Forum Replies Created

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  • Adam Trachtenberg

    January 20, 2014 at 9:43 pm in reply to: Catwoman one mesh, 7 textures, selection tags

    It does seem to work — at least for color. Didn’t test normal maps which could be another kettle-O-fish. Also, you have to turn off the skin deformer before baking.

  • I believe this is something you may be able to fix with Per Anders Edwards’ Euler filter script, which you can find here: https://forums.cgsociety.org/showthread.php?f=47&t=1138517&page=3&pp=15&highlight=euler+filter

  • Huh … it works here. But I think you need to check the “use camera vector” box, and also set a texture path — not just type in a name. I also have the “single file” box checked … not sure if that has anything to do with it.

  • Adam Trachtenberg

    January 16, 2014 at 7:06 pm in reply to: C4D won’t render to picture viewer.

    You can still save animations if you didn’t set a save path. You just have to be sure to change the type (first item) in the Save As dialogue from Still Image to Animation.

  • That seems to be correct. Cinema’s texture baking is confusing. After playing around with various settings in the bake texture tag, it appears that you JUST want to check the “surface color” box, which will bake lights, shadows, GI, and reflections. Hard to pick that up from the help file, which states, “The surface color contains the effects of numerous material channels, including Illumination, GI (see also Bake Object ) and cast shadows (not including Reflection, Transparency, Fog or Glow).”

    Later in the help file section it says that reflections will be added automatically and that the reflection channel does not have to be checked?

  • A couple of possibilities off the top of my head:

    1) Did you click on the film strip icon next to the summary track in the timeline? That will turn off all animation;

    2) Did you go into the Tools menu and deactivate Tools>Execution>Use Animation?

    It’s also possible to turn off animation in the Layer Manager.

  • Adam Trachtenberg

    January 13, 2014 at 4:58 pm in reply to: Flat surfaces are “bumpy”-problem

    Yeah, GI is a pretty complicated subject. Your scene is kind of a worst-case scenario for the new IR method vs. the old one. The advantages of the new system are that it produces much higher quality GI shadows and it’s better for animation insofar as you don’t have to calculate the whole prepass before you start to render.

    The old system produces a cleaner looking result very quickly here, but it’s really because it’s just blurring the snot out of GI samples. Looks great in your scene, but if there was something casting detailed shadows those shadows would also be blurred out of existence.

    I think the best, though not the fastest, setting for your scene is QMC as the primary pass with light cache for the secondary pass.

  • Adam Trachtenberg

    January 12, 2014 at 7:24 pm in reply to: Flat surfaces are “bumpy”-problem

    Hard to say without more info., but it looks like global illumination with too-low settings.

  • Adam Trachtenberg

    January 11, 2014 at 12:49 am in reply to: Rendering large image for print

    Yeah, that’s just going to eat up an enormous amount of RAM. I would definitely consider going to 200 or even 150 dpi. At the very least find out who’s printing it and ask what the recommended dpi is.

  • Adam Trachtenberg

    January 10, 2014 at 4:06 pm in reply to: Rendering large image for print

    A little off topic, but if you’re doing a lot of this sort of work you might want to check out this amazing plugin: https://nitro4d.com/blog/donationware/nitrobookcase/

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