Forum Replies Created

Page 391 of 494
  • Adam Trachtenberg

    January 5, 2009 at 2:45 am in reply to: Depth Map

    Here’s a trick I picked up a while ago on another forum:

    “Place an Omni light at the camera position. Check Ambient Illumination and uncheck Diffuse and Specular. Turn off shadows and all other lights. Set the Falloff to Linear and the distance to the farthest thing away you want depth defined at 100% at. You can pull out the control handle on the light in the viewport interactively. Turn off all textures and render. To get depth maps where the foreground blurs just move the Omni Light to the center of focus and adjust the falloff. You can also play with Inverse Square and other falloffs to get more focused or different falloffs on the depth map. Whether they have any correlation to real lenses I am not sure..

    HTH
    Randy”

  • Adam Trachtenberg

    January 5, 2009 at 2:41 am in reply to: shadows compositing

    Enable the shadow pass in render settings>multi-pass.

  • Adam Trachtenberg

    January 5, 2009 at 2:39 am in reply to: image on curled paper

    It depends a little bit on how the paper is constructed. Did you modify the points/polys by hand, or are you using deformers? If it’s the latter you probably just need to apply a “stick texture” tag to your object. If it’s the former it’s a little more complicated….

  • Adam Trachtenberg

    December 24, 2008 at 3:03 pm in reply to: Stick Texture + Camera Projection

    The stick texture tag is incompatible with camera projection. The idea of the stick texture tag is to make the texture move with the geometry, while the idea of camera projection is to project the texture from the camera’s position regardless of the position of the geometry.

    If you want to start with the camera projection and then have the texture stick to the object when deformed, right-click on the texture tag and select “generate UV coordinates”. Then you can use a stick texture tag.

  • Unfortunately the caps/rounding thing doesn’t work with primitives. You’ll have to make it editable. Then you can select the top polygons and run Selection>Set Selection. That will create a polygon selection tag. Select your material tag and drag the selection tag into the Selection box.

  • Adam Trachtenberg

    December 23, 2008 at 3:12 pm in reply to: metal truss / framework modeling question

    Check out the free Advanced Atom Array plugin: https://www.defcon-x.de/c4d-plugins

    Should let you cut your Atom Array poly count at least in half.

  • Adam Trachtenberg

    December 22, 2008 at 10:15 pm in reply to: metal truss / framework modeling question

    One very easy way to do it is to use the Atom Array. It arrays pipes along edges of an object with (if you like) spheres at the junctions.

  • Adam Trachtenberg

    December 22, 2008 at 4:22 am in reply to: Morphing text to object

    You can break up the text by using the knife tool and then splitting off sections. I would guess that the animation was keyframed by hand.

  • Adam Trachtenberg

    December 20, 2008 at 5:25 pm in reply to: trying to render to quicktime movie

    At 640×400 the film aspect should be at 1.6, but it should set that automatically so I don’t know why you’re getting a squashed render.

  • Adam Trachtenberg

    December 20, 2008 at 4:27 pm in reply to: Bodypaint 3D Text Problem

    Sounds like you’re projecting the text on the ring, which will look good from the perspective you project it from, but it will in fact smear down the sides. What you need to do is unwrap the ring’s UVs and then apply the text flat in the 2D texture window.

Page 391 of 494

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy