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olydarko

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  1. okay it worked when i exported the uv map and made a new texture with photoshop. (way more time-consuming than with standard c4d materials/renderer.. can't believe this is the only way to manage it with vray in c4d)
  2. here you can see what happens; i only want the "GS" logo on the top of the cap, non on the sides... projection is set to "cubic", and "tiled" / "seamless" is deactivated.
  3. hey guys well this seems to be a really basic problem but after hours of google search and try/error i still don't know what to do. in c4d it's easy to apply a matrial to a polygon selection. but when i try the same with a vray material, it totally doesn't work; it's mapping the texture randomly on the object while ignoring my polygon selection. regardless of the projection type (uvw, cubic, seamless on/off... and so on) so, how can i solve this? any ideas? i try to get a simple logo (material weight layer with a black/white pic for the alpha, and the desired color in the diffuse layer) on top of a cap.
  4. oh sorry, my bad! xD no, it is cinema 4d hair, but with a beige standard vray material on it (i also placed an image of a beige fabric texture into the diffuse channel, multiplied (mix ca. 20%) with the beige color, to get some structure into it). i just had to turn on the hair renderer in the render settings, and move it above the vray slot to make it work.
  5. hey guys, thanks for your constructive replies! this is really helpful. @Frederic, the shadows in the corners is a good Idea - how can i achieve that? maybe vray dirt? and yea, it this room was real, i wouldn't put that pear next to the bowl haha you are totally right. ) @ Christos, in this project i used some arroways textures. they include a diffuse map (just the photo of the wood), a bump map and a reflection map. tha last one allows the glossiness and reflections only in the white parts of the black & white image, so with with the correct amount of that refl. map (around 25% in my pic) you get that look pretty quick. you just have to play with the glossiness (here it's around 70% i think). @ betsy, yea i had some snow on the balcony (easysnow plugin) in an earlier version, but somehow i didn't like it so.. i deleted it let's say there is a roof covering the balcony )
  6. hey there! okay i changed a few things again, like the environment, the big lamp, the hanging lamp, some furniture on the balcony, the bookshelf and the ceiling. i think it's the final version for the moment. thanks guys for the help, and see you later when i show you the next room haha. cheers oly
  7. hi again, here's a little update. i've added some concrete texture to the wall on the left, and some wood texture to the sideboard on the right. and i optimized the sunlight and the brightness a bit. question: does anyone know how to get rid of the noise in the aluminium of the floor molding? it only generates noise in the areas where the reflection shows an also reflective object. the problem disappears when i set "treat glossy rays as GI" to "always", but then the aluminium doesn't reflect glossy elements anymore (just dark, instead of bright). so it doesn't look realistic.. increasing the subdivs up to 32 doesn't help. thanks!
  8. thank you adam! what kind of different wall treatmen could it be? i know what you mean. but is a different surface a good idea? maybe the windows could be very large and almost reach the ceiling or something..
  9. hey guys thanks for your tipps! in the meantime i changed several things: - i added some more depth to the room layout; the office is now on an upper level, in some interior balcony, so the room feels less narrow (there are also 3 windows on the left wall, downstairs, but invisible of course). - i changed the weather situation to a more sunny sunset, and also the environment. now we can see more details. and i had some trouble with the carpet: when i placed it downstairs, it looked great. but the higher i placed it (closer to the ceiling), the blurrier it got (no contrast or details in the "hairs", it looked like 1 color). so, to make it look as it looks now, i had to deactivate the "use GI map" in the carpent material. after that, it looked cool (check out the image). but why is this? any ideas? is this usual? o.O thanks and cheers! oly
  10. hey guys thanks for your tips! yea it is very dark, this was the actual idea.. but anyway, i changed the outdoor situation to a more sunny, less cloudy sunset. so the image turned way warmer, of course. i also changed the position of the workstation @ernest. also, i've added some more depth to the layout and turned this room into a interior balcony (not sure if this is the correct term in english), which gives it a less narrow feel. but there are a few things i still don't like, and "bugs": - the overlaying window glasses are generating a heavy refraction and dimming, i think i have to fix that - but why? by changing the IOR in the refraction channel? and, how to change the glass transparency so that the glasses don't get darker while overlapping, but having a little bit of a color or opacity? - the carpet looks a bit rogh (i added a fabric texture on the object which is provided with the vray fur tag). maybe i need a softer one, with a smaller mesh to make it look softer..? - do you think the floor is OK? i changed it a bit. maybe the glossiness is not strong enough now. btw i am working with arroway textures, and sometimes i am not sure in which slots (inside the specular channel) i have to put the reflection maps! i tried all of them, but still not sure, since it accidentally looks good sometimes.. and i'm also aking myself if i have to set the reflection glossiness by hand (fix value) or also have to put that refl. map there? sometimes this looks weird.. any recommendations? the bump map on the floor is set to -2. there are also 3 new windows on the wall on the left (not visible, downstairs) who let in some light (area light / plane, placed in front of the windows, with a white/yellow light). otherwise the area on the top left (corner and walls) looked too dark.. thanks & cheers!
  11. Studio/Institution: self-study Client: none Genre: Residential Interior Software: Cinema 4d, V-Ray Website: http://none Description: Hey folks, I'm working on my second V-Ray interior scene right now. I just tried to create a plain office room (probably somewhere in russia^^) with some cold winter light from the outside, and just a few warm highlight from the lamps inside the room. it should not be that kind of image where the room is very light-flooded, i'd prefer to achieve a more dark kind of room, smoothly illuminated by a cloudy winter sky, but with clear details. i think it's not that bad already, but still, i know i can enhance the overall quality of it. i am just not sure how to go on from here.. but i know i'm gonna change the ceiling texture, it because i think it should get a more rough concrete look. The only light sources in the scene are 1 HDRI light dome, and the 3 lamps of course (well.. they don't actually lighten up the scene that much..). Not sure if i need to add some more lights? maybe from behind the camera? Also, there seems to be some noise in the black textures (check out the black sideboards on the left and right wall, and the organic Züco chair). I used the "Low" setting in the V-Ray GI settings, and have between 12 and 32 samples on the specular channels of the black materials. Any ideas how to reduce it? It took like 3 hours to render it with 2400x1350px (mac pro late 2013, 4 core model). Of course I am also interested in every other improvement idea!
  12. Hey guys! I've found many very interesting tipps and tricks on this page while learning C4D and Vray in the past, so i decided to join the community, finally. I have tons of questions, so you can expect some "work in progress" stuff from me in the future. I work as a graphic designer / art director in switzerland. i am also a musician with a small studio, and i am trying to learn the secrets of 3d visualisations for years now: In the past i always started a small project, but only learned what i need to know just for this project. And now the time has come where i feel like i want to go in depth, to learn all the interesting stuff i need for creating great renderings. well, at least this is my goal. ;D ps. sorry for my english, sometimes i fail. ;D Cheers!
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