Forum Replies Created

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  • Adam Trachtenberg

    August 6, 2008 at 10:51 pm in reply to: Strobing textures

    It could be your anti-aliasing setting, or perhaps the MIP settings in your texture and/or render properties.

  • Adam Trachtenberg

    August 6, 2008 at 5:28 pm in reply to: Convert shape to spline in C4D

    Just select it and hit C on your keyboard for the “make editable” command. Works for all parametric objects.

  • Adam Trachtenberg

    August 6, 2008 at 5:22 pm in reply to: Connecting points on the same spline

    Cinema doesn’t do multisegment spline drawing, so you’d have to draw a separate spline and then use the connect command to make a single spline.

  • Adam Trachtenberg

    August 6, 2008 at 5:19 pm in reply to: Twisting a DNA strand?

    If you have everything lined up correctly (spheres centered vertically over twist deformer) the spheres shouldn’t stay put. I’d check your alignment.

    That said, however, Nick Woolridge did a brilliant set of video tutorials showing how to do really accurate DNA using MoGraph. Might want to check those out:

    https://www.bmc.med.utoronto.ca/wiki/MSC2006_C4D_DNA_1.mov

    https://www.bmc.med.utoronto.ca/wiki/MSC2006_C4D_DNA_2.mov

    https://www.bmc.med.utoronto.ca/wiki/MSC2006_C4D_DNA_3.mov

  • Adam Trachtenberg

    August 6, 2008 at 5:06 pm in reply to: metalic materials

    There are a couple of things that important for metals:

    * unlike other surfaces, reflections in metals are the same color as the metal itself, so be sure to set the appropriate color in the reflection tab. You might also want to colorize your HDRI;

    * unless they’re highly polished, metals, like most objects, are more reflective as the surface normal becomes less perpendicular to the camera (fresnel effect). So if it’s a rougher metal, use fresnel in the reflection channel in place of a straight color (but still include the metal color on the dark side of the gradient);

    * if you have lighting in your scene in addition to the HDRI, you’ll want to use metallic specular rather than the default plastic. The key there is that you have to turn the height way up (200+) so the object isn’t too dark. Another option is to use the Lumas shader in the color channel.

  • Adam Trachtenberg

    August 5, 2008 at 10:21 pm in reply to: Mograph Random Effector w/time offset

    Here’s how I think you MAY be able to do this:

    * Create two clone groups — one animated and one not animated.

    * Set the cloner’s time offset to loop and set the appropriate period;

    * Place the unanimated clone group first under the cloner;

    * Now create a Plain Effector and turn off all parameters except “Modify Clone”, which should be set to 100%;

    * Give the Plain Effector the same falloff as your Random effector;

    * Put the Plain Effector in the same position as your Random effector;

    * Now animate the two effectors together.

    What the Plain Effector is doing is switching out the animated clone for the unanimated clone using the modify clone parameter.

    Hope that helps, or at least sets you on the right track.

  • After you convert the extrudeNURBS to polys you need to select all the resulting objects and run the Functions>Connect command. Then run the Function>Optimize command on the object you just created. That should weld everything together for you.

  • Adam Trachtenberg

    August 5, 2008 at 9:57 pm in reply to: Cutting lofted nurbs objects

    No, not really possible to do it that way in Cinema. If you want to keep it parametric you’d have to split the spline or splines that make up the NURBS object.

  • The example was done with pBlurp. That’s what you’re missing.

  • Adam Trachtenberg

    August 5, 2008 at 9:16 pm in reply to: Modeling Troubles…

    If you have the cloth module it’s great for making cushions — or at least creating the starting shape. I put up a short video tutorial here: https://www.3danvil.com/tutorials/pillow/pillow.html

    Change .html to .swf if you want to download the file.

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