how exactly do i make something like this?https://www.instagram.com/p/BZR3bDcgOI1/?taken-by=paarsecit seems so simple but i have no idea what's going on. i get that it's just a cube with the twist object in C4D, but how do i recreate what's going on with the material?can someone break it down for me?
Unsure of the way to do it in C4D, but the material actually just looks like the normals of the object displayed as a texture (or just the fresnel gradient with some color ramping)
In blender a screw modifier with a plane would work just fine.
>>632115it would probably be a simple deform modifier on a subdivided cube, a screw modifier wouldn't be clean enough.
>>632116This does look smoother, disregard what I said.
>>632117However, the edges of a subdivided cube+simple deform would not align with the top of the mesh.
>>632106texture a rainbow circle on 4 sides of the cube, and then use screw mod or whatever to twist it... Next time go to the question thread summer boy.
>>632115>>632116>>632117>>632119>>632120Man, can none of y'all read? OP was asking about making an iridescent material. Not making the cube itself.Anyway, like the last post, please post all future questions in the questions thread. Stop making your own threads.
Try using matcaps.
What you need is a metallic material with a gradient ramp based on curvature. Basically, map the curvature to a 0-1 value, then you make a material that feeds this value into an RGB ramp, and into the reflection color on your shader.
subdivide, twist, crease
I assume it's just a mirror material reflecting a rainbow texture fed into the sky / HDRI slot. >>632115>>632116>>632117>>632119>>632279 morons
>>632201To expand on what I explained here, here's a basic example:Curvature analysis is set to concave, and then the value is plotted along the color gradient.
>>632124>>6322893/5 are me.
>>632312maya+vray faggot here
Bumping for more answers.
>>632124Do I look like I give a fuck?OP didn't pay me to babysit his assIm already doing him a favor giving him (you)s
>>632114its roughly in the normal colorspace but it's not normals as diffuse. a pearlescent metal colorscheme rather.
>>635766It's obviously a matcap you idiot. Look at >>632150 it's not the same material but you can see the patterns repeat the same way in the swirls and the flat top is single colored plane in both of these.
Is this >>635787 blendlet on the right track? I was thinking this could be some complex shading trick, seeing as it was rendered with Octane, but I'm not so sure anymore.
>>632124>enforcing generalsgo fuck yourself pal