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Metaballs render workflow issue
I am using metaballs to have ‘bubbles’ merge into a larger one – this larger one is massive though – as it is supposed to look like a curved surface, not a ball (e.g the camera is so close up you are seeing the edge of the larger object, and even then maybe only 1/50th of it.
Because of the macro nature of this my subdivisions are very small, this was fine for the still frame for pitching, but now I am trying to render a sequence this is a problem!
I know the issue is that c4d is calculating the subdivisions for the whole object – most of which the camera doesnt see, and isn’t necessary for the object reflections, is there any way of stopping it doing this, like with a boole or something?
Or an alternative way of having bubbles merge with a slightly rounded plane?
Hope this all makes sense 🙂
Thanks, Stu
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