Adam Trachtenberg
Forum Replies Created
-
I used a similar method and got (IMHO) a pretty decent result. The key is the Cluster settings — particularly the twist parameter. Here’s a pic:

And the scene file (r10.5): https://www.3danvil.com/Hair/dreds_10.5.zip
-
It seems you’re trying to combine the Dynamics module with Clothilde, which is a no no as they’re separate systems. You have to use either one or the other. In this case you’ll want to use just Dynamics because there’s a bug in Clothilde that’s preventing collision with animated objects.
-
Adam Trachtenberg
November 20, 2007 at 10:04 pm in reply to: holy crap how do I get my stuff into after effectsThe best way to do it is to install the AE plugin that came with Cinema. Copy it from your Maxon>Exchange Plugins folder to your AE plugins folder. Then, in the render settings>save tab, check the “compositing project file” box and choose AE in the dropdown. Click the Save button and enter a path/file name. That will save an *.aec file. Open that in AE and it will bring in your rendered footage, C4D camera, and if you choose, separate passes, lights, motion data, etc.
But I think your main question is, “how do I save a render!”? 🙂 All’s you have to do there is set up your options in render settings and then render to the picture viewer instead of to the editor.
-
Are you using a non-standard aspect ratio? I’ve noticed that some codecs don’t like that.
-
Cinema can’t export 3D objects to AE — just 3d layers, lights, cameras, and 3D data (position/rotation).
-
[chrisperry05] “Ok thanks, how do i render a depth pass?”
First you have to create a camera object and arrange it so that it’s looking at your object from the proper angle. Then go into your camera’s properties and enable front/rear blur. Set the target distance so that it stops right in front of your object, and set the rear blur>end distance so it’s just behind your object.
Now go into render settings>multipass and add a depth pass. You’ll have to set up a save path for the file. When you render to the picture viewer, you can see the result by selecting channels>depth.
-
I think the best (only?) way to do this is to first render out a depth pass of the object you want to use to displace the pins. Then use the cloner in grid mode, apply a shader effector, and load your depth pass into it. Adjust the effector’s position>Z parameter until it gives you the effect you’re looking for.
-
Your best bet may be to use a displacement map on a plane.
-
Adam Trachtenberg
November 13, 2007 at 12:23 am in reply to: Extruded vector paths f**’s up ! Picture attached…It looks to me like a soft shadow artifact. Try increasing the resolution of the shadow map, and/or adjust the shadow bias, or switch to area shadows.
-
I’m wondering why you’re using Stochastic mode. It has the advantage of being flicker free, but it’s awfully slow. I would try camera animation mode. You’ll need to up the settings quite a bit to reduce flicker, but it should still be faster than stochastic.
I’d also exclude the plants from GI in addition to excluding the grass.
Avoid using an infinite plane for the floor if possible — it spreads the samples out too much.
Turn on shadow caching in render settings if you’re using soft shadows.