Forum Replies Created

Page 91 of 494
  • Adam Trachtenberg

    July 22, 2014 at 3:33 pm in reply to: Rendering

    Cache doesn’t work with QMC but you can enable Radiosity Maps (in the sampling tab) which usually speeds things up a little.

  • Adam Trachtenberg

    July 22, 2014 at 3:10 pm in reply to: Rendering

    Are you using GI method: IR + QMC (full animation)? If not, that’s what you’ll need.

    This looks like IR cache errors. If you don’t use the full animation preset the IR cache won’t account for object movement so you’ll be missing shading points when the object moves.

    Another option is to use QMC only.

  • Adam Trachtenberg

    July 22, 2014 at 2:51 pm in reply to: Rendering

    Need more information. What version of Cinema? Is the camera animated? Are objects other than the camera animated? What GI settings are you using? Standard render or physical?

  • Adam Trachtenberg

    July 22, 2014 at 2:46 pm in reply to: Round Edges

    Bevel tool should work. What version of Cinema are you using?

  • Adam Trachtenberg

    July 22, 2014 at 2:37 pm in reply to: Quick Question about F-Curve

    I can’t tell from the screen shot. I see you’ve keyframed the null that the camera presumably resides in. Is there anything inside the null that also has keyframes on it?

  • Adam Trachtenberg

    July 21, 2014 at 3:26 pm in reply to: Texturing a curved road

    Yes, you can use two different textures for the road and road banks. As you say, you can do it by using polygon selection tags. Just create the two tags and then drop the polygon selection tags into the appropriate boxes in the texture tags.

    As far as tiling goes, there’s a way to apply different tiling (and projection) to different channels in a shader. You do this using the Effects>Projector shader. Your bitmap loads into the Projector, and then the Projector settings provide for separate tiling options.

  • Adam Trachtenberg

    July 21, 2014 at 3:19 am in reply to: Texturing a curved road

    The solid red square represents the object’s UV space. It has no real scale outside of the object. If you want to avoid pixelation you either need to use bigger textures or use procedural materials.

  • Adam Trachtenberg

    July 18, 2014 at 11:31 pm in reply to: Looping a vibrate tag

    Further to my previous post…. A good way to smooth out the transition is to set your object’s position track to After>Repeat. Then set the timeline to f-curve mode and manually adjust the end keyframes of the X/Y/Z curves so that the curves flow smoothly into the start of the animation.

  • Adam Trachtenberg

    July 18, 2014 at 10:51 pm in reply to: Looping a vibrate tag

    It’s not quite that easy, I’m afraid. I would bake the position keyframes and then place a null or other marker at the start position. When the object gets reasonably close to that position towards the end of the animation, select the keyframes after that point and delete them. Then copy the first keyframe to the end of the animation. That should give you a reasonable loop but there will be a slight hickup because the first and last keyframes are the same.

    To get rid of that, go to the second-to-last frame of the animation, set a keyframe, delete the last keyframe, and move the keyframe you just created to the last frame.

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