Forum Replies Created

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  • Brian Jones

    December 2, 2016 at 3:40 pm in reply to: c4d R18 Shadow catcher –> floating shadows

    your chunks are not actually ending on the ground, they end up hovering above (look at the Right view at about frame 140 or so) – take the cache off the dynamics – set Plane.1/Dynamics Body/Collision/Shape to Static Mesh and the Voronoi Fracture/Dynamics Body/Collision/Shape to Moving Mesh and rebuild the Cache. The objects should now end up actually on the Plane and the shadows should work out.

  • Brian Jones

    December 1, 2016 at 7:42 pm in reply to: scaling object duplicate

    odd shapes that can’t be scaled and disappear like you are thinking due to the shape will sometimes scale like you want with Normal Scale but it depends on the shape if that’s going to work.

  • Brian Jones

    November 17, 2016 at 3:20 am in reply to: Spotlight with a custom shape

    add a Compositing tag to the letters and uncheck Seen By Camera (leave the rest alone)

  • Brian Jones

    November 16, 2016 at 6:15 pm in reply to: Team Render across versions?

    no, you can’t even use TR with different updates of the same C4D on different machines. However, you can install more than one version of TR on the same machine so you can install 17TR on your friends and 18TR on yours…

  • Brian Jones

    November 10, 2016 at 4:08 pm in reply to: Effector for part of Cloner line

    effector as a deformer rather than as a standard effector would give control over an area of a clone rather than the whole clone at once

  • Brian Jones

    November 10, 2016 at 4:06 pm in reply to: Texture rendering differently on separate surfaces

    the phone looks like it’s not likely to be perfectly flat and in any case it’s not sharing the exact same Phong settings (which may not help even if it was)… you probably have to cut out part of the geometry around the button and do a Fill Polygon Hole

  • Brian Jones

    November 9, 2016 at 10:06 pm in reply to: Animating with sweep nurbs. Offset paths possible?

    it can’t be done like you want in a Sweep Nurb I think. You want to take a Cube with about the same dimensions as your sweep and use a Spline Wrap deformer as a child of the cube, using the infinity loop as the Spline and Mode set to Keep Length. Then you can move it like you want with the Offset parameter.

    The box (cube) will need enough Segments to bend smoothly

  • Brian Jones

    November 9, 2016 at 3:50 am in reply to: How to use Sound Effector to emit particles/objects

    that’s one of the old Particle Emitters, those can’t be controlled by xpresso as well as TP can. You use some object (typically a null) to control where TP is in the scene but after that it’s mostly xpresso. Take a look at some of the TP presets in the Content Browser. They can look pretty complex but it doesn’t actually need much to make it go. There are tutorials out there. Here’s a fairly simple example as well, based on the same sort of setup in the xpresso you had but with no objects (just to show the xpresso). Using Hair to show the particles (renders quickly).

    10771_tpsoundresponse.zip

  • I don’t know, your texture is, as you say, ‘sand like’ but not really looking like real sand so it depends. Of course my experience is more snow which shares some of the same problems getting it to look like it might be snow (i.e. it’s pretty much a smooth surface shaped by wind etc. until you get real close to it) And snow has sparkles in the right light – I’ve never seen sand do that but my personal experience has been limited.
    There are sand textures in the browser, I don’t know whether any of those are a place to look for hints (or if you have already been there and done that…)

  • Brian Jones

    November 6, 2016 at 4:27 am in reply to: Bump texture creates ray like image on my object

    depends on setup of lights and angle of camera to lights off the surface etc. Can you post the scene file (even without the logo if it’s NDA)

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