Forum Replies Created

Page 124 of 494
  • Adam Trachtenberg

    September 12, 2013 at 2:38 pm in reply to: Disable Motion Blur for Stage Object camera change

    Thanks for letting us know.

  • It 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.

  • I 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

  • I would change the spline type of the path splines from uniform to subdivided and then redo the animation of the chase camera tag.

  • You 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.

  • Adam Trachtenberg

    September 10, 2013 at 6:35 pm in reply to: Append layer name to render filename

    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/

  • Adam Trachtenberg

    September 5, 2013 at 1:15 pm in reply to: A quick note of thanks…

    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.

  • Adam Trachtenberg

    September 3, 2013 at 7:16 pm in reply to: Texture variation

    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.

  • Adam Trachtenberg

    September 3, 2013 at 3:21 pm in reply to: Adding Texture Reflection to Cloned Objects

    Create 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.

  • Adam Trachtenberg

    September 3, 2013 at 3:19 pm in reply to: Texture variation

    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.

Page 124 of 494

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy