Forum Replies Created

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  • Brian Jones

    January 11, 2017 at 3:34 pm in reply to: Viewport safe/title/tinted border settings in R18

    if you use a camera object not the default one, and enable the safe zones you will lose them if you use the shortcut keys for View (F2, F3, F4) but if you are in Perspective (F1) and change the view from the Viewport/Cameras menu they stay. So avoid F2-4 and use the menus to change the viewport.

  • Brian Jones

    January 10, 2017 at 10:13 pm in reply to: rotate single Objects

    if it works with one it should work with the other , would have to see the setup. Can you post the scene file?

  • Brian Jones

    January 10, 2017 at 5:18 pm in reply to: Rigid Body falling on Snow

    you could go with full fluid simulation but the usual way to do that sort of thing (and dust from footsteps etc) is to have an emitter where it lands which does a shot at impact.

  • Brian Jones

    January 10, 2017 at 5:16 pm in reply to: Rendering sculpted objects with Team Render

    I tried a quick team render and got this warning “Error While Loading Project, Software and hardware renderings are not supported in Team Render”

    With a bunch of missing images I’m not getting the right look probably (and I had to change the TR settings to not fail on missing textures) but it’s rendering fine with Standard renderer probably with Physical as well.

  • Brian Jones

    January 10, 2017 at 4:48 pm in reply to: coloring the clones using random effector

    I don’t know if it will give the kind of effect you want but you can use the Variation shader. And I don’t have the plugin but a bunch of planes under a Cloner is what I think you have.

    Select all the materials for the planes in the material manager. That should show Material (x Elements) in the Attribute Manager. The Color tab should already be selected – the Texture slot should say <> click the arrow button to the left of that and choose Effects/Variation. That will put each separate image into a variation shader. Do a Render – the effects of the variation shader do not show in the viewport.

    With all the materials still selected now click on the <> that will take you to the settings for the Variation (for all the materials at once). You can fool around with the settings in there to see if you can get something you need.

  • Brian Jones

    January 9, 2017 at 4:17 pm in reply to: Rendering sculpted objects with Team Render

    guessing by the “plugin inflate” I’d guess something is missing in the team render machine maybe reinstall the render client there. Not that that makes sense if you have removed everything – might have to see the project.

  • Brian Jones

    January 6, 2017 at 7:38 pm in reply to: Symmetry object issue

    because the sphere is in the center (and so is the symmetry line) you have two spheres in the center. Just select the sphere (in the OM under the Symmetry) and move it to the right (or left)

  • Brian Jones

    January 6, 2017 at 7:04 pm in reply to: Symmetry object issue

    world center is X, Y and Z positions = 0 – that’s where the sphere would appear by default as soon as you make so (unless you went into the Preferences/Interface and changed Create New Object At View Center – but I assume you didn’t do that).

    There are number of tools in C4D which assume Z axis alignment (Extrude is one) – they can be changed but it’s easiest to work with it that way and move it afterward. Your image is looking down the X axis and the symmetry is up/down (XZ) rather than the default ZY

  • Brian Jones

    January 6, 2017 at 3:57 pm in reply to: C4R r16 Materials – Translucent Materials

    with lights inside/behind an object Transparency with Blurriness will give some results. Physical render somewhat better particularly if you increase Blurriness Subdivision (Max) in the render settings. Other renderers might do better if you have access.

  • Brian Jones

    January 6, 2017 at 3:24 pm in reply to: Symmetry object issue

    try putting a sphere in at world center with your eye texture on so the eye faces along the Z axis. Put in a Symmetry and drop the eye in it. Move the eye (not the symmetry) left or right. That’s how it should work. You can move/rotate later.

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