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Activity Forums Maxon Cinema 4D Flying Paper

  • Rafi Pakarti

    August 21, 2017 at 6:37 am

    I already try using cel renderer after i found this problem, im still need to learn a little bit about this effect, in cel render, how to turn off the background color? im just want it transparent so on AE it’s just rendering the paper

    and i also been try baking deformation on dynamics tag like your suggestion, and it still not fixing the problem, the strokes on paper still breaks, but not much as before

    this is the setting of the S&T, im just make some changes on Lines tab and also Shading tab

    https://imgur.com/a/ZJbqj

    View post on imgur.com

  • Steve Bentley

    August 22, 2017 at 2:57 am

    Can you show us the animate tab of the actual material? The render settings area is really just a global settings area – all the real magic happens in the material.

    Re the cell shader. i was thinking you could use the black and white as just a matte – pass a color through the inverse luma of the rendered files in after effects and you will only get the outline in whatever color you want.

  • Rafi Pakarti

    August 22, 2017 at 4:14 am

    oh sorry, you mean this one? im not change the setting on animate, just Strokes and Thickness

    https://imgur.com/a/B7VFF

    also, im not quite understand about what are you saying about the cell shader, can you give some step by step for this method? , after i use black/white for matte, why i have to rendering the file in AE, can i import c4d files directly to AE instead of importing the rendered files? and however, the cel renderer has no option for changing the thickness of the line

    View post on imgur.com

  • Steve Bentley

    August 23, 2017 at 8:13 pm

    Right, the cell shader’s thickness options leave a lot to be desired (like… everything to be desired, but it does do it cleanly).
    So what we’ve done in the past is to do a depth pass or position pass and use that to fade the lines as they recede adding dimension to an otherwise very boring line.

    The ST shader is known for “boiling” especially when you animate the lines so I assumed you were animating them in the shader.

    Its all about angle. ST knows to put a line when the angle of view or angle of the surface normals exceed or fall below a certain point which you can set. But its tricky and with an animated object might always be changing. So you could try eliminating some of the line types in either the texture tag or the over all render settings. Cusps and folds are the trickiest to get consistent so turn off all line types and test render each one and see which ones you can do without. Or if you have time you could render each line type needed as a separate pass (you can do this now in multipass) and then dissolve in each one within your compositor as you need them and dissolve them away just before there is a hiccup.

    You can often change your start frame and render multiple copies, which will give different results for each render, then overlay them and blend them together to get a more consistent whole.

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