Arndt Von koenigsmarck
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Arndt Von koenigsmarck
June 13, 2005 at 10:29 am in reply to: What’s better – low poly count or fewer (and smaller) textures?Given that you have enough RAM to hold all textures and polygons while rendering, the calculation of a high poly object with low resolution textures will be faster.
An image can easily take more than several MB while you need quite a high number of polygons to get near that memory requirement for a polygon object.
If you need several equal objects in your scene, use instance objects and do not create physical copies. Instances will be replaced with real polygon copies while rendering, but will reduce memory requirements while working in the editor.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
You have to have a look at the distance the camera moved within the 4 seconds. Divide this value by 4 and add this amount to the keyframed z position of the camera. After that move the z position keyframe to second 5 in your timeline and you are done. I don’t know any easier way to do it in C4D.
Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
You will not be able to get around this without extra plugins.
Have a look at Solid Spline or Storm Tracer if you want to make spline visible in a rendering without having to work with a Sweep NURBS object.
This will not ease the process of the splie creation, though.
A total different thing might be interesting if you have to do such animations more often. Have a look at XFrog (https://www.xfrogdownloads.com/greenwebNew/news/newStart.htm). It offers organic modelling and animatin of plants within C4D.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
For a start, have a look here:
https://www.noctua-graphics.de/deutsch/freetex_d.htmKind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Just a wild guess. Have you double clicked on one of the object axis? This will only allow the object to move on that axis until you double click in empty space again.
This will not explain why you have this problem in other files, too, though.
Is this only related to your keyboard shortcuts or doesn’t it work using the icons neither?Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
There is a workshop available for HDR Shop users. Maybe it’s useful for you, too:
https://www.ict.usc.edu/graphics/HDRShop/Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Sounds like the orientation of the mapping doesn’t line up with the orientation of the polygon. Are the polygon and the flat texture projection really parallel to each other?
Are you mapping both sides of the polygon or just one side?
If you see a different result after changing the tiles option, the orientation and/or placement of the projected material is somehow messed up.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
I only know that you can use the environment object to sample through the whole scene when you do a shader plugin for Cinema 4D. This allows you to place volumetric structures in your scene without having to use any other objects. I see this more of a possible use instead of a ready to use feature with the standard shaders that come with C4D. Beside Pyrocluster I don’t think there is any other shader or material supporting this right now.
Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
The Noise shader now uses 3D noise. Only simple Noise is plain 2D Noise.
Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
The Environment object can be used to generate structures that are not bound to the geometry of “real” polygon objects. That’s why Pyrocluster needs it to generate clouds and other volumetric effects.
The Environment object has its own material build right in, the fog option, but beside these examples I don’t know any other real world use of this feature.
Beside this volumetric materials can be found under “New” in the Material Manager. There are also some channel shader that can calculate volumetric structure like the 3D Noise shader or the Marble shader.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de