More works done in MoI3D
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 From:  TpwUK
5679.6 
Nice work DesuDeus
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 From:  Mauro (M-DYNAMICS)
5679.7 In reply to 5679.3 
Shapenoid:
It's not a technical error, there were printed so small you wouldn't notice the hole anyway !

i joked on it...complimenti !
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 From:  Frenchy Pilou (PILOU)
5679.8 
Stunning!

How are made the different tickness lines of the blender ?
What format in export? And what is the prog used for the Print?
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 From:  Samuel Zeller
5679.9 
@Michael Thank you, I've got plenty more things to show but I can't until they are finished projects !

@Pilou Thanks, the lines are exported as AI and the thickness are tweaked in illustrator, the catalog is made in indesign and the pictograms are imported as illustrator files
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shapenoid.com stojan-voumard.com
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 From:  Samuel Zeller
5679.10 
deleted

EDITED: 5 Jul 2014 by SAMUEL ZELLER

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 From:  Paulo (MADEIRA3D)
5679.11 
Great images

I really like your render work also.

Seems the reuslt of some unbiased engine right? fry? maxwell? octane?

Do you have to tweek the lights, materials a lot in your render also?

Thanks
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 From:  Samuel Zeller
5679.12 In reply to 5679.11 
@Paulo Yes it's Maxwell Render

I was part of the Octane render alpha and beta too but I don't use it at work.

The materials are not complicated, it's just that the client want 100% the exact same color that is hard.

The lights are really simple and there's an HDRI for reflections.
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shapenoid.com stojan-voumard.com
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 From:  Paulo (MADEIRA3D)
5679.13 In reply to 5679.12 
Great , I love your work and maxwell renders, I wish I could use it with modo.

I guess in your case you use it with C4D right? Do you think the stand alone version is very cumbersome when compared with maxwell for c4d? or max?

Thanks
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 From:  Samuel Zeller
5679.14 In reply to 5679.13 
@Paulo Yes I use the C4D plugin, standalone is not good when you do a lot of variations because you constantly export/import stuff

Thanks for your comments :)

Another thing I already showed previously on this forum made with MoI 3D + C4D + Maxwell

http://shapenoid.com/Golden-Dreams
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shapenoid.com stojan-voumard.com
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 From:  Samuel Zeller
5679.15 
deleted

EDITED: 5 Jul 2014 by SAMUEL ZELLER

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 From:  Mauro (M-DYNAMICS)
5679.16 In reply to 5679.15 
..and what about the handle you posted time ago..? i think is related to this windows..
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 From:  Samuel Zeller
5679.17 In reply to 5679.16 
@M-dynamics Yes it is, I've got 18 windows models + 5-6 different handles with different finishes

Can't show everything yet but there will be an online website where you can change colors and finishes on a 3D rendering...
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shapenoid.com stojan-voumard.com
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 From:  Samuel Zeller
5679.18 
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EDITED: 5 Jul 2014 by SAMUEL ZELLER

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 From:  Samuel Zeller
5679.19 
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EDITED: 5 Jul 2014 by SAMUEL ZELLER

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 From:  Michael Gibson
5679.20 In reply to 5679.19 
Really cool illustration style stuff!

re: shading artifacts, are you getting a normals tag coming through when doing your import? Are you using OBJ format or something else like LWO.

Usually those kinds of shading artifacts mean that the vertex normals are not coming through.

- Michael
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 From:  Samuel Zeller
5679.21 In reply to 5679.20 
Hi Michael,

Here's some parts that cause problems. I export either in OBJ Ngons or OBJ triangles with "avoid less than X" for loosing a bit of details in the fillets.

I import using default C4D importer. I get the normal tag.

https://dl.dropbox.com/u/44982094/normals.3dm
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shapenoid.com stojan-voumard.com
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 From:  Michael Gibson
5679.22 In reply to 5679.21 
Hi DesuDeus, here's what I get when saving your file with Output: N-gons, and then importing into an old version of C4D (r10) using the default OBJ importer and then just hitting render view:



As far as I can tell there are no shading artifacts present at all.

Is it possible that when setting up material properties that you are setting something which is causing the vertex normals to be ignored? Are you possibly enabling some kind of "phong break angle" option in the material or something similar to that?

Do you get something that looks different from what I show here when you only just open the file and hit render view? If the shading problems only start happening once you've edited materials then look very closely at what kinds of properties related to shading and normals treatment that might be in the materials that you are setting up.

- Michael
Attachments:

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 From:  Michael Gibson
5679.23 In reply to 5679.21 
Hi DesuDeus, also are you rendering using Maxwell by any chance?

I seem to remember there is some problem where Maxwell has a setting of its own to ignore vertex normals, I have no idea it likes to do that but you're probably running into that.

See here for some information: http://moi3d.com/forum/index.php?webtag=MOI&msg=4083.14

And you may want to check out that whole thread: http://moi3d.com/forum/index.php?webtag=MOI&msg=4083.1

You would need to ask the Maxwell people why they are set to ignore normals by default, it seems like a strange thing to do.

Also I guess it ignores them unless the object is all made up of triangles too. So you need to change the checkbox setting to make it not ignore them and also export as all triangles as well.

Once you get the vertex normals coming over all those shading artifacts will completely disappear.

- Michael
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 From:  Samuel Zeller
5679.24 In reply to 5679.23 
Yes Maxwell render.

Thanks for the tips now I understand everything !

I wonder why Maxwell guys are screwing this :(

Will adjust my models, but I have to re-export everything :/
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shapenoid.com stojan-voumard.com
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 From:  Michael Gibson
5679.25 In reply to 5679.24 
Hi DesuDeus, yeah I do not understand why if Maxwell needs triangles why the plug-in does not just triangulate the n-gons using the Cinema4D method for doing so.

It seems like it should not be very difficult to do, then they would get the same kind of shading quality as the built-in C4D renderer does (as shown above).

And it is also weird that they would ignore vertex normals by default also.


You might want to ask Maxwell support if they can fix this, it seems to have been an issue for quite a while.


You may not need to re-export, I think there may be a tool in Cinema4D somewhere to convert n-gons into triangles, hopefully it maintains vertex normals while doing so.

- Michael
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