in the Material tag/Tag tab uncheck the Tile option – that’s what’s causing your image to repeat.
Placement can be done on the lower part of that same tab Offset and Length U/V – or you can use Texture mode to move the texture around.
there should be, keyframes have to be resaved if you change the values though, so after you make a change in the rotation you’d have to hit the keyframe circle to make it red again (or use the keyframing buttons)
haven’t had the opportunity to import an alembic with selections but exporting alembic from C4D with a selection (Bake as Alembic) and adding materials to that using the alembic poly selection tag like normal works to limit it to the selection
as the the holes pass through each layer of the fracture the layers get broken up sometimes into more than one piece. When that happens the number of objects changes and the Variation changes because it’s based on objects. The same is true of using Colorize Fragments in the Voronoi Fracture, the number of fragments keeps changing so the colors change.
The only solution would seem to be something that colors the layers based on height. A 3D linear gradient could do that if set up right. Can’t think of anything else at the moment but there could be something.
you can bake the paper to PLA in the timeline then the paper will move reliably as you scroll along through frames. That should let you place the camera where you need to easily.
you might be able to start with the paper on the wall (with the cloth tag on it) let it get blown off toward the camera, run the camera backward before it and then run the result backwards. Don’t know if it would look right but the ‘end’ is controllable
not here as I say but that’s just a simple test. Perhaps your geometry ends up past some limit for the viewport with that material setup. Can’t speak to AE.
doesn’t do that here, what version of C4D? what renderer? GI I assume with a luminant texture…
Are you seeing ‘leaking’ on the first frame or just once it starts to fall?