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Working on a project and have come upon an issue I can't seem to find an answer for.
I am trying to make a reflective surface in C4D (the pics here are not from the actual project, just for reference) and despite my best efforts, I can't figure out where I'm going wrong.
I've applied a white color to the cube and then went into refectance>Add>Refection (Legacy) and when I go into render, the cube disappears, but the reflection still somewhat shows.
I'm probably missing something simple, I've not had a need for a good refelction before so I've never really used it before but google has been no help
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g-guys this means maya is rendering, right. i've never done a render as big as this, i've done like 3 renders total, and there's 4 lights in this one and i set mental ray to max quality for a 1080p render.
but render view screen is still all blue, nothing has changed, it says rendering and the minimize/maximize/close buttons are faded out , i can't click them.
is this supposed to take forever? i'm worried because i did some stuff between saving and pressing render.
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I'm a bit puzzled by this, and a bit curious.
Let's say I bake normals on the mesh presented above. To save time, I unwrapped the bottom part of the grenade cylinder as one island, and the cap at the bottom as one island (as can be seen from the SGs in the third image - not literally all of it is one island, but the parts with the hexagonal indents are.
I know I gotta make each UV island into its own smoothing group, if I don't want seams on my bake. However, it seems that if I do here, the bake gets wavy as shit. Weirdly enough, this is something that some applications have no problem displaying (like substance, which displays the normals perfectly fine even if they were baked in xNormal), but it starts to break into other places like Marmoset and Sketchfab.
My questions go as follow:
1. What are the exact guidelines for separating hard-edged faces into their own UV islands? The little beveled grips on my mesh (on top of the cog, around each side of the grenade's spoon) are mostly one UV/SG, and they came out just fine.)
2. What exactly makes it so that certain programs can display these "wavy" normal maps just fine, while others will break the shading in arbitrary ways?
simulating or animating crystalization process
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I'm studying architecture and the past semester I was working with robots and used Rhino Grasshopper to basically turn a robot into a 3D printer extruding sodium acetate (also known as hot ice).
The result is pic related and can also be seen in this video:
When mixing sodium acetate with water, you can create a supersaturated solution that immediately starts to crystalize really fast as soon as it is triggered by something. This allowed us to create this additive process - the liquid drops down and the drop immediately crystalizes and becomes hard upon hitting a surface.
The next step of this project is to get a digital 3D model of our results and explore what kind of architecture it might be. It's obviously very experimental and does not have much to do with architecture in the tradiotional sense.
Anyway, as you can see, the objects we created have very intricate surfaces with a whole lot of detail, which is what makes them so interesting. They are also pure white, but over time turn to a more mushy greyish color, as the sodium soaks up some of the water in the air. Both these characteristics make it very hard to capture the object with photogrammetry. I have tried Autodesks 123D catch, but the meshes and textures it put out were full of holes and not nearly accurate enough.
Now I can try and use a better camera and the 123D desktop app instead of the smartphone app, but I also want to explore the possibility of simply animating or simulating the process.