Adam Trachtenberg
Forum Replies Created
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Well … no. 😉 Basically what you want to do is go into PS and figure out what the printing dimensions and ppi are, convert the width/height to pixel dimensions, and render at that size from Cinema. So in this case, a 25cm x 5cm file at 300ppi translates to 2953×591 pixels and that’s the size you would render to in Cinema to produce the very best quality.
That said, CG renders generally scale up better than digital photos.
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The main thing to understand about Cinema rendering and size is that the only thing that matters is the pixel dimensions. For example, if you render a frame at 1920×1080 and 75 dpi and another at 1920×1080 and 300 dpi, the images will have exactly the same resolution. The dpi setting just tells PS how big the image should be when printed.
As far as texture size goes, you want to make sure that the texture resolution is sufficient to equal or exceed the resolution that the textured object will have when it appears at its biggest % on screen. Since you’re dealing with a still image, that % will be fixed, so it’s less complicated than dealing with animation.
Using simple numbers, let’s assume that your final output will be 1000×1000 pixels and the textured object will occupy 10% of the image. In that case you would need a texture resolution of 100×100 pixels or greater in order to avoid pixeliztion of the texture.
hth
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Even at a short distance I doubt you would need to render above 200 lpi. At 300 lpi you would be looking at an image of around 300,000 pixels in width, taking up close to 100GB of disk space!
At any rate, you’ll probably want to make use of the Tiled Camera preset that can be found in the content browser under Presets>Prime>Misc.
It will allow you to split your render into frames that you can reassemble in Photoshop. That will allow you to print enormous images.
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Adam Trachtenberg
January 9, 2014 at 4:17 am in reply to: Texturing inner and outer surfaces of a tube object to follow a slice animationInstead of using the tube primitive I would create a long thin cube object with lots of subdivisions on the long axis. Then I’d use a spline wrap deformer to bend it along a circle spline and adjust the start/end parameters to create the slice effect.
You can make the cube editable and then create polygon selection tags to assign materials.
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Hi Grant,
This is a question that comes up a LOT so I put together a video tutorial that will hopefully answer your questions: https://www.3danvil.com/tutorials/Bending%20a%20Logo/Bending%20a%20Logo/Bending%20a%20Logo.html
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I know what you’re talking about, and it’s a bit hard to deal with. If I was you I might give the bend deformers another try just because you can use the “keep length” option.
You might also try enabling the “fix bounding box” option in the wrap deformer.
If you need the object to slide along the spline then spline IK won’t work.
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Adam Trachtenberg
January 5, 2014 at 5:55 pm in reply to: Xpresso: any way to slow down the seed generator speed?I don’t see any way to slow down the random node. If you don’t need regular changes you might use noise nodes instead.
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It depends on your priorities for the object. You have to balance your need/desire to minimize texture distortion vs. your need/desire to reduce the number of seams. Unfortunately you can’t minimize both at the same time.