Forum Replies Created

Page 440 of 494
  • Adam Trachtenberg

    August 16, 2007 at 3:06 pm in reply to: torus blast wave – texture problem

    Try using a circular gradient in the alpha channel.

  • Adam Trachtenberg

    August 14, 2007 at 2:33 pm in reply to: The Sky is falling…

    The sky stuff has been moved to the Objects menu.

  • Adam Trachtenberg

    August 13, 2007 at 9:59 pm in reply to: mograph: ripples on water fx with cloned tubes?

    I’m not able to picture what you’re doing with mograph, but is there a reason that you haven’t used the ripple shader?

  • Adam Trachtenberg

    August 13, 2007 at 9:56 pm in reply to: depth of field

    Sure, it’s possible. Give your object a compositing tag and object ID number. Add the object buffer to your multipass. Save an .aec file and open it in AE. It will automatically import your object matte.

  • Adam Trachtenberg

    August 13, 2007 at 9:54 pm in reply to: Cebas

    I have finalRender and it’s decent — certainly faster than Cinema when it comes to GI. If you’re not in a huge hurry you might wait to check out the upcoming VRay4C4D which is looking pretty great from what I’ve seen.

    In terms of Cinema GI, you basically have two options to reduce flicker: 1) turn up your settings very high (slooow), or 2) use stochastic mode (also slooow).

    A friend recommends using stochastic mode with very low samples and no AA, combined with scene motion blur, which blurs out the grain, provides AA, and also of course adds motion blur. 🙂

  • Adam Trachtenberg

    August 13, 2007 at 9:50 pm in reply to: Banding on gradients from Cinema to FCP

    I don’t have FCP but you can often minimize or eliminate this sort of contouring by adding a very subtle layer of noise on top of your render in post.

  • Adam Trachtenberg

    August 2, 2007 at 5:04 am in reply to: Flickering light

    Not too difficult. Add an expresso tag to your light and double-click to open the editor. Drag your light from the OM into the editor window. Click/hold the blue square in the upper left corner of the light node and select “General>Intesity”. That’s your input port.

    Now you need something to control the intensity. Right click in the editor window, and from the context menu select new node>Xpresso>general>noise. Drag a link between the noise output port and the light/intensity input port. That’ll give you a basic flicker, and you can play with the noise node’s settings in the AM to refine it.

  • [Brian Jones] “Should work but you have to turn Caustics on in both the light and render settings.”

    I just tried a quick test and it does in fact work.

  • It may be that caustics don’t support material transparency on lights — I’ve never actually tried. My suggestion: fake it.

  • Adam Trachtenberg

    July 29, 2007 at 6:05 pm in reply to: Help with dust on impact

    Simplest way would be to use the standard particle system — just keyframe the emitter to coincide with the impact and use a gravity object to pull the dust down. Then use Pyrocluster to create the dust effect. You’d probably want to use two or more emitters for different size debris.

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