Aaron Pozzer
Forum Replies Created
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sweet, thanks adam, that did it. it was working well with just upping the samples, but it took longer to render. switching to rad maps cut the render time in half AND removed the splotches… at least in my little test region. but, looks promising. thanks again!
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Aaron Pozzer
May 14, 2015 at 7:55 pm in reply to: I can’t seem to move objects or grab the rgb arrows that pop upmaybe ALT is stuck down on your keyboard. thats happened to me before.
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hmmm, both seem like pretty involved workarounds. Im surprised nothing simpler exists as it seems this must have come up many times before for people using mograph and cineware.
ill try the connect object thing and see how that works. realy i dont care what the solution is, as long as it works and doesnt take hours to implement.
thanks for the suggestions.
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thanks again for the reply. ya, usually i do use a fracture. I cant remember why i had ended up in a situation where I used a grouping setup, but I did, so i thought I would bring it up.
So theres no way to bake motion inherited from a mograph effector onto a non mograph object? someone posted nitrobake and then deleted the post. I havent looked into that yet. but again, idealy one is not baking every single object, which is what im assuming the nitrobake solution would involve.
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Thanks for the reply Brian. sorry i havent been able to post back sooner, but I was away for a week. I just went to make a scene file to illustrate the issue, and of course, now it works. I dont know why this always happens. Stuff seems broken, then a day later or whatever it works. I tried applying the Mograph cache to the fracture object to bake in the spring delay on some rotating objects. It didnt work. Now it is… who knows.
However, it did make the file anyway to illustrate the point of adding delay (and baking it) to normal objects not in a mograph hierarchy. The cylinder/box object uses the fracture method which has always been the way iv seen people get delay onto non-mograph objects. You can see its been cached. The sphere/cone/box are just using a plain effector set to object, along with the delay set to object. it scrubs fine, but where/how do i cache it… cause i cant run the baking on either the plain or the delay, and baking each object individually seems wrong (there must be an easier way), and even if it WAS the only way, I cant find any other baking tag.
here is the file…
8818_baking.c4d.zipthanks
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Aaron Pozzer
April 23, 2015 at 11:48 am in reply to: Layered Texture – Bitmap Transparency / Stackingit seems to have gone away this morning. i dunno… it definitely wasnt working yesterday, because ya, thats exactly what i was doing Brian. closed cinema when i left, opened this morning and now its working. i guess the old ‘have you tried turning it off and on again’ holds true in this case.
EDIT:
so after a few more min i realized the problem seems to somehow be linked to the fact that i was painting in BP. that is probably where the transparency grid was coming from. i thought perhaps it was because the texture was still open in BP, so i saved it, closed all textures, but that didnt quite fix the problem. reverted the scene, loaded my newly saved texture (saved as a psd), applied it to the layer stack in the shader and it worked.so i dont know if theres a proper way to work with BP for texturing, but if there is, apparently i was doing it, and i still dont quite know what i was doing wrong, but at least i know if i run into this error again that i know how to solve it enough to keep working.
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i saw a video where a guy rendered his depth pass at 3840 instead of 1920. then scaled up the beauty pass, applied frishluft, then precomped and scaled the whole thing back down. slight improvement.
ya, i know no system is perfect, but its just that something like this, or at least the posted image above, there should be no errors. its an edge, theres nothing behind it. pretty simple.
i can try and fiddle around with some sort of edge filtering. i would ask my comp friends, but no one comps in AE.
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thanks for the response walter. what i meant was that ive read plenty of people complaining about this. not just here, and i wanna say as far back as cs5. i have looked into this before, and for some reason that sounds familiar. so if it was a priority for them to fix it, or develop a better way, they probably would have done so by now. but ya, i guess another bug report wont hurt.
there also must be a solid way of doing this because post DOF is something that im sure big studios using nuke, etc, use all the time. if it wasnt something that could be done 100% correctly, i doubt it would be an acceptable technique. iv worked in 3d studios doing vfx, but always on the 3d side, never in comp… so i never saw what they were using (nuke, combustion, etc) comp wise to achieve the DOF after the fact.
re: the squares. thankfully no, they are not transparent. i know that creates a whole other impossible depth situation. i did think about activating DOF in cinema, but for the client this is going to, i doubt they would even notice the DOF… so right now im more just trying to solve it for my own personal satisfaction.
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just had a peak at the ae file. 32 bits DID NOT fix anything.
should mention im using cineware and bringing in render passes directly from cinema 4d, rendering on the fly. i tried frishluft again, and it is giving better results but still not perfect. where details overlap it gets confused. i played with the render settings in the C4d file a bit, and that helped by further smoothing the edges, but its still not great, and the CC filter is a joke compared to Frishluft.
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i was at 16bits, but ill try 32 next time i open the project.
as for filing a report, people have been complaining about this for years. i dont think they care.