Adam Trachtenberg
Forum Replies Created
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It works here in R15. The only caveat is that the selection tags have to have unique names or they are combined into one selection upon conversion.
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Adam Trachtenberg
August 21, 2014 at 6:52 pm in reply to: Recomendations for realistic snow that responds to a snow plow.Not sure but I remember that it was pretty quick — maybe 20-25 minutes?
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Adam Trachtenberg
August 21, 2014 at 6:17 pm in reply to: Recomendations for realistic snow that responds to a snow plow.Yes, you can make the particles as big or as small as you want. Of course the smaller you make them the more of them you’ll need to keep it looking like snow….
Maybe check out the demo before you purchase? Here’s the scene I was playing with for reference: 7895_snowplow01.c4d.zip
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Adam Trachtenberg
August 21, 2014 at 6:11 pm in reply to: Multishader: Change texture on a specific cloneI see you got the result you needed, which is great. For future reference, I did a video tutorial showing the method I use with the plain effector and falloff. Sorry for the annoying hum in the audio….
https://www.youtube.com/watch?v=EkWNBqkkRik&feature=youtu.be
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Adam Trachtenberg
August 21, 2014 at 12:00 am in reply to: Multishader: Change texture on a specific cloneYeah, I’ve been there about a dozen times.
I use mograph selections to deal with those kind of situations. In your case I would do the following:
1. Create a mograph selection of the clone you want to change;
2. Assign the cloner a shader effector and set it to affect color only. Make sure it’s restricted to your mograph selection;
3a. Add a color shader in the effector’s shader slot and adjust the brightness to cycle through the different bitmaps in your multishader; OR
3b. Leave the shader field blank but give the effector a spherical or box falloff. Move the effector closer to and farther from your clone (within the falloff range) to cycle through the bitmaps. Make the falloff big enough so you have sufficient granular control.
hth
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Adam Trachtenberg
August 20, 2014 at 8:37 pm in reply to: Reproduce fresnel falloff curve as in 3DmaxThe sphere is showing the reflection of the trees — it’s just not as prominent because the Fresnel settings he’s using are cutting down on the reflection. Also, it looks like he’s using a custom scene for material preview, with the two prominent reflector planes in addition to the trees background.
If you really want to get rid of the trees you can create your own material preview scene. The standard preview scenes are located in your Maxon\Cinema 4D R1x\library\materialpreview folder. I would suggest that you modify one of the existing scenes and save it under a new name. You can put a different HDRI in the Sky Object’s material, or get rid of the sky object altogether. That way you’ll have no background reflections.
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Adam Trachtenberg
August 20, 2014 at 6:49 pm in reply to: Reproduce fresnel falloff curve as in 3DmaxYou mean in the material preview? I don’t think you can turn it off if the reflection channel is active. If you could you would have no way of knowing what the changes you were making looked like in the reflection channel.
What I do sometimes when working with transparency/bump/reflection shaders is build the shader in the color channel, where it can be easier to see what you’re doing, and when I’m done I’ll copy it to the intended channel and delete from color.
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Adam Trachtenberg
August 20, 2014 at 3:32 pm in reply to: Reproduce fresnel falloff curve as in 3DmaxGreat use of the Filter shader. Probably not necessary, but I did a quick video demonstration of the technique you suggested:
https://www.youtube.com/watch?v=QZOSvB15LYA&feature=youtu.be
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Understood. It’s not working here. I highlight the object, hit the + icon, and I get another empty AM window, or rather, an AM in object mode showing the “Ice CUBE Machine” null’s properties.
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Set Offset to -100% and uncheck “Loop”.