Adam Trachtenberg
Forum Replies Created
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Adam Trachtenberg
September 12, 2013 at 2:38 pm in reply to: Disable Motion Blur for Stage Object camera changeThanks for letting us know.
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Adam Trachtenberg
September 11, 2013 at 8:06 pm in reply to: Align to spline camera and object animation jittery issueIt was a bit of a head scratcher but I was sure it had to do with the spline interpolation.
Mospline is often good for those sorts of problems. It is as easy as setting the mospline mode to spline, dragging your spline into the reference box, setting the type to even, and then specifying how many segments you want.
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Adam Trachtenberg
September 11, 2013 at 3:19 pm in reply to: Align to spline camera and object animation jittery issueI think the problem with the camera has to do with the fact that the splines have different point counts. I was able to fix it by substituting in mosplines that have the same point counts.
As far as key reduction goes, yeah, Cinema is pretty lame in that area. Might be worth investing a little in the Nitrobake plugin which in this case produces a good result with 1/4 of the keys.
File: 6501_camerafixedamt.c4d.zip
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Adam Trachtenberg
September 11, 2013 at 3:56 am in reply to: Align to spline camera and object animation jittery issueI would change the spline type of the path splines from uniform to subdivided and then redo the animation of the chase camera tag.
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Adam Trachtenberg
September 10, 2013 at 6:40 pm in reply to: comped afx layer visible when it shouldn’t be using c4d camera exportYou have to use an object buffer in conjunction with the AE solid, but there’s no keyframing involved. Basically you need to split off the face that will be covered in AE and generate an object buffer for it. Then you use the object buffer in AE as a luma matte for your footage.
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The multi-pass save options give you the option to automatically append the pass name to the end of the rendered sequence. Otherwise there isn’t much control built in. You can’t have custom names for separate layers (aside from the above) and you can’t actually name your object buffers.
This plugin seems to resolve those issues and also provide some nice options for organizing output: https://www.rendertom.com/plugins/renomi/
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Aw shucks, thanks. 🙂
But you know it’s a two way street. Most of what I’ve learned I’ve picked up from others who were willing to share what they learned.
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With the multishader you’d want to use the color brightness mode. Then the random effector applies the colors. For best results set the random mode to sorted.
As far as a polygon limit for the fracture object, I don’t know of one, but it does get deathly slow with very high poly counts.
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Adam Trachtenberg
September 3, 2013 at 3:21 pm in reply to: Adding Texture Reflection to Cloned ObjectsCreate a material and put the mograph color shader in the color channel. Place the material on your sphere, or on the cloner. Now the random effector will adjust the colors and you have access to all the other channels.
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You would need to make the leaf object the child of a mograph fracture object and set the fracture object’s mode to explode segments. Then you can assign the fracture object a random effector set to affect color. The effector will then randomize the multishader’s output.