Cinema 4D Tutorial - Vray materials - problems with stacking labels

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  • Опубликовано: 27 июл 2017
  • Vray has an issue with its material system. I go over how to work around it.

Комментарии • 28

  • @dsrenderstudio3600
    @dsrenderstudio3600 2 года назад

    You just saved me; thank you very much! The mix textures (in C4D S24 is called "add material") is a game changer, no more blend materials to struggle with.

  • @lvixer14
    @lvixer14 6 лет назад +1

    This tutorial saved my butt on a production job. Thank you sir.
    It is a ridiculous issue around a pretty basic task. Hoping vRay supplies a fix soon.

  • @pomellina
    @pomellina 6 лет назад +1

    Thanks man, you saved me a lot of time (and headaches)!

  • @erikbestemanbestontwerp
    @erikbestemanbestontwerp 7 лет назад +1

    Thanks for this tutorial. This is a pretty big bug. Now there's one solution to this (thank you) and I hope the programmers will fix this in the next version of Vray!

  • @alflud
    @alflud 7 лет назад +1

    I've found the best way to work with many small labels like that is to import them all into a single PSD and lay them out there using orthographic shots of the model. All you really need is relative positioning info and it's easily obtained from any complete model with an orthographic render. I use the very same approach as you do and apply a flat projection to a polygon selection but only using a single tag/texture/material for _all_ of the labels on any given object. It works out well - popping back & forth between Photoshop and Cinema, tweaking the texture, saving it and reloading it again is Cinema to get everything just where it needs to be is a relatively painless experience.
    That being said, nice to see you found a way to do what you wanted to do although VRAY sure doesn't make it easy, does it? Worse material system I've ever worked with. I haven't used Octane yet - I've used Arnold though and the materials are a pleasure to work with - there's a layer shader that's almost exactly like the photoshop layer stack and it's easy to plug in various other shaders either as main color layers or mask layers. I haven't bought it yet but I think I'm going to because it's a pleasure to work with.

    • @ShepperdOneill
      @ShepperdOneill  7 лет назад +1

      Yep, I know exactly what you're talking about. I have done that before, especially for objects that have dozens of icons and labels, like a laptop keyboard. I always do those as one single texture. I was really hoping that the new vray 3.4 would solve some of these problems, but unfortunately it did not. I have been reading about Arnold, and I think im going to give it a try.

  • @regiszapp8758
    @regiszapp8758 7 лет назад +1

    Any kind of tutorials are always great from you (even if I'm not a Vray user). However Octane, Arnold and Redshift are very interesting to me ;o)

  • @Skalofrio1293
    @Skalofrio1293 4 года назад

    You save me, thanks man

  • @szepelak3d
    @szepelak3d 7 лет назад +1

    Thank you for this tutorial. I think this should be fixed by developers. They are many other small bugs. Corona in beta version is much better integrated.

  • @DesignlabEurope
    @DesignlabEurope 6 лет назад +1

    Thank you very much! Your guide is very helpful. Unfortunately it couldn't help me when the base material I use in the blend material is a photo and not a homogenous color. Any ideas? My example is I have a book cover illustration and I am trying to add a decal e.g. a red circular label containing text.

    • @somebody9112
      @somebody9112 5 лет назад

      Did you find a fix? The trouble with blend materal is that now you can't adjust texture scales seperately... so much trouble right now.

  • @bzzzzzful
    @bzzzzzful 5 лет назад

    Thank you mate :)

  • @TheMattyHorton
    @TheMattyHorton 4 года назад

    i figured this out and then i find the tutorial :))))

  • @mistertamura6190
    @mistertamura6190 5 лет назад

    It blows my mind that an expensive software, regarded by many as an industry standard, needs this kind of an absurd workaround to solve such a basic every-day task. Now that LaubLab has been removed from development, it will be interesting to see how long ChaosGroup will need to fix the C4D version.

    • @ShepperdOneill
      @ShepperdOneill  5 лет назад

      I was hoping that the latest 3.7 update would fix a few things, but it did not. There are a lot of other issues with VrayforC4D that has caused me to move away from it. There is a HUGE issue with it causing my machine to freeze for 10 seconds every time I make, edit, or create a new Vray material. The developer forum could not provide an answer. Another user was having the same issue, and the only work-around was to disable hyperthreading in the bios. That is unacceptable! I have since started using Arnold, but I'm already having issues with it, so I'm considering moving over to RedShift.

  • @yoyoz333
    @yoyoz333 4 года назад

    the problem i am having is the material with the alpha looks semi transparent on the other material. i have to duplicate it 2 more times just to get it to look how it should with Physical render. any ideas whats happening?

    • @ShepperdOneill
      @ShepperdOneill  4 года назад

      It sounds like your alpha texture is not 100% white and black. If the values are not 100%, it will be slightly transparent.

    • @yoyoz333
      @yoyoz333 4 года назад

      @@ShepperdOneill problem solved! thank you.

    • @ShepperdOneill
      @ShepperdOneill  4 года назад

      @@yoyoz333 Welcome!

  • @7ens3nButt0n
    @7ens3nButt0n 7 лет назад

    shouldnt it be right to left then in the tag window? cuz the further right the higher you go.

    • @ShepperdOneill
      @ShepperdOneill  7 лет назад

      No, the tag window executes from left to right. This is also seen in the priorities function in the tags. You can change them to 1, 2, 3, or higher. By default, they are set to 0.

    • @7ens3nButt0n
      @7ens3nButt0n 7 лет назад

      nah i meant the more right you put the material the higher it is in the hierarchy. so right is more important because otherwise it gets overwritten. im just nitpicking btw lol

  • @7ens3nButt0n
    @7ens3nButt0n 7 лет назад +1

    holy shit thats insane, there has to be another solution to this. anyway cool tutorial didnt know this...

    • @ShepperdOneill
      @ShepperdOneill  7 лет назад +1

      Insane indeed! I do not know of any other way. The developer has stated there are issues with the Maxon SDK, and this is one of them.

  • @dalencatt7100
    @dalencatt7100 7 лет назад

    was NOT expecting that intro.. RIP headphone user, lol

  • @josephlicht5114
    @josephlicht5114 6 лет назад

    You touched on the easiest solution then threw it out the window because you don't like to split you geometry. But... If you split off all of the polygon selection sets (as many as you need) and create additional objects, with the same polygons from the original object deleted, then put all of the objects into a null, place the null into a "Connect" object, then into a Subdivision Surface modifier, it will end up looking just like the original object.

  • @thebeststooge
    @thebeststooge 7 лет назад

    I notice you are still using an ancient version of C4D and was wondering why?