View Full Version : Renderkit.com [in progress]
pixel8
06-29-2010, 12:09 PM
Upcoming resource for cinema4d/vray to start with, including materials, highres-textures, Hdri, models and more.... but that gonna take a few more months
small teaser
http://twitter.com/renderkit
//micke
machmirdenlukas
06-29-2010, 04:16 PM
hey looks promising!
cheerz rob
pixel8
06-29-2010, 04:56 PM
hey looks promising!
cheerz rob
thx :)
alot of work to do tho..
//Micke
ChrisCore
06-29-2010, 05:27 PM
looks very useful. Any idea about your pricing and further informations?
Canīt wait getting my hands on it.
pixel8
06-29-2010, 05:41 PM
looks very useful. Any idea about your pricing and further informations?
Canīt wait getting my hands on it.
Hi!
Prices will be from free to cheap, well afforable anyway :)
that materialpack is mostly shader-based. but uses black/white textures in some cases.
so everything will be easy to change in colors, reflectionintensity etc.
Some of the materials is more of an example how to setup things.
1. I Got the site designed but not coded
2. The first HDR is under testing and tweaking for good lightinformation - will be sizes up to
10000x5000
3. A camerarig (vertical) with lights for texturephotographing is soon to be built
4. First texturepack is for archvis and will "probably" have examplescenes or 'ready to use' materials for the textures.
This gonna take a while I guess, but if anyone have some suggestions please tell me
//Micke
prayas
06-30-2010, 03:32 PM
Very cool stuff so far. If you are going to sell stuff the same quality as in Your portfolio renders i will definatly buy it.
P..:
pixel8
07-06-2010, 11:43 PM
Very cool stuff so far. If you are going to sell stuff the same quality as in Your portfolio renders i will definatly buy it.
P..:
I guess that was a compliment.
The material on the site is going to be far better then the material I ever used so far :)
//Micke
----------
A quick test of a normal oakfloor: 10 boards in 12000x1200 pixels with around 20 pieces in each.
http://www.renderkit.com/temp/renderkit_wood_test_01.jpg
//Micke
ChrisCore
07-07-2010, 01:16 PM
*NEED*
prayas
07-07-2010, 01:55 PM
I guess that was a compliment.
The material on the site is going to be far better then the material I ever used so far :)
//Micke
:)
You guessed right. Very big compliment.
That woodfloor test looks perfect.
Can't wait to see this stuff getting finished.
P..:
colibert
07-12-2010, 09:27 PM
And me, i will definitely buy it all as well, the wood floor is amazing, you are the material man! :)
Hannes84
07-14-2010, 12:20 PM
you are the material man! :)
definitely
Waiting hard for the materials :)
this will be a "must have" ;)
prayas
07-22-2010, 09:48 AM
Hi Micke,
any news on the renderkit stuff?
P..:
pixel8
07-22-2010, 10:56 PM
Hi Micke,
any news on the renderkit stuff?
P..:
Hi
Yes, I have been in Finland for a week and relaxed but tomorrow I continue with a demoscene for the woodfloors. I also need to get a good host for all the files since they are pretty big.
I will start to put up the free stuff first since I already got some ready (such as the materials) but nothing will happen before the next upgrade of vray, I want everything to work fine with a fresh release.
The site will probably be online before the end of summer, but cant tell really :)
I use Twitter and this forum untill then.
//Micke
ChrisCore
07-23-2010, 06:56 AM
Oh, Stefan that means you guys have to hurry up with your next release, because I canīt wait getting my hands on this stuff. ;)
prayas
07-23-2010, 11:35 AM
Oh, Stefan that means you guys have to hurry up with your next release, because I canīt wait getting my hands on this stuff. ;)
Hehe don't pressure them. You know what happens in this case.
Anyway i'm really looking forward for your release.
P..:
pixel8
07-23-2010, 08:08 PM
Hehe don't pressure them. You know what happens in this case.
Anyway i'm really looking forward for your release.
P..:
It starts to come smoke from the ears :)
No, but I dont want to redo 100 materials again, I rather do 100 more
//Micke
smanzer
07-26-2010, 04:07 AM
super shaders , like it !
bentreality
07-26-2010, 01:45 PM
what we would need is a perfectly controlled materials website...
like all materials perfectly seamless
properly in scale for 100x100x100 cm
textures at least 1000x1000px
maybe all with the same materials preview scene
and the same render settings
and an info about the render time of the material on a reference system
etc...
a material website with quality control
maybe with upload / download ratio if u dont pay...
so that u can u can a) avoid leechers, b) push people to make materials
pixel8
07-26-2010, 02:17 PM
what we would need is a perfectly controlled materials website...
like all materials perfectly seamless
properly in scale for 100x100x100 cm
textures at least 1000x1000px
maybe all with the same materials preview scene
and the same render settings
and an info about the render time of the material on a reference system
etc...
a material website with quality control
maybe with upload / download ratio if u dont pay...
so that u can u can a) avoid leechers, b) push people to make materials
http://www.vrayforc4d.com/materials/
http://vrayc4d.com/files/cat1.html
I think its good to have more resources than rely on just one, Everybody uses different setups and workflow so if the material-scene dosnt match up with your own setup all materials on that site will be useless.
Im not trying to replace anything, I love to do materials and want to share something for free, my materials are tweaked for my kind of setups and not any of them uses textures that has any colors, just some patterns that is hard to reproduce with shaders.
The textures is at least 2400x2400px and TIFF-format.
All materials are sorted with a unique name and ID and going to have the rendertimes stamped, I need to tweak all of them and add more materials but I need to see what happens with next version of c4d and vray first.
The sorting I need to think about, but they will shure be packages instead of just downloading 1 by 1.
oh btw.
