Adam Trachtenberg
Forum Replies Created
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Yep, there are several ways to do this. As Brian said, you can put the image in your material’s environment channel and disable reflection. That will give you a different background from the image seemingly reflected on the object.
Another way to do it is to use compositing tags with the “seen by camera” and “seen by reflection” parameters. That way you can have two or more background objects and use them for different purposes. This is more flexible approach than using the environment channel.
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What is your background? Real geometry, background object, sky object?
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Yes, you can certainly do that. You just have to check the “visibility” box in the shader effector’s parameters.
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Use the target effector and reference the camera.
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If your logo is formed by extruding a spline(s), you’ll probably want to apply cubic mapping rather than the default UVW, and then you’ll probably have to play with the UV scale (texture axis tool) to get the best results. You might also want to restrict it to the front/back faces by typing C1 and C2 (respectively) into the texture tags’ “Selection” boxes.
Probably makes sense to put the gradient in the color or luminance channel while you experiment with placement so you can get a better idea of what’s going on.
hth
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I think the learning curve would be reasonably shallow if you bought the MoGraph module, which makes many motion graphics effects quite simple once you get a handle on it. It also provides plenty of depth to grow into.
Rendering times are very subjective, depending on which effects you’re using. Frames can take anywhere from less than a second to multiple hours depending on the complexity of your scene, materials, and the number of objects in the scene. The most render intensive effects are blurry reflections/transparency and global illumination.
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[Alan Lacey] “Is there a way to get multiple objects vibrating independently about thier respective positions without having to place each of them under a null?”
Not that I know of. 🙁 -
It is a bit of a drag, and it’s cause by the fact that r10 timeline defaults to the object level rather than the document level. You can see that if you click the little house icon in the upper right to open up the address bar. You can go to the document level by going to the TL’s view menu and selecting “One level up.”
You can make this the default by opening a blank document, making the view change, and saving the file as “new.c4d” in Cinema’s root directory. (you can customize many defaults that way)
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[ookook] “ah cool i see it now, but only renderer, not editor?”
? I’m seeing both here–first two entries in the list.
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q[ookook] “One thing Im noticing tho is that I cant control the birthrate with this system. Im guessing that would require thinking particles instead?”
Yep, you can. You’ll find it under the TP>Emitter node’s “Particle” flyout menu.