Adam Trachtenberg
Forum Replies Created
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Adam Trachtenberg
June 28, 2017 at 1:24 pm in reply to: randomly positioned secondary clones on visible primary clones – doable?I would set the source of the secondary clones to be the first cloner rather than the object being cloned. Then apply a second shader effector to the second cloner (referencing the same plane/UV space) so you have more flexibility (you can adjust the noise scale and seed values to taste without affecting the level one clones).
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Adam Trachtenberg
June 27, 2017 at 5:33 pm in reply to: Control intensity of individual light inside Cloner (grid)You can do this by using the Cloner’s blend mode, which, as the name suggests, creates clones that blend between different parameters. In this case you’d add two lights to the cloner: one with a high brightness and one with a low brightness.
Then you can use effectors with their “modify clone” parameter turned up to create the blend locally.
Here’s an example file. Note the effect doesn’t show up properly in the viewport, but it does when you render.
11475_blendlightintensity.c4d.zip
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What you’re looking for is the Xpresso Memory Node.
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As a workaround I’d have the emitter emit nulls (or whatever you like) and check the “show objects” box in the particle tab. Hide the emitter (turn traffic lights red) and set the traffic lights for the object being emitted to green.
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I suspect the video is using a fake unfolding effect rather than actually unfolding a stack of objects.
What I would do is use a MoGraph to create the “unfolded” map and then use a couple (or more if necessary) effectors to create the appearance of unfolding. In the file below I used two plain effectors. On is scaling the clones up from -1 (invisible) so it appears as if they are unfolding, and the other is rotating them 180 degrees.
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Instead of using the BP “create UV map layer” function, try it this way:
* select the paintbrush tool and choose your desired brush properties (width, color, softness). Keep in mind that these settings will be used to create your UV map outlines;
* go into UV polygon mode and select all;
* go to the Layer menu and click “outline polygons.”
That will give you thicker UV grid that shouldn’t suffer from pixelization like the default “create UV map layer” function.
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When you look at your Cinema render outside of AE, does it look squeezed as it should? It does when I do it here.
In order to have it appear correctly the AE composition should be set to square pixels, which desqueezes the 2:1 render. Then you also have to set the AE comp to double the rendered width.
To simplify things I would just render to square pixels at your final AE comp size. I can’t think of any benefit to rendering to non-square pixels unless you’re trying to match a device that’s recording non-square pixels. If your friend is shooting with an anamorphic lens with a DSLR, he’s still shooting square pixels. His footage will simply have to be scaled in post.
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Which version of Cinema do you have? I believe S&T only comes with Visualize and Studio.
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Looks like a hidden object that’s rendering for some reason. Hard to tell what’s causing it without seeing your scene.