The first floor demoscene is almost done just some tweaks, I post it today or tomorrow
//Micke
small note ;-)
http://vrayc4d.com/files/cat1.html
i will replace it with http://vrayc4d.com/manuals/files/materials
bentreality
07-26-2010, 03:36 PM
i'd prefer a materials website where every material is checked + processed by the owner / or staff.
so that the setup & quality & preview of each materials file is the same.
i would even pay for such professionally managed / organized materials....
otherwise i always need time to work on the downloaded material first or do not get what i want.
vrayc4d is ok... but a site like www.vray-materials.de would be better
pixel8
07-26-2010, 04:28 PM
i'd prefer a materials website where every material is checked + processed by the owner / or staff.
so that the setup & quality & preview of each materials file is the same.
i would even pay for such professionally managed / organized materials....
otherwise i always need time to work on the downloaded material first or do not get what i want.
vrayc4d is ok... but a site like www.vray-materials.de would be better
ok i see :)
Would you prefer to download them 1 by 1 or as full sorted packages with updates
//Micke
bentreality
07-26-2010, 04:59 PM
ok i see :)
Would you prefer to download them 1 by 1 or as full sorted packages with updates
//Micke
hm... depends... i dont know how vraymaterials.de is financed...
it is definitely some work to maintain a website like that.
if the material cost much it would be better 1 by 1... if cheap or free packages are ok too.
btw... why do you use tif ? just makes it big to download.
what would be cool is that the scale of the materials is right...
so that u dont have to care about the tiling.
for example that a carpet is looking correct in size if just applied in c4d standard size (100x100x100cm)
pixel8
07-26-2010, 05:35 PM
hm... depends... i dont know how vraymaterials.de is financed...
it is definitely some work to maintain a website like that.
if the material cost much it would be better 1 by 1... if cheap or free packages are ok too.
btw... why do you use tif ? just makes it big to download.
what would be cool is that the scale of the materials is right...
so that u dont have to care about the tiling.
for example that a carpet is looking correct in size if just applied in c4d standard size (100x100x100cm)
I like tif ;)
No but they are greyscale anyway, one of them is for example 5.53mb as Tif and 3.33mb as Jpeg so the differens isnt to big, I rather provide stuff lossless.
I started a poll on this site about fileformats so this isnt 100% set atm.
The scales are right already more or less, except the 3 tiled glass/lights so I cant really figure out what you mean with correct in size, can you elaborate?
For example rubber or carpaints, just add them and render.
Brushed anisotropic metal or carbonfiber need proper mapping to look good.
//Micke
tiff can be archived with % of success.
prayas
07-26-2010, 09:15 PM
tiff does compress rather nice compared to a jpeg. 7zip is your friend here.
P..:
bentreality
07-27-2010, 09:11 AM
i agree about tif being superior (lossless) for direct printing... but you can always do it overly perfect :)
we are talking about textures which will be scaled & oversampled by c4d/vray anyway...
a good 80% jpg is ok for me. but anything does... as long as there are no compression artefacts and the file size is not unneccessary huge.
about the scale... yes of course, that makes sense only for textures like wood or carpet etc ...
sometimes textures are too small... for example a wood texture which 1:1 is just 10x10cm... so even if it is seamless you see the repetition if you use it for a "normal" sized object like a table for example. so the textures should be "big" enough. but that depends on what kind of material it is of course. it would be nice to know that the texture is scaled right at 10x10 cm or 100x100x100 cm etc. arroway.de for example gives the info about the texture size in real world. but of course one can try that out himself, too :)
pixel8
07-27-2010, 12:55 PM
i agree about tif being superior (lossless) for direct printing... but you can always do it overly perfect :)
we are talking about textures which will be scaled & oversampled by c4d/vray anyway...
a good 80% jpg is ok for me. but anything does... as long as there are no compression artefacts and the file size is not unneccessary huge.
about the scale... yes of course, that makes sense only for textures like wood or carpet etc ...
sometimes textures are too small... for example a wood texture which 1:1 is just 10x10cm... so even if it is seamless you see the repetition if you use it for a "normal" sized object like a table for example. so the textures should be "big" enough. but that depends on what kind of material it is of course. it would be nice to know that the texture is scaled right at 10x10 cm or 100x100x100 cm etc. arroway.de for example gives the info about the texture size in real world. but of course one can try that out himself, too :)
Now I get it hehe.
Everything is going to be the right scale and have enough resolution, I hate when it looks tiled.
Here is a example of a floor that has 1440 different pieces and still works for closeups, in this case I have to do a workaround even if the floor is seamless. The best way would be if there was a floor/tile-generator for cinema4d ;)
www.renderkit.com/temp/floortiling.jpg
The reason why its not square is because I think this way you can make it more random with the same amount of resolution. Even on big areas without furniture you cant notice any tiling.
Here is a rendered example (not finished)
www.renderkit.com/temp/RK_floor_demoscene_wip.jpg
More suggestions are very welcome.
//Micke
bentreality
07-27-2010, 02:03 PM
looking forward to see your release ! :)
prayas
07-27-2010, 02:29 PM
Very cool new rendering. Can't wait.
How about rendertime on that last image?
P..:
pixel8
07-27-2010, 02:46 PM
Very cool new rendering. Can't wait.
How about rendertime on that last image?
P..:
Thx, about 3 hours
//Micke
best way is to have generated floor tiles ;-)
like this
http://img717.imageshack.us/img717/5766/1280240458clip153kb0479.jpg
pixel8
07-27-2010, 03:37 PM
best way is to have generated floor tiles ;-)
like this
http://img717.imageshack.us/img717/5766/1280240458clip153kb0479.jpg
Grrrr..
//Micke
Mor4us
07-29-2010, 12:46 PM
Have u already tried c44d-jack's Sidewalk Plugin?
Maybe it's not as good as tong's but i already used it a lot!
You should give it a try ;)
btw, nice textures :P
regards
pixel8
07-29-2010, 01:23 PM
Have u already tried c44d-jack's Sidewalk Plugin?
Maybe it's not as good as tong's but i already used it a lot!
You should give it a try ;)
btw, nice textures :P
regards
Thx, yes I have tried it.
I can get flat equally pieces with it but the problem is that they are square :(
pretty close tho.
//Micke
Mor4us
07-29-2010, 02:34 PM
then you didn't look close enough!
Youu can change the size of the tiles to planks f.e. AND reduce the "Variation"-values(sth like random effector) to 0, then your plates are plain
I did a little preset for you
regards
pixel8
07-29-2010, 03:12 PM
then you didn't look close enough!
