Arndt Von koenigsmarck
Forum Replies Created
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Hello,
maybe too obvious, but have you checked your Filter settings if Polygon objects are displayed in the editor?Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Hi,
Shake is supported as export option for compositing projects. Have you tried this already?
Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Hi,
what particles are you using? Thinking Particles or the build in system?Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Hi Joe,
you should check the status of the save prepass settings in the render settings.
Try to activate “Allways” or “First time” there, so the prepass get saved when staring the rendering.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Arndt Von koenigsmarck
July 6, 2007 at 5:55 am in reply to: Camera and lights – huge when working in actual sizeHi,
regarding the scale factor, why not just multiply every value with 10 or 100?
A value of 5.67895 would become 567.895 then (just move the point within the number).
You can also group the complete scene under a Null and scale that Null object up until you like the size of the lights and the camera withut having to deal with the values at all.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Arndt Von koenigsmarck
July 5, 2007 at 9:52 am in reply to: Camera and lights – huge when working in actual sizeHi,
cameras and lights cannot be scaled (at least not their editor display), but you can hide them from the editor if they disturbe you.
Another solution is to scale your scene up. C4D uses quite a large scale (see standard cube primitiv with a 200 m edge length). Using larger scales also makes sense because this can increase the modelling precision as you’ll not have to rely on floating point precision so much.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
C4D doesn’t compute physical correct ligh behaviour and wil not split light beams into their wavelengths for you. You’ll have to fake this effect using different collored lightsources or within post processing.
Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Arndt Von koenigsmarck
June 16, 2007 at 4:01 pm in reply to: camera matching using foreground object??Just use a polygon or plane object, and position it directly in front of the camera.
Apply the material with your foreground image or movie to that object using frontal projection and you’re done.
The forground object only shows up when rendering. It is only meant to place things like logos or copyright marks in front of your rendered pictures.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
The NURBS objects should be all you need.
If it’s a rotational object, cut the imported spline in half, so you only keep one side of the shape and group it under a LatheNURBS.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Do you still have the original Text spline primitiv object or did you convert it to a spline object?
If you converted it (pressing c could have caused this) you can only get back to your original text spline by using undos or adding a new text spline and entering the text there again.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de