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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Fri Jul 21, 2023 4:19 pm
by Kalua
SSmolak wrote:
Kalua wrote: Thank you for sharing this file. Have been looking for something like this for some time now. Didn't know C4D had this feature.
Regards,
Unfortunately C4D doesn't have such feature so I made it using scene nodes because I needed this too for tree objects which doesn't have different selection tags or materials for leaves.
Yes... I see now what you did.
Very very good!!
With these nodes maybe some kind of "Floorgenerator" could be created? (Like the one so used in 3DsMAX)

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Fri Jul 21, 2023 10:20 pm
by SSmolak
Kalua wrote: With these nodes maybe some kind of "Floorgenerator" could be created? (Like the one so used in 3DsMAX)
Yes, it should not be complicated to do. I will add this to my next to do plan. At the moment I'm working on curbs generator with damage effect using simple spline. It is 90% done. I have also windows generator from simple polygon edges, wall lines generator with custom width, depth and some more. I plan to put them all in one pack in near future.
Blender has very good powerful generators using scene nodes.

Did you saw this ? https://www.artstation.com/marketplace/ ... ne-xpresso

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Fri Jul 21, 2023 10:35 pm
by SSmolak
I don't know why Baking Texture node has input for Projection and parameters like power, gamma that are described in manual if they doesn't work :
bakink.png
Event transform node works different here compared to the same image connected to diffuse channel.

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Sat Jul 22, 2023 9:48 am
by aoktar
SSmolak wrote:I don't know why Baking Texture node has input for Projection and parameters like power, gamma that are described in manual if they doesn't work :
bakink.png
Event transform node works different here compared to the same image connected to diffuse channel.
I don't know what you are saying here! What's not working?

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Sat Jul 22, 2023 11:15 am
by SSmolak
aoktar wrote: I don't know what you are saying here! What's not working?
Projection connected to Baking Texture doesn't work in the same way as for not baked one. This is more noticeably while using baking for displacement and we have mismatch with diffuse channel. Not only for procedural textures but bitmaps too. Please see :

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Sat Jul 22, 2023 11:49 am
by aoktar
SSmolak wrote:
aoktar wrote: I don't know what you are saying here! What's not working?
Projection connected to Baking Texture doesn't work in the same way as for not baked one. This is more noticeably while using baking for displacement and we have mismatch with diffuse channel. Not only for procedural textures but bitmaps too. Please see :
There is nothing wrong with that! Baked node will have UV(0,1) range. Exactly how is on images. You can think as baked node=image!

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Sat Jul 22, 2023 12:03 pm
by SSmolak
aoktar wrote: There is nothing wrong with that! Baked node will have UV(0,1) range. Exactly how is on images. You can think as baked node=image!
Ok I will try more. I see to make Baking looks the same as non baked there is need to use transform T.X & T.Y = 0.5

------

This is what I mean. Transforming image node ( scale, rotate, move ) cause that Baking Texture is not synchronized to image node using the same transform values. More transform = more desync :
back.png

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Sun Jul 23, 2023 12:12 am
by Kalua
SSmolak wrote:
Kalua wrote: With these nodes maybe some kind of "Floorgenerator" could be created? (Like the one so used in 3DsMAX)
Yes, it should not be complicated to do. I will add this to my next to do plan. At the moment I'm working on curbs generator with damage effect using simple spline. It is 90% done. I have also windows generator from simple polygon edges, wall lines generator with custom width, depth and some more. I plan to put them all in one pack in near future.
Blender has very good powerful generators using scene nodes.

Did you saw this ? https://www.artstation.com/marketplace/ ... ne-xpresso
I think I saw these products a while ago, there some very neat things there.
Asphalts... those are always endless work to create good results for high end Archviz. I may actually buy it.
But the Floor generator would be a must, to create some solution similar to the developed in MAX, would be amazing!

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Sun Jul 23, 2023 12:00 pm
by SSmolak
Kalua wrote: But the Floor generator would be a must, to create some solution similar to the developed in MAX, would be amazing!
Some already made solutions : https://3dtools.info/tilepro , https://www.c4dzone.com/en/shop/plug-in ... or-294.htm

Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Posted: Sun Jul 23, 2023 8:45 pm
by Kalua
SSmolak wrote:
Kalua wrote: But the Floor generator would be a must, to create some solution similar to the developed in MAX, would be amazing!
Some already made solutions : https://3dtools.info/tilepro , https://www.c4dzone.com/en/shop/plug-in ... or-294.htm
Yes.
I am aware of these solutions. C4Dzone solution has some limitations, I bought it and have used in some works.
The solution from Laub is cool too, perhaps the best one for now. Only thing I am not a big fan is they require to bake the textures with huge resolutions.

For that I use the Omintiles from Vizpark (very buggy application) and also requiere to bake big textures:
https://www.vizpark.com/shop/omnitiles-standalone/

But I think it's good to have options for different workflows. I still think there is need for a better solution, one that enable to use several textures on one material node and distributes into tiles (whatever cloned tiles or polygon islands)
Fstorm has provided connection with multitexture node, so I know it is not a GPU engine limitation. And yes, I know it may mean a lot of compromises for a multi-hosted engine like Octane.