Adam Trachtenberg
Forum Replies Created
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Enable the reflection pass in the render>multipass settings and specify a file name/location. Then give your floor a compositing tag and enable an object buffer. Finally, add an object buffer pass in the multipass settings. The object buffer is just an alpha for the floor.
That will allow you to knock out the rendered floor and replace it with just the reflection.
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It depends a little on the particulars of your scene. You wouldn’t want to bake shadows and illumination unless the lights are moving with your object. You could bake AO, but you should set it to self-shadowing only if the objects will be changing position relative to other parts of the scene that could affect AO (for example, moving up and down relative to the floor).
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You can of course use the regular baking tools, but as far as I know there’s no provision for baking animated texture maps.
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There are many ways you could go about it. Rendering at 1080P I would tend to stay away from GI illumination. For the ground I’d use several landscape primitives and a bump material to simulate dunes. I’d use the Sky object to create the atmosphere (sun, fog, stars), but personally I’d avoid it’s 2D clouds which are kind of cheezy. If you need more control over the stars use some lights with flare option enabled.
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I think you have to set the hair render effect to use raytracing rather than raster in order for GI to be taken into account. That will slow the rendering down consirably, so unless you’re doing a still you’ll probably want to use lights to illuminate the hair. You can restrict them to the hair object if you don’t want them to mess with the GI lighting.
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What happens is that, when you place an object inside a null, you are essentially putting it into the null’s universe, so if the null is offset from the origin and you put an already-animated object into it, then the child is offset as well. I can’t tell you why that doesn’t happen with non-animated objects … but I’m glad it doesn’t. 🙂
Instead of placing the object inside your null, give your object a constraint tag (character>constraint), set it to parent mode, and reference the null as parent.
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I don’t know the answer, but as a general rule when dealing with Xpresso and rotation you have to convert degrees to radians … if that’s any help at all….
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You might start with the steam preset and tweak the settings from there.
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I can recommend Cinema 4D Workshop by Arndt von Koenigsmarck. I haven’t yet read the R10 version of the Cinema 4D Handbook, but an earlier version that I have was a good introductory book.
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Yep. Set your viewport camera to default and see how big the model is in relation to the grid. If it’s very tiny or very huge you can have these kinds of problems.
FYI, you can change the default import/export scale for .obj files in preferences.