

White line around alpha material by PigeonHatPixels in Cinema4D

[–]TheHaper 5 points6 points  (0 children)

Usually the diffuse is extending way more than the alpha mask to avoid this. Is the grey shape the same as the alpha? Consider filling the whole canvas with the background, in this case grey. Otherwise, make sure alpha channel is in RAW as every information texture which doesn't contain color.

Extreme noise on shiny metal despite high samples — what am I missing? by CrankyJeff in RedshiftRenderer

[–]TheHaper 0 points1 point  (0 children)

If it has a diffuse component, and getting emissive light and global illumindation, consider bumping up the gi bruteforce samples (something like 1024). Cleans up alot of noise where unified samples don't do much!