Forum Replies Created

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  • I don’t know of any way to generate splines from a texture … at least not one mapped to an object. Seems to me the best way to go about this would be to use a displacement map for the stitches.

  • Adam Trachtenberg

    July 8, 2016 at 3:22 pm in reply to: Reflections from C4D to AE

    You should have the plugin in your Maxon>Exchange Plugins>After Effects folder. It’s installed with Cinema. It’s not necessary, though. You can just import all the passes into AE manually. You can also render out a shadow pass (which gets multiplied over your background). Or you can use the free shadow catcher plugin: link and tutorial here: https://www.thepixellab.net/cinema-4d-free-shadow-catcher-plugin

  • Adam Trachtenberg

    July 7, 2016 at 11:11 pm in reply to: MoGraph and Ae Exporting

    What I’d add to the tutorial is that instead of just creating nulls, you can use the external comp tag to generate actual AE solids of the exact size and orientation you need. Just check the “create solid” box and set the solid size to the same size as the plane (in centimeters).

  • Adam Trachtenberg

    July 7, 2016 at 4:41 pm in reply to: Reflections from C4D to AE

    1. To isolate your pointer object, give the object a Cinema 4D>Compositing tag. Click on the tag and look in the attributes manager. You’ll see a Buffers tab at the top right. Go there and enable Buffer 1;

    2. Now go to render settings and click the Multi-Pass button. From the drop down menu select Object Buffer and then Reflection;

    3. In the save dialogue, twirl down the Multi-Pass Image settings. Enable “Save” and type in a name (e.g., multiapps).

    4. In the Compositing Project File settings enable Save.

    When you render all the passes will be created in addition to an .aec file. Assuming you’ve set up the AE/C4D import plugin, when you open the .aec file in AE you’ll get a folder with a composition and another folder with your reflection pass and the object alpha (buffer). You’ll use the object buffer as a luma matte to cut out the arrow, and then you’ll use the reflection pass in Add mode to composite in the reflection.

  • Adam Trachtenberg

    July 6, 2016 at 3:55 pm in reply to: MoGraph and Ae Exporting

    First, make sure the external compositing tag is on the cloner and not the object being cloned. Then check the tag’s “children” and “Cache” boxes. You’ll get an extra solid for the cloner in AE but you can just delete that.

    If that doesn’t work, trying caching the cloner object with a mograph>cache tag.

  • Sorry, should have said “surface” caustics instead of reflective caustics.

  • What you’re describing is called reflective caustics in 3D parlance. I don’t see a way to enable it for the Sky Object’s sun light, but I suppose you could disable the sky’s sun and use a separate sun light. You would then need to go the light’s Caustics tab and enable reflective caustics. In addition, you would have to add the Caustics effect in render settings.

    At the end of the day it may be easier just to fake it. 😉

  • You need to set the minimum angle in the extrude tool to a positive number, like 89.

  • Adam Trachtenberg

    July 5, 2016 at 10:37 pm in reply to: Export from cinema 4D to Maya

    So you got it?

  • Adam Trachtenberg

    July 5, 2016 at 1:29 pm in reply to: Global Illumination and ambient occlusion

    Which version of R15 do you have, e.g., Prime, Visualize, Studio, etc.?

    In newer versions AO and GI are included in the Prime version, but I don’t think that was always the case.

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