Adam Trachtenberg
Forum Replies Created
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Also, you have to adjust your range mapper value to appropriate values.
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Does your sound effector work if you apply it directly to a mograph cloner or matrix object?
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>1 – is there a way to have a group of objects randomly generated by a particle
>generator, like particular where frames in a precomp can be randomly generated.You should have a browser preset called “TP Multishape Emitter” that will do what you want.
>2 – Ppass is making sense, but for grouping, i am still unsure as to how to
>assign particles to groups… i understand the TP settings part, but what are
>some of the nodes that seperate particles out into groups. i have followed some
>3d kiwi tutes, but i havent found an intuitive way to select particles…It all depends on the criteria you want to use. Can be many things, like particle age, velocity, distance, etc. Often you’ll use PGetData for this, in conjunction with a Compare node. When the condition is met the compare node is triggered and you use that to turn on the PGroup node, which causes the particles to change groups.
>3 – to have wind effect objects, such as laundry, flapping in the wind or
>blowing away, is cloth and dynamics respectively the w
ay to go?You don’t need Dynamics if you’re just working with cloth objects. Cothilde has its dynamics built in.
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Sorry, Keith, I believe I’ve mislead you. It will work if you create the cylinder by extruding circle spline (with ExtrudeNURBS object). I could’ve sworn the cylinder primitive worked the same way, but apparently not.
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You can apply separate materials to the caps (ends) by typing “C1” and “C2” in the texture tag’s “Selection” box. So, create three materials and drop them all on the cylinder. Leave the video material’s texture tag as default, and assign the selections in the other two texture tags.
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The main feature that AR adds is global illumination, which can add a tremendous amount of realism. You can achieve similar results without it, but it requires much more work and skill.
AR also adds caustics, which can be very effective but which are less often used. Can also be faked.
AR further adds the subservice scattering shader, which IMO is not so hot, as well as several post effects (which can be done in post).
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Unfortunatey the only solution is to bump up the AA. Have you tried the intermediate setting (2×2)? You may be able to speed things up by using the separate AA parameter in the compositing tag–applying higher AA to selected objects.
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Go to your material’s “Illumination” tab and check the “Animate Preview” box. You’ll get much smoother scrolling if you use a bitmap sequence as opposed to a movie file (which Cinema has to decompress on the fly).
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One correction: I should have said the stick texture tag *allows* the material to stretch when the object is deformed (otherwise the texture slips).