Youu can change the size of the tiles to planks f.e. AND reduce the "Variation"-values(sth like random effector) to 0, then your plates are plain
I did a little preset for you
regards
haha great, I missed the size-parameters (shame on me)
will try it emidietly, I render the result in the demoscene after if it works fine :)
//Micke
----------
Damn, it fails when it comes to the texturing : /
//Micke
Mor4us
07-29-2010, 07:51 PM
why? where exactly is the problem?
pixel8
07-29-2010, 08:58 PM
why? where exactly is the problem?
I got 1440 pieces that i need uv-mapped or flatmapped randomly on the boards :)
//Micke
Chedesign
07-29-2010, 10:42 PM
then you didn't look close enough!
Youu can change the size of the tiles to planks f.e. AND reduce the "Variation"-values(sth like random effector) to 0, then your plates are plain
I did a little preset for you
regards
Thank you! Very useful!
Pixel8, good luck with your RENDERKIT project! I hope it will be on-line very soon.
pixel8
07-29-2010, 10:44 PM
Thank you! Very useful!
Pixel8, good luck with your RENDERKIT project! I hope it will be on-line very soon.
Thank you, I guess after the summer depending on the coding.. :)
//Micke
ChrisCore
07-30-2010, 06:54 AM
As far as the weather in germany is concerned, the summer is over. Now. :)
But I wonīt insist.
pixel8
07-30-2010, 08:42 AM
As far as the weather in germany is concerned, the summer is over. Now. :)
But I wonīt insist.
Haha, well here in sweden it felt like over yesterday but I think its coming back today :)
//Micke
liger
07-31-2010, 01:07 AM
absolutely waiting for the release!
pixel8
08-01-2010, 09:37 PM
If someone has a minute over there is 12 free carpaints (blendMTL) to download, Im testing so hope it works :)
ftp-server: 79.136.120.116
username: freestuff
password: 1234
or via browser
ftp://freestuff:1234@79.136.120.116/
//Micke
ChrisCore
08-01-2010, 10:07 PM
Wow, the shader looks awesome. This is a kind of sneak preview to your final shaders you are working on. :)
Thank you very much!
(btw I added a quick screenshot for all of you guys, where some of these mats are being used.)
liger
08-01-2010, 10:10 PM
If someone has a minute over there is 12 free carpaints (blendMTL) to download, Im testing so hope it works :)
ftp-server: 79.136.120.116
username: freestuff
password: 1234
or via browser
ftp://freestuff:1234@79.136.120.116/
//Micke
i am also on it.
pixel8
08-01-2010, 10:12 PM
Wow, the shader looks awesome. This is a kind of sneak preview to your final shaders you are working on. :)
Thank you very much!
Yeah, well I havnt tweaked them and tested properly yet, this will not be the same as in the final packages...
thx for the image, here is another one :)
//Micke
Chedesign
08-01-2010, 10:42 PM
Top work! Keep it up! And thanks for the shaders!
liger
08-01-2010, 10:56 PM
i have a little grain around but looks promising. i'll have some more tests with a car tomorrow.
pixel8
08-01-2010, 11:05 PM
i have a little grain around but looks promising. i'll have some more tests with a car tomorrow.
Nice test!
Good to know about the graininess, I will tweak those alot and try the additive way instead :)
//Micke
http://img715.imageshack.us/img715/824/0012carpaintlightgreen.jpg
http://img839.imageshack.us/img839/1185/0001mcarpaintgreen.jpg
http://img695.imageshack.us/img695/7828/0002mcarpaintblue.jpg
http://img405.imageshack.us/img405/8105/0003mcarpaintsilver.jpg
http://img837.imageshack.us/img837/1337/0004mcarpaintgoldenbrow.jpg
http://img715.imageshack.us/img715/5337/0005mcarpaintdeepred.jpg
http://img695.imageshack.us/img695/2553/0006mcarpaintorange.jpg
http://img580.imageshack.us/img580/4445/0007mcarpaintpurple.jpg
http://img695.imageshack.us/img695/881/0008carpaintwhite.jpg
http://img715.imageshack.us/img715/1728/0009carpaintblack.jpg
http://img827.imageshack.us/img827/3339/0010carpaintyellow.jpg
http://img831.imageshack.us/img831/9263/0011carpaintred.jpg
slideshow
http://img715.imageshack.us/slideshow/webplayer.php?id=0012carpaintlightgreen.jpg
:rolleyes:
ps:
http://vrayc4d.com/manuals/files/materials/automotive/black-cherry-paint-434
http://img822.imageshack.us/img822/940/blackcherry.jpg
pixel8
08-01-2010, 11:33 PM
Nice Tong, I guess it needs some tweaking for this kind of light and it defenitly needs more rendertime and lower noise and AA (doh)
But I cant rely to much on specular highlights and really need the flakes in it so for the final ones I test additive and on a car :)
//Micke
prayas
08-01-2010, 11:47 PM
Thanks a lot for the materials. Need to do some rendertests myself with them.
P..:
pixel8
08-02-2010, 01:02 AM
Thanks a lot for the materials. Need to do some rendertests myself with them.
P..:
Your welcome, tests are very welcome :)
Im testing with hdr and car right now, So far it looks like I want it to.
//Micke
liger
08-02-2010, 01:14 AM
Your welcome, tests are very welcome :)
Im testing with hdr and car right now, So far it looks like I want it to.
//Micke
would you post your hdr+car render tests? i am curious :)
pixel8
08-02-2010, 01:49 AM
would you post your hdr+car render tests? i am curious :)
Yes, needed to change materials and the objects, its old AR-stuff... hehe :)
//Micke
----------
www.renderkit.com/temp/gallardo_m_orange.jpg
First test, Old unfinished car...
nothing is changed in the material and no postproduction.
Rendertime is 10min and 16sek
//Micke
liger
08-02-2010, 02:16 AM
Yes, needed to change materials and the objects, its old AR-stuff... hehe :)
//Micke
----------
www.renderkit.com/temp/gallardo_m_orange.jpg
First test, Old unfinished car...
nothing is changed in the material and no postproduction.
