Adam Trachtenberg
Forum Replies Created
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Quick solution: click the magnifying glass icon at the top-right of the Content Browser and type “FOLD” in the search field.
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Adam Trachtenberg
November 12, 2016 at 4:05 am in reply to: Problem – Texture/UV from different objectI can’t explain why, but when I turn off the Taper Deformer and then turn it back on again the problem clears.
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Adam Trachtenberg
November 11, 2016 at 9:43 pm in reply to: Problem – Texture/UV from different objectHmmm. You don’t have “use alpha strength” turned on in the shader effector?
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Adam Trachtenberg
November 10, 2016 at 11:37 pm in reply to: Problem – Texture/UV from different objectYou can use a Shader Effector to transfer the colors from your texture map to the clones, although that’s not exactly the same thing as projecting the actual texture. What it does is sample the texture color for each location where you have the clone and apply that to the clone. Since you have so many clones it would probably look fine.
In this case you’d apply the shader effector to the cloner, with Parameter>Color Mode set to On (use alpha strength unchecked).
Then in the Shading tab, set Channel to Color and drag the skin texture tag from your head mesh into the Texture Tag box. Then you’d create two materials for the clone. The one on the outer faces would have a Mograph>Color shader in the color channel. The other material would be blue.
A simpler way to do it might be do have your clones offset slightly inside your mesh. Make them altogether blue. Then have your effectors push them out slightly in front of the mesh as they’re flipping around.
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Do you have a photo reference? Generally if you want a material to emit light you would use luminance along with global illumination. You can also use the material glow channel (or do that in post with an object buffer).
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Deformers only work with actual geometry. You can use Xpresso to stick them to your model, though (or a single point that won’t render). You do that using the Xpresso point node, making sure to check the “after deformers” option in the node’s properties.
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Adam Trachtenberg
November 3, 2016 at 10:25 pm in reply to: Stopping the Spline Wrap Deformer from Banking on a TracerThis is weird, but it’s not working with your file. Possibly it has to do with priorities because of the expressions and tags you’re using, but it seems to me like if it works with the tracer in simpler scenes it should work in any scene. Sorry.
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Adam Trachtenberg
November 3, 2016 at 5:05 pm in reply to: Noise in render when using procedural noise in Bump channelIf you go to the bump channel of your Floor material and lower the Delta setting of both noise shaders to 10% it should reduce or eliminate the flicker. Or you could just disable the bump channel since it doesn’t seem to be doing a lot.
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Adam Trachtenberg
November 3, 2016 at 4:38 pm in reply to: Stopping the Spline Wrap Deformer from Banking on a TracerI would try using a MoSpline as the reference for the Spline Wrap deformer. The MoSpline would basically trace the Tracer, but it gives you controls to adjust rotation.
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Adam Trachtenberg
October 29, 2016 at 3:41 pm in reply to: alpha channel changed when import into aeI can’t recreate the problem here. Are you using the standard renderer or the physical renderer? Are you exporting an atmosphere pass (which contains the visible light)?