Forum Replies Created

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  • Adam Trachtenberg

    September 2, 2013 at 5:54 pm in reply to: Cineware: AE is much darker than C4D

    Wish I could help you but I’m so far resisting Adobe’s subscription service so I don’t have access to Cineware. I guess something else that might account for the difference is if you’ve got your project set to 2.2 gamma in Cinema and linear in AE….

  • You’re talking about the line between the light and shadow? If so I wonder if it might help to use a small area light instead of an Omni?

  • Hard to say without seeing your scene file. If you put the bitmap in the hair material’s length channel then hairs should be at 100% length where the bitmap is white and 0% where the bitmap is black.

    Personally, instead of using the length channel to control hair location I’d put the bitmap in the hair object’s guides>growth>density and hair>growth>density channels. That way you’ll only see guides where they belong and the hair will only grow where it belongs. Then if you want you can use the hair material’s length channel to control the length of the hairs by grayscale value.

  • Adam Trachtenberg

    August 31, 2013 at 4:18 am in reply to: Cineware: AE is much darker than C4D

    Are you using gouraud shading in your Cinema viewport, or quick shading? The latter has its own lights that don’t actually render, so it won’t give you an accurate render preview.

  • You need to invert the image to get it to work the way you want.

  • Adam Trachtenberg

    August 29, 2013 at 3:46 am in reply to: Cinema 4d R14 motion camera

    You can keyframe the camera’s position along the path spline however you like. Just uncheck “automatic” in the camera position section. Then you can even use the spline graph to adjust the speed along the path curve.

  • Adam Trachtenberg

    August 26, 2013 at 3:18 pm in reply to: How to create this light

    This. ^^

  • Adam Trachtenberg

    August 23, 2013 at 7:28 pm in reply to: Water Drop & Splash: How was it done?

    It certainly could be something else, but it might also be the ripple shader layered with some noise shaders. I did a quickie attempt to reverse engineer here: https://www.youtube.com/watch?v=e1F9FJJUwsc&feature=youtu.be

    I layered a turbulence shader over the ripple shader (overlay mode) with an edited version of the same ripple shader as a mask in between.

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  • Adam Trachtenberg

    August 23, 2013 at 3:31 pm in reply to: Water Drop & Splash: How was it done?

    The artist says that he used TP, so there’s a clue. My guess is that he used the Effects>Ripple shader to create the ripples, and he used TP to spawn the splash particles when the drops collided with the water plane. Then he probably used metaballs on the spawned particles, with a gravity node, to make the splash.

  • Well … if you just want the null to have the same general orientation … rotate it so it has the same gerneal orientation as the camera. What is the purpose of this exercise?

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