Rendertime is 10min and 16sek
//Micke
looks nice but it seems this one doesn't have the flakes?
btw what are your render settings and how is your c4d scene?
between tong's renders and this gallardo render have huge difference..
prayas
08-02-2010, 02:22 AM
That's one great tire material. Is it that one from the rim rendering you posted some time ago?
P..:
pixel8
08-02-2010, 02:32 AM
looks nice but it seems this one doesn't have the flakes?
btw what are your render settings and how is your c4d scene?
between tong's renders and this gallardo render have huge difference..
It has the flakes but no good lightsource, adding a sun now and the flakes will show up better.
The scene is just a hdr in a area-light-dome.
Camera: 200/8/25
AA 1x16/0.005 mitchell-netravali filter
dmc noise threshold 0.005
Gi, preset 21
colormapping reinhard 1/0.45/2.2 <---- I should have used 1/0.2/2.2 instead hehe
The rest is just defaults.
As I said before, A reason why there is not easy to make materials that will always work is that people make things different and uses different setups, this works ok with my setups but I will finetune it when next vray-update comes.
//Micke
----------
That's one great tire material. Is it that one from the rim rendering you posted some time ago?
P..:
hehe no its not even a material made for a tire, just dark grey and non-glossy reflections :)
//Micke
----------
here is same setup but added a sun, might need some tweaking to but what the...
www.renderkit.com/temp/gallardo_m_green.jpg
//Micke
liger
08-02-2010, 02:36 AM
i was just thinking the same thing. great tire material! it is my first going through your work on your web site and you have really good materials and lighting setups there..
--
another render with renderkit-carpaints / IR-LC very-low Quality 14 minutes render time on 13" macbook pro.
pixel8
08-02-2010, 02:53 AM
i was just thinking the same thing. great tire material! it is my first going through your work on your web site and you have really good materials and lighting setups there..
--
another render with renderkit-carpaints / IR-LC very-low Quality 14 minutes render time on 13" macbook pro.
Oh thats nice, that red one looks better there then here doh, changed anything?
Oh, and thanks btw, the 5d-materials is included in the full material-package :)
//Micke
----------
Last one for tonight, a little bit to bright maybe
www.renderkit.com/temp/gallardo_m_red.jpg
Need to get some sleep, thx for the support! .)
Turning of the ftp tonight its on my workstation atm so I need stuff running at the server instead.
//Micke
liger
08-02-2010, 03:15 AM
Oh thats nice, that red one looks better there then here doh, changed anything?
//Micke
didn't touch anything, even a slider.. :)
i think it would look much better with more tweaked scene setup.. i have just a sun there.. and my render settings are not quite well..
--
when i change the scene and lighting setup of a good looking material it goes completely mad, so do i..
i am also going for sleep.. tomorrow i'll post more.
machmirdenlukas
08-02-2010, 09:36 AM
If someone has a minute over there is 12 free carpaints (blendMTL) to download, Im testing so hope it works :)
ftp-server: 79.136.120.116
username: freestuff
password: 1234
or via browser
ftp://freestuff:1234@79.136.120.116/
//Micke
thanks micke!
though link doesnīt work anymore..
anybody else upload?
thanks and cheerz rob
machmirdenlukas
08-02-2010, 10:19 AM
thanks tong!
edit: sorry doesnīt work. should this be a .c4d-file?
thanks for watching
cheerz
prayas
08-02-2010, 11:19 AM
We'll it is, isn't it. If i download it it is a c4d file.
P..:
pixel8
08-02-2010, 12:19 PM
Tongs attachment works, its just a c4d right now.
ftp-server: 79.136.120.116 or renderkit.mine.nu
username: freestuff
password: 1234
or via browser
ftp://freestuff:1234@79.136.120.116/
Sorry to put that down but the workstation needed some sleep to.
The ftp thing is kind of annoying but I needed to test it someway hehe
//Micke
prayas
08-02-2010, 01:11 PM
Just some rendertests with a WIP model i'm working on right now.
Looks promissing from what i can see.
P..:
pixel8
08-02-2010, 01:18 PM
Just some rendertests with a WIP model i'm working on right now.
Looks promissing from what i can see.
P..:
Awesome!
cool car to, the black is maybe a little dark, noticed from Tongs renders to :D
//Micke
prayas
08-02-2010, 01:28 PM
Hehe Thanks love that car too.
Would you mind posting the material testscene you used in the preview renderings.
I would like to see the settings sometime.
P..:
pixel8
08-02-2010, 02:02 PM
Hehe Thanks love that car too.
Would you mind posting the material testscene you used in the preview renderings.
I would like to see the settings sometime.
P..:
Its nothing special, and the AA/noise should be lower, but here is a simplified one :)
//Micke
prayas
08-02-2010, 02:07 PM
Thanks for that. I just like to digg into the setting other people use to learn from them. Always something ne to discover.
P..:
machmirdenlukas
08-02-2010, 02:38 PM
Its nothing special, and the AA/noise should be lower, but here is a simplified one :)
//Micke
thanks!
strange, tongīs file doesnīt work for me, but anyhow, mickeīs file is great..
cheerz rob
pixel8
08-02-2010, 03:30 PM
thanks!
strange, tongīs file doesnīt work for me, but anyhow, mickeīs file is great..
cheerz rob
weird :/
Now back to coding for a while..
//Micke
bentreality
08-02-2010, 03:42 PM
Its nothing special, and the AA/noise should be lower, but here is a simplified one :)
//Micke
---> does it make sense to use the blend material here ?
could this not be done w the specular channels in the adv material ?
whats the difference?
pixel8
08-02-2010, 04:03 PM
---> does it make sense to use the blend material here ?
could this not be done w the specular channels in the adv material ?
whats the difference?
Yes, if you turn on the diffuse and the reflectionlayer it looks exactly the same, The first ones used a slight bump in the metallic layer (interesting effect) and also one more layer for metallic and one layer for scratches in the clearcoat, I also wanted to add water-droplets on top of that.
