Forum Replies Created

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  • you can’t bake bumps into actual bumps but displacement can be converted into geometry with the Displacer deformer, however, not SubPoly displacement so you would have to subdivide the object enough to be the same as any subpoly you used.

    If the displacement is all in one texture check Emulation in the Displacer and that will give you it’s best estimation of the displacement and you can do a Current State To Object.

    If your displacement is in multiple shaders then use multiple Displacer deformers as children of your object and feed them the texture tags with Displacement chosen (do not use the Emulation check). You have to set the amount of displacement in each Displacer, and you’d have to use the Falloff settings in the Displacers to limit the area affected as you can’t use poly selections. Then do a Current State To Object.

  • Brian Jones

    June 11, 2016 at 6:59 pm in reply to: adding a video file to a vray/AR material

    I don’t know about VRay but an image sequence in Standard or Physical is easy. With any sequence of images (in one of the formats C4D recognizes (lots)), that are numbered sequentially, in the same folder, load the first one in any channel (Luminance for your laptop screen probably) then go to the Bitmap Shader/Animation tab and hit Calculate

  • Brian Jones

    June 11, 2016 at 1:19 pm in reply to: Inset or offset path/spline in cinema 4d

    Mesh/Spline/Create Outline (or right-click in the viewport and find it there) –

  • rBoole still works in 17 but only with the Physical renderer.

  • most of the textures look transparent (but maybe that’s correct if the UVWs are correct). What happens if you remove all the Normal tags?

  • Brian Jones

    June 8, 2016 at 4:06 pm in reply to: More Hair Problems

    I’d have to see the file

  • Brian Jones

    June 8, 2016 at 3:58 pm in reply to: More Hair Problems

    outboard the eyes? It looks like hair that is there but is growing into the character because the normals of the model are reversed (pointing inwards)…

  • Brian Jones

    June 8, 2016 at 3:16 pm in reply to: More Hair Problems

    without seeing the actual file no but have you tried putting the same map in the color channel of a material (with the same mapping) to see if you are getting the placement of the map as you are expecting?

  • Brian Jones

    June 7, 2016 at 2:26 am in reply to: Extrude nurbs issue..please

    the simple way to do an extrude is to place the imported spline under (as a child) of an Extrude Object

  • Brian Jones

    June 7, 2016 at 2:21 am in reply to: LED – style Wall of Lipsticks?

    long time ago – hope you figured it out

    it’s possible to do the first version of the thread with a texture applied to the whole cloned set in Flat mapping which would give partial coverage to some of the lipsticks like this

    flatonclones.jpg
    10163_lipsticktest3.c4d.zip

    it’s possible to stop that by using a Shader effector (with the same image referred to) so that each clone is coloured a single color corresponding to the what colour the image is at the origin point of the clone.

    shadereffector.jpg
    10164_lipsticktest4.c4d.zip

    Your new (old now) problem of patterns of lipstick colours is possible if the entire rage of coulis is made into one per lipstick (depends on the total number of shades necessary) or using a multishader with all the shades in it.

    10165_lipsticktest5.c4d.zip

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