Forum Replies Created

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  • Nitroblast fixes the transparency issue via the plugin, so I guess you would need to have the plugin installed in AE somehow to make it work there. Not sure if that’s possible.

  • Adam Trachtenberg

    July 1, 2015 at 5:24 pm in reply to: How to make like these renders?

    You mean the floor? Create a material with reflectance and place it on the Floor Object. Add a compositing tag to the floor and check the “compositing background” box in the tag’s properties.

  • Adam Trachtenberg

    July 1, 2015 at 1:05 pm in reply to: How to merge subdivisions inside an object?

    There is a polygon reduction deformer which will lower the poly count, but it produces triangles so it may not give you what you want. Best way is generally to use the loop and other selection tools and use the dissolve and melt commands to lower the poly count.

  • The only way that I know of to make clones fit is to use dynamics, but it may not give you the result you want because the objects may jitter or rotate in a way you don’t like.

    If you want to try it, set the cloner up so the objects overlap. Give the cloner a dynamics tag and set “Individual Elements” to Top Level in the Collision tab. In the Force tab, set position and rotation follow to high values (like 10) so Mograph will maintain control.

    When you play the timeline forward the objects will bunch up but not overlap.

    As far as the cloner’s radial mode goes, there’s no option for concentric rings. But you could create a spline with concentric rings and clone onto it using the Cloner’s object mode (or use a spline effector).

  • I don’t know if this exists in the Lite version, but in R16 you can select the spline and then run the Mesh>Splines>Explode Segments command. That will split the spline into two spline objects. You can then delete one of them and it will work fine.

    Or just use this file: 9005_hoflogotest1fixed.c4d.zip

    btw, I can’t imagine that you really need 59 segments for those tiny fillets!

  • Adam Trachtenberg

    June 29, 2015 at 11:42 pm in reply to: Problem when making an object editable

    When you make extrusions editable the caps are not welded by default. You get three objects for each extrusion (the extrusion itself and two caps). So if you have the fracture set to Straight mode, whatever effectors you’re using will act separately on each object.

    If you select the three parts of your converted extrusion and run the “connect objects and delete” command your problem will be solved.

    Alternatively, you could set the fracture mode to “explode segments and connect”.

  • You could render a shadow pass and use an object buffer (in the compositing tag) to add the shadows in post. So you would use the object buffer pass as a luma matte to isolate the floor and multiply the shadow pass over that. Precompose that and multiply it over your background.

  • Adam Trachtenberg

    June 24, 2015 at 10:20 pm in reply to: Hotkey 1,2,3, Not Working

    Dumb question, but do those keys work in other applications?

    In the meantime, you can use Alt + LMB (rotate), Alt + MMB (move), and Alt + RM (zoom).

  • Adam Trachtenberg

    June 24, 2015 at 7:17 pm in reply to: Trouble turning a paper into a scroll

    Set the height of your helix spline to 0 and set the bank parameter in the spline wrap to 0. That should do it.

  • I don’t see any way to control the size of particles via texture in X-Particles 2. You can in X-Particles 3, but that obviously won’t help you unless you upgrade.

    You can, however, get variation in transparency by assigning the particles a mass (say 10) in the emitter>emission tab and setting variation to 100%. Then check the Mass box in the shader’s transparency tab and set the range to something like Min 0 Max 15.

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