There is simply just more possibilities with it Imo, but as it is now its pretty much the same with or without.
I can post examples later on.
//Micke
Just some rendertests with a WIP model i'm working on right now.
Looks promissing from what i can see.
P..:oh mann, ist das ein bertone? love that car, had this one some years ago!
liger
08-03-2010, 03:58 PM
@Micke
somemore tests..you may see the rendertime stamp on filenames but i was working on the computer while it was rendering.. some downloads and stuff so i guess it is not accurate..
also an animation render with sun and area dome-hdr
http://ns1.whiteonbite.com/stuff/vray/test-fiat-renderkit-red-deeper.mov
one of the material is black cherry but my results between black cherry and renderkit mats didnt come up as much as different to tong's renders.
pixel8
08-03-2010, 04:43 PM
Awesome Liger! :)
Tongs cherry-material works here too.
//Micke
prayas
08-03-2010, 11:45 PM
oh mann, ist das ein bertone? love that car, had this one some years ago!
Don't really know if this was a Bertone design. My ref. files all read Alfa Romeo GTA. I will do a little more research. Thanks for that comment.
P..:
prayas
08-05-2010, 12:57 AM
@hiro wikipedia says designed by Giorgio Giugiaro while working for Bertone :D
So you decide if it's Guigiaro or Bertone but i would go with Bertone.
@pixel8
Got one big question. The sample scene and the materials (talking bout the metalflake/ metallic)
are all set up using cm as units. If i go to render this on the farm i need meters as units otherwise
the netclients will produce rubbish.
Any ideas about that?
For the solid colors it makes no difference but if you use a noise shader you need to rescale all
noise layers. I'm testing right now and will post some results.
P..:
pixel8
08-05-2010, 01:17 AM
@hiro wikipedia says designed by Giorgio Giugiaro while working for Bertone :D
So you decide if it's Guigiaro or Bertone but i would go with Bertone.
@pixel8
Got one big question. The sample scene and the materials (talking bout the metalflake/ metallic)
are all set up using cm as units. If i go to render this on the farm i need meters as units otherwise
the netclients will produce rubbish.
Any ideas about that?
For the solid colors it makes no difference but if you use a noise shader you need to rescale all
noise layers. I'm testing right now and will post some results.
P..:
I really never thought about it :/
need to check it out tomorrow
//Micke
ChrisCore
08-05-2010, 06:39 AM
cm suits perfectly for me. ;)
bentreality
08-05-2010, 08:41 AM
yes... stay with cm, thats definitely better than m !
fredriksjolander
08-05-2010, 12:14 PM
Everything looks awesome! That
that materialpack is mostly shader-based. but uses black/white textures in some cases.
so everything will be easy to change in colors, reflectionintensity etc. sounds amazing and so does the info about price!
pixel8
08-05-2010, 12:34 PM
cm suits perfectly for me. ;)
Yeah it will be cm, but still woried about what happens with other units.
This is one of the reasons why I not release the full package until the next c4d/vray updates.
//Micke
ChrisCore
08-05-2010, 12:42 PM
I fully accept your decision. But I donīt think that the scaling issue will be "fixed" as this is no error and - as far as Iīm informed - all 3d packages work quite similar.
But this would be a great idea for a new plugin:
A new type of shader, which is scaling-sensitive and multiplies its values by e.g. /100 or *100 if the user changes from m to cm.
As I usualy donīt have 1-million-dollar-ideas, I suppose, someone already did it? :)
prayas
08-05-2010, 12:42 PM
@ChrisCore and @ bentreality That would make it easier for you to use it?
I had to work my head around this too and we converted all scenes and
materials we have been using for years now. Took some time but now it's definatly
worth it. If you are using c4d and vray professional you'll end up using net
be that your own farm or some renderfarm on the internet.
I'd rather have the materials all set before spending money on renderings that i can't
use all because i missed the fact that net uses meters (untill maxon gets real units).
P..:
pixel8
08-05-2010, 12:43 PM
Everything looks awesome! That
sounds amazing and so does the info about price!
Thx, I rather provide stuff for free but some of the things need pricetags such as model-librarys, HDRI, and High-res textures, there will be some free of that to tho.
One thing is for sure, shader-packs and general maps such as patterns, dirt and scratches will be free.
The first model-package contains alot of stuff that takes time to model but is always needed in interior-design, the idea is to never have to model such things again and focus on the design instead. :)
//Micke
well maxon have emails from some users, including me about units issue, also suggestions for better |switching" or when you import from other file object popup Question about scaling and importing all textures to project folder with paths change and etc etc etc.. ;-)
pixel8
08-05-2010, 12:51 PM
@ChrisCore and @ bentreality That would make it easier for you to use it?
I had to work my head around this too and we converted all scenes and
materials we have been using for years now. Took some time but now it's definatly
worth it. If you are using c4d and vray professional you'll end up using net
be that your own farm or some renderfarm on the internet.
I'd rather have the materials all set before spending money on renderings that i can't
use all because i missed the fact that net uses meters (untill maxon gets real units).
P..:
I dont know much about net, but if it only can use meters I consider it as something that Maxon has to take care of.
Many people seems to think that net-render need a rework and thats maybe something that Maxon has in the pipeline.
All I want is that the materials works in every situation and this is a big problem since all my materials rely on shaders and noise.
//Micke
----------
I fully accept your decision. But I donīt think that the scaling issue will be "fixed" as this is no error and - as far as Iīm informed - all 3d packages work quite similar.
We dont know what happens, thats the issue. :)
//Micke
ChrisCore
08-05-2010, 12:53 PM
@Tong: Hope your voice will be heard
@prayas: To be honest, I have just few experience in using net with vray. Never bought a renderfarm before but rendered inhouse. If this is such a huge issue, I hope that maxon will fix it. As Iīm bulding quite alot architecture scenes, I always use cm, meters would be much too rough for me.
