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C4d: Dictionary 13
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Описание:
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Автор:
Folder2009
Создан:
25 января 2022 в 00:39
Публичный:
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Тип словаря:
Фразы
В этом режиме перемешиваться будут не слова, а целые фразы, разделенные переносом строки.
Информация:
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Содержание:
1 ^ Material > Diffusion
2 a) Diffusion is used for shading channel Color or for adding heterogeneity
3 b) Diffusion always gives only neitral color (from white to black)
4 ^ Texture > Effects > Ambient Occlusion strengthen dust, dirt on objects (makes stronger contrast on shades)
5 a) Color -- here's Gradient for regularity contrast
6 b) Minimum Ray Length
7 c) Maximum Ray Length
8 d) Dispersion
9 e) Accuracy
10 f) Minimum Samples
11 g) Maximum Samples
12 h) Contrast i) Invert Direction (Default unticked)
13 ^ Color > Color > Texture > Filter: lets change hue, saturation, brightness and so on (similar to photoshop)
14 a) Gradient curves -- like filter curve in After, Photoshop, etc.
15 ^ Material > Luminance
16 a) it's usually with Color > Color (make lighter)
17 b) if you want to make lighter setting channel Color, just copy shader and in Luminance, Past Shader
18 c) Luminance > Color -- if just influence of Luminance > Texture, then Luminance > Brightness goes down to 0
19 ^ Material > Transparency:
20 a) if Transparency is ticked, object's totally transparent
21 b) if returns opaque, then just Transparency > Color > Vivid down to 0, or Transparency > Brightness down to 0
22 с) Refraction -- we can choose prepared preset (glass, water) or make it by hand
23 d) if doesn't need to use Reflectance in material -- Reflectance > Close eye in Default Specular
24 e) Refraction Preset > PET (for plastic)
25 ^ Material > Transparency:
26 a) Total internal reflection (default ticked) b) Exit reflection (default ticked)
27 ^ Material > Transparency > Texture > Fresnel:
28 a) Standard Black&White Gradient, first, invert Gradient
29 b) White for transparency, just ended knot shift
30 c) Color can be changed in Color > Color or in Transparency > Texture > Fresnel -- changing color of left knot
31 ^ Material > Transparency
32 a) Absorption color
33 b) Increasing Absorption distance will make less Absorption color, if white then distance doesn't make sence
34 c) Blurriness -- demands lots of power (5% enough)
35 d) make better Blurriness with Min Samples, Max Samples and Accuracy
36 ^ Material > Reflectance
37 a) Transparency > Layer Sampling > Exit Color -- changing color of reflectance
38 b) We can choose all parameters on spot with Shift + PKM > Reset to default
39 ^ Tag Compositing
40 a) untick Seen by camera often helps
41 b) untick Cast Shadow -- don't throw away Shadow from Object in Render
42 ^ Tag Target
43 a) Move needed Object into Target Object
44 b) Choose right Orientation in Object
45 c) We can position anywhere, Object will look at needed Object, or else, we can position needed Object anywhere, Object all the same look at one
46 ^ HDR Objects
47 a) use for reflections from environment
48 b) new Material only with Luminance
49 c) in Content Browser find HDR and move chosen HDR file (keeping LKM) into Luminance > Texture
50 d) if we don't want to see HDR, but only Reflection, add tag Compositing, where untick Seen by Camera
51 e) if we want lighter reflection, Luminance > left-black arrow Texture > Exposure
52 ^ In computer graphics there's no need to foollow physical laws
53 ^ For testing variants use Physical Render > Physical > Sampler > Progressive
54 a) it's faster
55 b) it will never stop
56 ^ Simulate > Cloth Surface
57 a) Subdivisions
58 b) Factor
59 c) Thickness
60 d) sometimes, there's no refraction (on Sphere), so Cloth Surface > Thickness solve this problem
61 ^ Save without BG
62 1. a) on object tag 'compositing'
63 b) ctrl+B > Save > File path and Format (png, alpha channel, straight alpha) (tif doesn't cope with this task)
64 c) ctrl+B > tick Multi-Pass and Multi-Pass >tick Object Buffer where notice Group ID '1'
65 d) Compositing > Object Buffer > Enagle '1'
66 e) shift+R
67 2. if i doesn't want to see other objects
68 a) on another object 'Compositing' > Objec Buffer > Enable '2' (other)
69 b) Tag > untick seen by camera
70 c) we can untick 'cast shadows' and 'seen by rays'
71 *
72 ^ Sweep
73 a) Works with two primitives (only primitives)
74 b) Can make Spring with Helix and Circle
75 c) Don't forget about complex figures, example
76 - Star over arbitrary Spline
77 ^ Helix
78 a) Can easily create movement of a car that circling up to a mountain
79 - Via Animation tag > Align to spline
80 ^ An Excellent method of making curly objects around sth
81 a) Set Helix -- angle, height and so on
82 b) Use daughter deformer FFD -- very useful
83 - Increase Grid points -- the more the better
84 `Select with (0) part and improve with Position and Size
85 - Increase Grid size
86 c) After making, select Helix and Object > Current state to Object
87 - Allows create separate spline
88 d) Created Spline and Circle (or Rounded Rectangle) into Sweep
89 ^ Viewport Solo Single -- (very useful) allows to display only select objects
90 *
91 ^
92 a) Creating key frame (F9)
93 - Sign doesn't look selected, but a frame puts
94 b) Automatical creating of key frames (Ctrl + F9)
95 - We must always create the first key frame by handy, otherwise don't work
96 ^ Project Settings (Ctrl + D)
97 a) Minimum time -- here we can set the start time
98 - The same on Material Manager (the most left)
99 b) Maximum time -- here we can set the end of time
100 - The same on Material Manager (next to player)
101 c) Preview Max Time -- here we can set the a range of preview time
102 ^ Sometimes, it's better to get the needed frame via mini-window of the current frame
103 a) The most right on the Material Manager
104 - We can click on the viewport + Tab
105 b) The second method, just click on the Timeline
106 - The same on Material Manager between Minimum time and Maximum time (slider)
107 - Animation is looped within Preview Max Time
108 ^ Timeline
109 a) We can select several frames, just holding LBM on the Timeline and cover necessary frames
110 - Deselect: click on the viewport or better accuracy out of selecting timeline horizontally
111 b) We can change trajectory with movement for points in viewport
112 - They don't have axis, so don't change them in Perspective

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