Forum Replies Created

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  • I would make a duplicate of my polygon object, select the polygon(s) you want to use, invert the selection, and delete. Use Mesh>Commands>Optimize to get rid of the extra points. Then use Axis Center to center the axis on your polygon(s). Finally, add an external compositing tag to your object. Set the AE export option to export 3D data in render settings.

    The external compositing tag will create an AE null on export, or if you want it can even create an AE solid.

  • Adam Trachtenberg

    February 16, 2016 at 10:15 pm in reply to: GI Indoor Scene Problem

    Cinema’s GI struggles with these kinds of scenes, although to be honest every render engine does. There’s just a lot of calculation necessary to distribute the light. If you want to use IR cache you’ll have to jack up the settings to get rid of the artifacts. It’s much simpler to get a clean result using QMC but the render times will be long.

  • Adam Trachtenberg

    February 16, 2016 at 6:22 pm in reply to: Infinity loop

    How about a twist deformer with a bend deformer?
    9791_helixloop.c4d.zip

  • You need to clear the cache in your cloth tag.

  • Adam Trachtenberg

    February 15, 2016 at 4:24 pm in reply to: Cinema 4D tooo much light

    I can’t tell what’s going on with the materials from the screen shot posted. They might have luminance which would negate any lighting.

    As far as the default lighting goes, you can adjust the position of the modeling lights but not the intensity. Best to create your own lighting by adding lights to the scene.

  • Adam Trachtenberg

    February 15, 2016 at 2:16 am in reply to: Cinema 4D tooo much light

    Looks like the materials didn’t import as they were in the original file. You’ll have to go through them and adjust as needed.

    As for lighting, Cinema uses default lights which can be turned off in render settings if desired. Or if you add your own lights the default lights won’t be used.

  • Adam Trachtenberg

    February 15, 2016 at 2:15 am in reply to: Faceted surface on fractured object

    Use the “bake normals” function in the plugin (style tab).

  • Adam Trachtenberg

    February 11, 2016 at 10:43 pm in reply to: Trouble modelling a ribbed handle.

    The easiest way to model something like that would probably be to use material displacement. You could unwrap the UVs and render out a template to use in PS, or paint the the displacement in Bodypaint. Another option would be to use the sculpt tools. In that case it might be easier to sculpt it flat and then bend it into a cylindrical shape when you’re done.

  • Adam Trachtenberg

    February 10, 2016 at 4:26 pm in reply to: Lag Viewport When Spline is Extruded

    What kind of video card are you using? When I created a similar extrude here, it took a long time to calculate the extrusion, but once it was calculated there was no lag in the viewport.

    You might check the point count of your splines. If you’re importing from Illustrator you could have hundreds of thousands of points.

  • I don’t know what’s under the null object, but the move along spline preset needs an actual TP emitter to function. You can use the “basic emitter” preset for that.

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