@maxon employees: pls read this thread carefully! ;)
pixel8
08-05-2010, 12:55 PM
well maxon have emails from some users, including me about units issue, also suggestions for better |switching" or when you import from other file object popup Question about scaling and importing all textures to project folder with paths change and etc etc etc.. ;-)
I hope something happens in the next update, the small core issues are the most important for Maxon to fix.
prayas
08-05-2010, 01:11 PM
@ChrisCore There is nothing wrong with working in cm or m. I use cm to model as well.
Modelling in m is a pain in the ....
It's just the rendering part that needs the m unit as in the net module this can't be changed. I manually scale the model once it's finished. When i then apply all materials
it's usually a bit faster to have them in the right scale already ;)
Maxon needs to address these issues with net but i think they do focus on other areas that help to sell c4d. The package c4d itself is tailored for small studios and
freelancers that usually work on one maschine. Might be just my point of view.
P..:
pixel8
08-10-2010, 09:38 PM
@ChrisCore There is nothing wrong with working in cm or m. I use cm to model as well.
Modelling in m is a pain in the ....
It's just the rendering part that needs the m unit as in the net module this can't be changed. I manually scale the model once it's finished. When i then apply all materials
it's usually a bit faster to have them in the right scale already ;)
Maxon needs to address these issues with net but i think they do focus on other areas that help to sell c4d. The package c4d itself is tailored for small studios and
freelancers that usually work on one maschine. Might be just my point of view.
P..:
I agree in some point, The only problem is that I cant make stuff in meters also, lets hope net-render gets an update soon or there is some way to work around it. :)
About Renderkit: Ive Been busy with my normal job since yesterday so nothing has happend here except some testrenders of grass / vegetations, modeling of interior-props and some coding of the site.
The most important thing now is to get the material-library done and rework the car-materials, I really want to release that and even get some critics, comments, ideas, suggestions etc for future librarys, I wish I can fix that in the weekend.
//Micke
liger
08-23-2010, 03:43 PM
Hey Micke,
I have a question;
I always try to eliminate the unused materials in my scenes by using Materials > Function > Remove Unused Materials
As the bodypaint i got from you uses VrayBlendMaterial, when i say Cinema 4d to remove unused materials, it removes the clearcoat/metallic layer and the mats inside also.. Only the main material stays in the scene in this case "0005_m_carpaint_deepred". Because it is the one which is actually used and attached to a object. Is there any logical way to get a workaround? May be there is a checkbox somewhere so c4d does understand the mats and the ones related/connected to them.
If not? How's it going to be then? :)
Behrendt
08-23-2010, 04:29 PM
Probably not the best way, but I avoid this, by assigning the materials to a Null-Object, so Cinema thinks they are assigned somewhere.
pixel8
08-23-2010, 04:46 PM
Probably not the best way, but I avoid this, by assigning the materials to a Null-Object, so Cinema thinks they are assigned somewhere.
Yes, thats the workaround, I actually started to remove materials manually because of this :P
I thin there was a discussion about this when the blendmaterial was introduced and the vray-team maybe have fixed it for next update?
//Micke
liger
08-23-2010, 05:36 PM
hmm. that would work. let me try to get used to that workflow..
pixel8
08-23-2010, 05:58 PM
it`s maxon problem ;-)
I thought it was blendMTL that need to say to Materal manager that the material is used =P
No but really, how come it is Maxons problem? Limitation in the SDK?
//Micke
that need to say to Materal manager that the material is used
:rolleyes:
bentreality
08-24-2010, 12:57 PM
remove unused materials & duplicate materials dont really work well with vrayforc4d.
guess we have to live w it.
yap, the same solution, use null object for store materials
or better null polygon.
prayas
08-24-2010, 01:16 PM
yap, the same solution, use null object for store materials
or better null polygon.
The solution using a null is absolutely working nice. Would be more comfortable the other way but once you get used to it it's not to bad.
With PCs these days the memory wasted by a few more materials isn't to bad either.
@ tong
What's a null polygon and what does this give you over the null object?
P..:
stefan
08-24-2010, 01:28 PM
it works well as long you do not use special belnding modes in texture slot(like multiply), this c4d ignores as it doesnt knowe them sadly, it is not done by vray but native c4d.
we have to see how to learn c4d to learn this additional blending modes. it is on our task list. sadly c4d has no feature in sdk for that.
cheers
stefan
Behrendt
08-24-2010, 01:31 PM
Null Polygon I guess is just an empty poly object. But I don't think it has any advantage?!
Null Polygon I guess is just an empty poly object. But I don't think it has any advantage?!
right, it have advantage if you use it like clone(instance) and then you want to convert clone to real object, null object disappear, null polygon not.
prayas
08-25-2010, 12:28 PM
thanks for explaining that to me.
pixel8
08-25-2010, 12:35 PM
thanks for explaining that to me.
indead
//Micke
liger
09-27-2010, 06:53 PM
yo!
what is going on dear pixel8? How RenderKit is going on?
pixel8
09-27-2010, 09:18 PM
yo!
what is going on dear pixel8? How RenderKit is going on?
Yo!
Not to well atm, waiting for domaintransfer to another host, its just slow and nothing seems to happen. The good news is that I get 4000gb transfer / month and can host alot direct on it.
All materials are finished and rerendered, some are new and some are removed and all are tweaked and rendered with latest vray-version.
I just had alot of normal work latelly so there has not been much work on Renderkit, next week I will get some sparetime to continue since my fiancee and daughter is going to greece for some relaxing and leave me at home in front of the computer ;)
Sorry for the delay
//Micke
liger
09-27-2010, 09:44 PM
hahaha. that sounds lovely.
pixel8
09-27-2010, 09:47 PM
hahaha. that sounds lovely.
Or nerdy ;)
//Micke
Wokka
09-28-2010, 02:22 AM
RenderKit can wait a few more weeks.
GO TO GREECE!!! ;)
prayas
09-28-2010, 08:52 AM
RenderKit can wait a few more weeks.
GO TO GREECE!!! ;)
second that.
now go :)
pixel8
09-28-2010, 09:20 AM
second that.
now go :)
Im not going, im working :)
//Micke
ChrisCore
09-28-2010, 10:23 AM
Go to greece ... with your laptop?
