Forum Replies Created

Page 452 of 494
  • Adam Trachtenberg

    March 18, 2007 at 3:32 pm in reply to: Light Projection (Batsignal) with Cinema 4D

    You’ll want to use the transparency or alpha channel of the material for this. Turn on Visible Light>Volumetric in the light’s General tab.

  • Adam Trachtenberg

    March 16, 2007 at 8:20 pm in reply to: Mograph books/tutorials

    I’m not aware of any books, but Mylenium has done some excellent and *extensive* video tutorials that are available (free) here at the Cow.

  • Adam Trachtenberg

    March 15, 2007 at 9:31 pm in reply to: newbie: placing decals

    The alpha probably appears to tile because you have overlapping UVs. That’s why you’re going to have to dig into BodyPaint’s UV editing tools I’m afraid.

    As far as the viewport issue, I think that will clear up if you select “stacked materials” from the viewport>display menu.

  • Adam Trachtenberg

    March 15, 2007 at 3:47 pm in reply to: newbie: placing decals

    If the decal is going on a curved section you’ll most likely have to flatten the camera’s UVs in BodyPaint. Then you can apply the decal material with UVW mapping and used the texture tag’s offset and scale options to place it.

  • Adam Trachtenberg

    March 14, 2007 at 2:46 pm in reply to: Pla With Mocca, Animate selected points only

    Are you using r9.x or r10?

  • Adam Trachtenberg

    March 13, 2007 at 10:02 pm in reply to: Slider controls

    I don’t think HUD properties carry over when you copy an object and paste it into another scene, or if you merge a file with HUD properties into an open scene. But … you should be able to merge your non-whale scene into the whale scene without losing the HUD properties.

  • Adam Trachtenberg

    March 12, 2007 at 5:58 pm in reply to: subdivding a logo

    First, set your extrudeNURBS depth to 0. Now you can get the squares (or mostly squares) by going into the caps tab of the extrude object and selecting Type>Quadrangles, and then checking the “regular caps” option. You’ll probably have to lower the width to get a more regular spacing.

    Now you can blow it give it some depth and blow it apart with the Explosion fx deformer. This has a spherical falloff, but you can minimize that by scaling the deformer up quite a bit. r10 file is attached here: https://www.3danvil.com/temp/squares_fly.zip

    You would have to do some point-level editing if you want to make the object 100% squares.

    There are other ways to do this with Thinking Particles or MoGraph, but AFAIK the method I used in my file is the simplest way.

  • Adam Trachtenberg

    March 12, 2007 at 5:31 pm in reply to: volumetric light – noisy!!

    Never experienced that, but it doesn’t sound good. As far as graphics cards, I think the mid-priced nVidia adapters give you the best bang for the buck in Cinema. 7300 series and up.

  • Adam Trachtenberg

    March 12, 2007 at 4:21 am in reply to: Highlight Multipass

    In my opinion you’re better off using a highlight filter like Starglow in AE rather than doing it Cinema.

  • Adam Trachtenberg

    March 12, 2007 at 12:01 am in reply to: volumetric light – noisy!!

    [espinoza] “hey
    i have a volumetric light pouring through a hole in a surface. the light is rendering very pixelated. i have made omy ouput settings higher, played with the sample distance in ‘visibility’

    not sure if im missing anything,”
    Sample distance is the key to reducing noise in visible lights. Try reducing it further.

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