Activity › Forums › Maxon Cinema 4D › Texturing a curved road
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Adam Trachtenberg
July 21, 2014 at 3:26 pmYes, you can use two different textures for the road and road banks. As you say, you can do it by using polygon selection tags. Just create the two tags and then drop the polygon selection tags into the appropriate boxes in the texture tags.
As far as tiling goes, there’s a way to apply different tiling (and projection) to different channels in a shader. You do this using the Effects>Projector shader. Your bitmap loads into the Projector, and then the Projector settings provide for separate tiling options.
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Kelum Jayasinghe
July 22, 2014 at 4:05 pmDear Adam, more questions coming for you…sorry to trouble you..
In the above uploaded file, I find highly detailed and never repeating / tiling textures on the ground..How can you achieve this..Do I need loads of RAM for such high quality textures? Are these very huge textures?
The in the UV layout capture below, the long UV shells do not pack into one red box and extends across several..same thing happens when I open UVs in C4D…Its like the canvas isnt adequately holding the UVs…Is this an issue that requires sorting out…What should I do? Scaling down UVs to fit the canvas would help? does that distort the texture? Please help…
Cinema 4D ROCKZ!
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Adam Trachtenberg
July 22, 2014 at 10:03 pmI don’t work with game engines so I don’t know what’s available in that area. Are you producing an environment for a game engine, or are you just trying to create the look inside of Cinema?
If I was doing something like that in Cinema — rendering a very very long road — I would do it procedurally — creating a texture with multiple layers of different noises. I just slapped a bunch of noises in a layer shader as a quick (not great) example: 7779_proceduralroad.c4d.zip
Otherwise, yes, you would need very big textures, or a series of smaller textures that tile. Or a combination….
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Kelum Jayasinghe
July 23, 2014 at 2:56 amAm not interested in games, but I do wish to get in to movie industry.. That capture is from a movie..I wonder if the immediate environment and the distant environment coming from a matte painting, may be a different pass? Those scenes are so real..
Talking about multipasses, I have never used them…Is it a very complex thing..Best way to learn them I think is to use a very primitive object add light and shadow and try different passes for each…must work on that…If you do this in Cinema do you need color keying?? When you apply color keying in AE, I have never been able to achieve very good results…on edges the greenish/ blueness becomes clear…But in Cinema, I think you can specify different passes for light, shadow, specular, DOF etc. ?
I’ve heard in bigger studios they have custom-made software and extreme resources…Cant we achieve the same with our normal home PCs if we work hard?
Cinema 4D ROCKZ!
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Kelum Jayasinghe
July 23, 2014 at 3:04 amI looked into your texture, yes its really good. Let me try it too…Thanks!
Cinema 4D ROCKZ!
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Adam Trachtenberg
July 23, 2014 at 3:05 pm[Kelum Jayasinghe] “Talking about multipasses, I have never used them…Is it a very complex thing..
It’s a little complex but not terrible. I think a good way to get into it would be to set up a scene that has a few relevant properties, like shadows, reflections, a few separate lights. Then enable the appropriate layers in multipass. If you use After Effects, install the plugin that comes with Cinema. You’ll find the plugins in the Maxon>Cinema>Exchange Plugins folder.
After you get everything set up, go to the Render>Save menu and enable AE export. When you render the file Cinema will create an *.aec file that you can open in AE. This will import all your passes and create a composition with all the passes assembled in the appropriate order and with the correct transfer modes.
Then it’s just a matter of experimenting with the passes to see what you can do with them.
If you do this in Cinema do you need color keying??
No, Cinema takes care of this for you. If you want to isolate an object in post the way to do it is to give the object a compositing tag in Cinema and enable an object buffer in the Buffers tab. Then, in the multipass settings, enable an object buffer pass and set the number to the same number that you have in your compositing tag.
That will output an alpha image of your selected object. Inside AE you use that as a luma matte to separate out the object.
I’ve heard in bigger studios they have custom-made software and extreme resources…Cant we achieve the same with our normal home PCs if we work hard?”
Yes, I think with requisite skill and hard work almost anything created by film CG departments can be recreated with off-the-shelf software.
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