Sounds fair enough.... ;)
machmirdenlukas
09-28-2010, 11:49 AM
no! stay at home and enjoy your freedom...:) and finish renderkit!
(donīt get me wrong - i have three girls at home myself :))
cheerz rob
pixel8
09-28-2010, 12:12 PM
no! stay at home and enjoy your freedom...:) and finish renderkit!
(donīt get me wrong - i have three girls at home myself :))
cheerz rob
Yes I have to, its nice to be apart sometimes, three girls? so do I, one is a cat tho.. :)
//Micke
three girls? so do I, one is a cat tho.. :)
//Micke
hehe.. same situation here, but your cat is my dog!
pixel8
09-28-2010, 01:51 PM
hehe.. same situation her, but your cat is my dog!
Oh really? I need to ask her about that :)
//Micke
pixel8
11-16-2010, 07:34 PM
Here is some materials, they are very basic so tweak for your needs :)
previews (also included in packs) www.renderkit.com/temp_freestuff/RK_mtl-previews.jpg
Carpaint: www.renderkit.com/temp_freestuff/RK_carpaint_vrayforc4d.rar
Glass: www.renderkit.com/temp_freestuff/RK_glass_vrayforc4d.rar
Liquid: www.renderkit.com/temp_freestuff/RK_liquid_vrayforc4d.rar
Plastic: www.renderkit.com/temp_freestuff/RK_plastic_vrayforc4d.rar
Fabric: www.renderkit.com/temp_freestuff/RK_fabric_vrayforc4d.rar
Luminous: www.renderkit.com/temp_freestuff/RK_luminous_vrayforc4d.rar
Stone: www.renderkit.com/temp_freestuff/RK_stone_vrayforc4d.rar
Metal: www.renderkit.com/temp_freestuff/RK_metal_vrayforc4d.rar
Organic: www.renderkit.com/temp_freestuff/RK_organic_vrayforc4d.rar
Other: www.renderkit.com/temp_freestuff/RK_other_vrayforc4d.rar
(Edit: added the 5 last packs)
//Micke
MODOX
11-16-2010, 08:08 PM
thx :)
Behrendt
11-16-2010, 08:15 PM
Wo, very nice of you! I'll definetly look forward to compare these to the materials I created in order to learn something!
pixel8
11-16-2010, 08:45 PM
I Added the 5 last packs.
Modox: You are welcome :)
Wo, very nice of you! I'll definetly look forward to compare these to the materials I created in order to learn something!
Cool!
These materials are very basic and a good startingpoint to tweak from for those who dont like to make materials. Some are just plain examples and some can be used right away.
//Micke
machmirdenlukas
11-16-2010, 08:52 PM
----------
Wow, without looking at your materials in detail...this is very generous as they really look very professional... you shoud install at least a donation button..;
cheerz rob
pixel8
11-16-2010, 08:57 PM
----------
Wow, without looking at your materials in detail...this is very generous as they really look very professional... you shoud install at least a donation button..;
cheerz rob
Thx, its no problem. Many people here share alot of stuff and usefull information, Ive learn about 90% of reading in this forum so it just feels right to give at least something back :)
//Micke
machmirdenlukas
11-16-2010, 09:42 PM
Thx, its no problem. Many people here share alot of stuff and usefull information, Ive learn about 90% of reading in this forum so it just feels right to give at least something back :)
//Micke
great attitude.. forgot to say thank you!
so i dedicate my 700th post to MICKE the DONOR of the day! :)
cheerz rob
pixel8
11-16-2010, 09:52 PM
great attitude.. forgot to say thank you!
so i dedicate my 700th post to MICKE the DONOR of the day! :)
cheerz rob
hahaha :D
//Micke
prayas
11-16-2010, 10:43 PM
Wow thanks a lot Micke. Can't wait to get to my office maschine in the morning to download. Really sad not to have c4d and vray on my phone ;) to try this now.
P..:
Micke maybe it`s good idea to pack it in lib4d library? check your P.M. for link to file
http://img201.imageshack.us/img201/9166/22973715.jpg
http://img831.imageshack.us/img831/8677/27820250.jpg
pixel8
11-17-2010, 06:59 AM
Micke maybe it`s good idea to pack it in lib4d library? check your P.M. for link to file
http://img201.imageshack.us/img201/9166/22973715.jpg
http://img831.imageshack.us/img831/8677/27820250.jpg
Thats great!
I P.M you back :P
//Micke
ChrisCore
11-17-2010, 08:18 AM
Hey Micke,
thanks alot for sharing this stuff with us! Great work.
Altough its quite hard to resist, I will wait some hours because Iīve the feeling that you might upload a c4d.lib version soon..... ?
Greetings.
That's a great present ! Many thanks for helping the community !
Mike
pixel8
11-17-2010, 09:47 AM
Here is the library with all materials, many thanks to Tong for taking time to create this!
http://www.renderkit.com/temp_freestuff/RK_vc4d_materials_lib4d.rar
//Micke
prayas
11-17-2010, 01:13 PM
Thanks Micke and Tong for making the lib version. Work so much better now. Got one tiny problem though with the blend mats. They all render black if i got a compositing (Vraycomp) Tag on the object. Nothing set in the tag yet just applied it and all renders black.
P..:
stefan
11-17-2010, 01:33 PM
Mike, thats VERY generous of You, thank you very much!
cheers
stefan
pixel8
11-17-2010, 02:11 PM
Thanks Micke and Tong for making the lib version. Work so much better now. Got one tiny problem though with the blend mats. They all render black if i got a compositing (Vraycomp) Tag on the object. Nothing set in the tag yet just applied it and all renders black.
P..:
Thats very weird hmm, cant test right now
Mike, thats VERY generous of You, thank you very much!
cheers
stefan
Well, thanks for bringing a great renderengine to c4d! :P
//Micke
big K
11-17-2010, 04:29 PM
thatīs very generous !
thank you all for nice materials !
cheers
michael
J-sheikh
11-17-2010, 04:57 PM
Damn, I love you pixel8. Thanks alot!
colibert
11-17-2010, 05:01 PM
Thanks you! very kind!
