Joel
0
My favorite things to design in C3D are cars or buildings, but complex models take a lot of time. To learn about all of C3D’s tools I like to practice on small projects that can usually be done in a couple of sessions. Lots of trial-and-error, many iterations. The .jas files are useful for future reference.
A couple of years ago I wanted to experiment with C3D’s materials and the capsule object seemed optimal. Working on the first one inspired more ideas, more experiments, more capsules. There are now 35 capsules. They are whimsical, comical, purely aesthetic.
Everything was created in C3D, using scripts from Hiroto Tsubaki et al. Thanks to all of you who have posted tutorials or answered questions on this forum.
SCRIPTS: A Quick Guide:
They were all rendered with Falcon and the default oldtown_pano_small HDRI Light. No post-processing. PNG renders were exported to JPEGs using Preview.
The spherical top and bottom were derived from the default Capsule object, or an Icosahedron + Stam-Loop Subdivision Modifier, or a Box + Spherify Modifier.
The materials are relatively simple. I think they all use the basic Material Shader node, maybe the Dielectric. No PBRs. No Image nodes. Three Math nodes: Mix, Multiply, and Vec2Float. Instance/random node + step gradient for varicolored particles.
Simple intro to Materials for new users:
Gradients: color, value, number:
Capsules 1 — 14:
Capsules 15 — 26
Capsules 27 — 29
A couple of years ago I wanted to experiment with C3D’s materials and the capsule object seemed optimal. Working on the first one inspired more ideas, more experiments, more capsules. There are now 35 capsules. They are whimsical, comical, purely aesthetic.
Everything was created in C3D, using scripts from Hiroto Tsubaki et al. Thanks to all of you who have posted tutorials or answered questions on this forum.
SCRIPTS: A Quick Guide:
SCRIPTS: A Quick Guide
* Poly To Spline * generates a set of splines from the edges of a mesh. * Particle Connector * generates splines to connect the elements of a particle mesh. * Pathed Helix * applies a helix to a given axial spline. * Blow Up * simulates the explosion of an n-faced...
www.cheetah3d.com
They were all rendered with Falcon and the default oldtown_pano_small HDRI Light. No post-processing. PNG renders were exported to JPEGs using Preview.
The spherical top and bottom were derived from the default Capsule object, or an Icosahedron + Stam-Loop Subdivision Modifier, or a Box + Spherify Modifier.
The materials are relatively simple. I think they all use the basic Material Shader node, maybe the Dielectric. No PBRs. No Image nodes. Three Math nodes: Mix, Multiply, and Vec2Float. Instance/random node + step gradient for varicolored particles.
Simple intro to Materials for new users:
Simple intro to Materials for new users
Simple intro to Materials for new users Cheetah 3D’s Material nodes can make gorgeous renders, but they can be mysterious and time-consuming to figure out. I’ve been at it for a decade, and have yet to understand most of the math nodes. Version 7 enhanced the Dielectric and Metal nodes to take...
www.cheetah3d.com
Gradients: color, value, number:
Gradients: color, value, number
I posted this stuff a few years ago. Now I’m attaching an improved file with four samples to go with with a related tutorial I am posting about gradient backgrounds. Gradients are powerful. They are aesthetically beautiful, and because C3D colors have values between 0 — 255 gradients can be...
www.cheetah3d.com
Capsules 1 — 14:
The Scourge of Pill Addiction
The Scourge of Pill Addiction It all started with a simple fractal mat. The capsule form seemed like a good idea. While working on it, I was inspired to do a second one. Another capsule. Then a third . . . . Pure C3D: Falcon 7.3b3, oldtown HDR. No Image nodes or post-processing.
www.cheetah3d.com
Capsules 15 — 26
Capsules 27 — 29