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Activity Forums Maxon Cinema 4D object buffer_ fight for ‘higher ground’

  • object buffer_ fight for ‘higher ground’

    Posted by Andrew Sones on October 25, 2010 at 2:33 pm

    Hello,
    wondered if anyone could help me with object buffers in Cinema 4d.

    The problem is I am exporting a world map (flat not round) and want to isolate in After Effects the areas mentioned in a VO.ie “europe, middle east, africa etc” (so a 3d segment is left visible)

    when exporting the object buffer it goes wrong as the object buffer is in the exact same space as another object, so it flickers from white to black. AAAGGGH! ..non of the buffers are totally black or white so they’re all useless.

    I have 8 object buffers so would save a lot of time if i could render it in one go without the 8 object buffers fighting for the ‘higher ground’

    the only way i can think of is to render ‘the whole world’ then each area individually and use the object buffer data on ‘the whole world’ render.

    Any ideas and help would be very much appreciated!
    Cheers,
    Andy

    Andrew Sones

    Adam Trachtenberg replied 15 years, 6 months ago 2 Members · 5 Replies
  • 5 Replies
  • Adam Trachtenberg

    October 25, 2010 at 4:52 pm

    How is your scene set up? You have separate planes for each country/region? If so I would just separate them a very tiny amount in Y so you don’t have coplanar polygons.

  • Andrew Sones

    October 25, 2010 at 5:12 pm

    Hey, thanks for your response.

    I imported a vector and extruded NURB’d it. then duplicated the world and deleted the points to form each region.

    separating them a very tiny amount may be a good solution, but i wanted regions to overlap as some areas are in more than one object buffer. ie. Turkey could be in Middle east and/or Europe. (im not too sure about the politics) 🙂

    Is there a way to just turn off this kind of ‘layer priority’ so object buffers can appear even when obscured by foreground objects?

    Andrew Sones

  • Adam Trachtenberg

    October 25, 2010 at 8:47 pm

    Layering is not a problem. Let’s take your example: you want a buffer of Europe with Turkey and another one with the ME and Turkey, and say a third with just Turkey. In that case you would give all three objects compositing tags. In the Europe tag check Object buffer one. In the Turkey tag, check object buffer 1, 2, and 3. In the Turkey tag, check object buffer 3.

    That will yield buffer 1 one Europe and Turkey, buffer 2 with just Turkey, and Buffer 3 with Turkey and the ME.

  • Andrew Sones

    October 26, 2010 at 8:15 am

    Yep, that is how i have it at the moment. The problem is all the object buffers render out with flickery lines.

    I think it must be because all the objects are on the exact same position in space so it cant differentiate what has priority.

    In hindsight, i should have cut it up in illustrator so nothing was one object with nothing overlapping and then could have rendered it as you said.

    there must be a way around it tho in C4D?
    maybe just so it renders the whole object buffer for an object even when it is obscured by another object?

    Thanks for your help with this!

    Andrew Sones

  • Adam Trachtenberg

    October 26, 2010 at 7:00 pm

    Unfortunately I don’t think there is a way around it short of moving the objects a little bit.

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