Thank you very much! These material are top quality.
Also, that's a nice looking test scene you have there. It shows all the details in the materials and it looks like it is not so render-heavy. Are you going to include this in future uploads?
Patrick
BerTiN03
11-22-2010, 10:38 AM
Top level materials !
Thanks a lot !!!
steppes
11-22-2010, 12:15 PM
thank you!
pixelquake
11-25-2010, 02:28 PM
great!! thank you so much!
Behrendt
11-25-2010, 08:02 PM
Everytime I try to "Save Project" Cinema says, that it can't find the textures of your materials, even though I installed the library correctly. Can't cinema copy textures from librarys?
Also when I manually wanted to gather the textures I couldn't find "dirt.tif" which according to Cinema is used in Leather White Material. I checked this over and over again - but there is no slot, even no inactive slot, where this texture is even used?
Am I missing something or doing something completely wrong? :(
zickboom
11-26-2010, 08:29 AM
Really great !
Is there a way that's be a base of what we saw for Max Vray (Vraymaterials) ?
Thank you !
----------
RK_painted_white_rust file missed, no ?
----------
and plastic green too
----------
and plastic green too
pixel8
11-26-2010, 09:51 AM
Everytime I try to "Save Project" Cinema says, that it can't find the textures of your materials, even though I installed the library correctly. Can't cinema copy textures from librarys?
Also when I manually wanted to gather the textures I couldn't find "dirt.tif" which according to Cinema is used in Leather White Material. I checked this over and over again - but there is no slot, even no inactive slot, where this texture is even used?
Am I missing something or doing something completely wrong? :(
The leathermaterials aint using any textures so its a little weird, it works here
I wish I knew how the librarys works but I aint.
I dont have any textur named "dirt.tif" anymore, but the work-file is probably named that before I made jpgs of them, the referens should be removed tho :(
Really great !
Is there a way that's be a base of what we saw for Max Vray (Vraymaterials) ?
Thank you !
----------
RK_painted_white_rust file missed, no ?
----------
and plastic green too
----------
and plastic green too
The textures are there in the Tex map and works fine here in both materials, I dont really know why it aint working there. would be fun to know if someone else have problems with them.
And yes the materials-section on the site will be like vraymaterials but not any upload/voting etc. All materials is categorised and can be downloaded seperate.
The idea is to find what you need and download it, and I need it to be easy to upload more materials all the time so there will not be any librarys from the site since it will provide to much traffic and to much updates if I need to update it every time there is new materials.
It looks like this atm, unfortunately I got loads to do right now so I cant work on the site and its content now.
http://www.renderkit.com/temp/RK_teaser2.jpg
//Micke
c.legend
12-27-2010, 09:05 PM
20 days, 16 hours, and 37 minutes
bentreality
03-04-2011, 09:44 AM
what happened to the renderkit project ?
no news since long :/
machmirdenlukas
03-04-2011, 09:54 AM
http://www.renderkit.com/temp_freestuff/RK_vc4d_materials_lib4d.rar
this great lib has been released months ago...
artdude12
03-14-2011, 01:47 PM
It seems that the Renderkit lib file is crashing R12 (OSX 10.6.6, 64 bit, with the current version of Vray ) when double clicking or dragging the materials. It works OK in R11.
I did a quick search in the forums to see if this issue came up, but did not see a posting concerning this.
stefan
03-14-2011, 01:56 PM
some user reported crashing with files/libraries that had been saved in 11.x and have other units than the new units in v12, we investigate this (there are some reports also from non vray plugins about that) it might be related to the new units and some copy/paste/libary dragging problem. we will try to find at least for vray a workaround for this asap.
cheers
stefan
PeterWS
03-17-2011, 04:42 PM
many many thanks !
great materials !
greetings Peter
bentreality
03-17-2011, 05:10 PM
http://www.renderkit.com/temp_freestuff/RK_vc4d_materials_lib4d.rar
this great lib has been released months ago...
yeah but then it was said to get online in days....
the project seems stuck somehow :/
machmirdenlukas
03-17-2011, 08:38 PM
guess there will be no further update in the near future,
but i must say micke already did a great job and it was very generous to share his work...
cheerz rob
bentreality
03-18-2011, 10:05 AM
of course... dont misunderstand!
it is stunningly great what he has done. for free!
but wasnt the project was to have a website with downloadable materials?
pixel8
03-23-2011, 10:18 AM
of course... dont misunderstand!
it is stunningly great what he has done. for free!
but wasnt the project was to have a website with downloadable materials?
Yes that was the point, the server is full of stuff and the website has been "almost done" for months now, I need to make some decisions on whats going to happen with it, One thing for sure is that it will be finished in some way or another, I just need some kind of spark again and a little less to do on my spare-time.
Enough with excuses :)
//Micke
bentreality
03-23-2011, 02:00 PM
:) still dream of a website like that :)
hope your girlfriend gives u some time, haha
Is there a way to collect your files out of renderkit? I can never find things like "scratches01.jpg" when I go to collect...
artdude12
09-07-2011, 06:22 PM
Do a "Save Project" (file menu) and when the dialog comes up asking for the missing textures, click OK and find the directory that has the Renderkit lib file. Click on the Renderkit lib file and your project will be created with a tex file with the missing textures.
Works for me.
margoyle
09-16-2011, 10:10 AM
dear pixel8: (or anyone, who feels capable)
would you mind sharing the wood-material from one of you first posts? (oakfloor)
just to learn your approach of working the specular-channels (which are giving me a hard time to go from a "good looking" to a "real looking" material, like yours ...)
thx in advance,
margoyle
st5v5
12-25-2011, 09:45 PM
sadly this project has lost its breath as it seems...
machmirdenlukas
12-26-2011, 12:01 AM
sadly this project has lost its breath as it seems...
why? the most important input was already given... for free
bentreality
12-27-2011, 11:00 AM
dont wanna complain.. dont misunderstand,
nothing on micke, he donned great values here!
but there seemed to be even more on the way, maybe even a good, maintained materials platform.
ChrisCore
12-29-2011, 04:29 PM
copy that, margoyle
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