Forum Replies Created

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  • Adam Trachtenberg

    March 21, 2015 at 4:31 am in reply to: Sculpting r16: jagged edges !

    Generally the way to avoid that, without going to insane polygon counts, is to follow up your sculpting strokes with the smoothing brush. You can invoke the smoothing brush while using any other brush by holding down the shift key. Keep in mind that the strength of smoothing is controlled by the setting in the smooth brush, even if you’re using the shift modifier with a different brush.

  • Adam Trachtenberg

    March 17, 2015 at 7:08 pm in reply to: Texture from random video frame

    I would simply render the video out to frames in AE or the like and then load the images into a multishader using the folder option.

  • Adam Trachtenberg

    March 17, 2015 at 7:06 pm in reply to: Bunkspeed to C4D, best import method?

    just opening the file as a *dxf is the way to go, provided the model is compatible with C4D.

    From the help file:

    “CINEMA 4D can interpret DXF files up to AutoCAD version 12 (or export filters from other applications that are 100% compatible – whereby the emphasis lies on 100%) and can also correctly interpret the following elements: SOLID, 3D FACE, LINE, POLYLINE, CIRCLE, ARC, POINT and TRACE. All three-dimensional data is read in accurately. All documented POLYLINE combinations as well as height and elevation data are supported. The same is true of element coordinate systems, layer names and various line thicknesses.

    When importing DXF files, it is best not to import 2D/3D solids where possible. Instead, use the 3D Face entity. The reason why solids are best avoided is that they must be converted to polygons by CINEMA 4D and the result is not always perfect and manual reworking of the mesh may be required.

  • I would recommend using multi-layer EXR as export if you’re doing 32 bit renders.

  • Adam Trachtenberg

    March 13, 2015 at 3:39 pm in reply to: Depth Map Dilemma

    What I do is use rear blur only. I set the target distance to the near-most object in my scene (or 0 if you want the floor blurred). Then I set start distance to 0 and the end distance to the last object in my scene. That should give you a constant gradient from near to far.

    Here’s a little video tut I did on DOF a long time ago — as you can tell from the C4D GUI: https://www.3danvil.com/tutorials/DOF_Effect/DOF_Effect.html

  • Adam Trachtenberg

    March 13, 2015 at 3:09 am in reply to: Depth Map Dilemma

    My preference is to render out a depth map without front/rear distance if I’m going to use it in AE. Front/rear blue and focal distance can be done in AE.

  • Adam Trachtenberg

    March 11, 2015 at 9:17 pm in reply to: F-Curves: Edit Speed instead of values

    Closest equivalent in Cinema would be to assign your object a time track and adjust its f-curve.

  • Adam Trachtenberg

    March 4, 2015 at 11:06 pm in reply to: Dissable reflections partially

    First you need to add the compositing tag to your objects — the one’s you want to exclude. Then click on the tags and look at the attributes manager. Exclusion is one of the tabs at the top.

  • Adam Trachtenberg

    March 3, 2015 at 4:47 pm in reply to: Dissable reflections partially

    Add compositing tags to the objects that you do not want to appear in reflections. Go to the tag’s Exclusion tab and drag the reflective objects into the link box.

  • Adam Trachtenberg

    March 2, 2015 at 11:36 pm in reply to: X Particle Trails Blowing in Wind

    Why would you need to render the x-particle trails?

    Occurs to me another way to go about it would be to trace the x-particle trails with a MoSpline and apply the C4D particle forces to the MoSpline.

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