Forum Replies Created

Page 379 of 494
  • Adam Trachtenberg

    March 27, 2009 at 4:38 pm in reply to: Review of Version 11 vs. 10?

    The main reasons to upgrade to v11 are faster rendering in general, much faster and higher quality GI rendering, and the new non-linear animation system. You can always download the demo and see for yourself whether the new stuff makes sense for what you do from a cost/benefit perspective.

  • Adam Trachtenberg

    March 27, 2009 at 5:23 am in reply to: Camera Point of Interest – How

    It doesn’t work exactly the same way, but it’s more or less represented by the target distance in the camera’s depth tab, or the center orange dot in the camera cone when the camera is selected.

    If you want to drag it around you can give the camera a target tag and target a null. Then drag the null around to move the POI.

  • Adam Trachtenberg

    March 26, 2009 at 12:53 am in reply to: Render pixelation issues…

    Honestly I can’t remember what the issues were with the EXR’s — just that there was some kind of unresolved problem with them. Could you maybe convert them to HDRs or 16 bit tiffs?

    Your AA settings are already fairly high. I would put a compositing tag on the objects that are giving you problems. That way you can specify higher AA just for those objects. Maybe start at 2×4 and move up from there.

  • Adam Trachtenberg

    March 25, 2009 at 9:16 pm in reply to: Render pixelation issues…

    The AA problem looks like you just need to increase your AA settings. As far as the other goes, I’ve heard that there are some “issues” with Open EXR rendering. If you can, I’d try rendering it to plain .hdr

  • Adam Trachtenberg

    March 22, 2009 at 11:45 pm in reply to: light coming through wall

    Turn on shadows for the light.

  • Adam Trachtenberg

    March 21, 2009 at 3:25 pm in reply to: How do i get uniform lighting inside a cube ?

    They could have done it any number of ways:

    * omni light with falloff in the middle of the room;
    * spot lights directed at each surface;
    * global illumination;
    * ambient occlusion….

  • Adam Trachtenberg

    March 20, 2009 at 11:00 pm in reply to: Flag with wind seamless repetition

    That’s awfully clever, Lennart!

  • Adam Trachtenberg

    March 20, 2009 at 9:27 pm in reply to: Free HD Cinema 4D tutorials

    Looks nice, Stuart … but none of the videos seem to play. I just see the QT logo with a question mark in the middle.

  • Adam Trachtenberg

    March 20, 2009 at 9:16 pm in reply to: Rendering only the reflections, no floor

    Mm, I don’t think you understood. The object buffer is to knock out the floor. Then you have to composite the reflection pass on top of that.

  • Adam Trachtenberg

    March 20, 2009 at 3:35 pm in reply to: Flag with wind seamless repetition

    The wind deformer won’t loop if that’s what you’re using. What you can do instead is put a noise shader in the flag material’s displacement channel to provide the movement. Most of the noises are loopable via the “Loop Period” parameter.

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