Forum Replies Created

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  • Brian Jones

    December 21, 2015 at 11:20 pm in reply to: Different single frame results when rendering all frames?

    don’t know that Physical would fix it or not, those are all just guesses of where to look

  • Brian Jones

    December 21, 2015 at 10:04 pm in reply to: Different single frame results when rendering all frames?

    luminance is appropriate for self illuminated parts (like the meter I assume) but would be not good for realism with other parts where shadow and reflection should be effective. Other than trying PSD or Tiff as an image type it might be shadow as both of the lights are soft shadow at the default settings Bias or Sample Radius might need to be adjusted… or up the shadow resolution or go to area shadows… Does the Physical renderer do the same thing?

  • I did render out a smaller range due to the length, something I don’t think I would even even see as that image in the upper left was not included. Looking at your images though it looks like the only change is that meter image. If it’s not something in that texture I’d try rendering by not using all frames do two goes, first half/second half as a workaround maybe.

  • not seeing it, the biggest shift I see is frame 60-61 as a lot of the glow gets cut off as the platform settles into place but no real jumps – unless I’m not seeing it due to the missing images but judging be their names I wouldn’t think so.

  • Brian Jones

    December 21, 2015 at 3:05 am in reply to: MoText texture cut in two

    have to see the scene file, can’t tell just by the picture it looks like a reflection of a floor (maybe) but there is no floor (we can see)

  • Brian Jones

    December 21, 2015 at 2:56 am in reply to: Illustrator > C4D Spline Importing Issue

    what version of C4D? (might not make a difference) – Probably would have to see the illustrator file to see what it does.

  • Brian Jones

    December 18, 2015 at 5:01 pm in reply to: about hair direction and placement problem

    hair grows in the direction of the surface normal, so in the places where it appears to be growing the wrong direction the surface normal for that polygon is probably going the other direction. Select the wings in poly mode and see if the selected polys are all the same color (yellow is outward) if you have a mixture of yellow and blue the polys are not all going outward like they should and you have to use Align Normals and reverse normals to get them all going the same direction.

  • read the help for SubD/HyperNurb but in general you want the minimum cage possible for max smoothness and only put in extra edges when you need extra detail. Bevels can be part of that but they are also very useful if you are modelling without subD. Whatever works is the way to go.

  • run out of time, here is a file which has a couple versions of bevels to show the difference between R14 and R15+ bevels and a partial cleanup of your original attempt (that’s where I ran out of time). It’s sort of the right idea but it has too may lines/cuts – you need to make the cuts to make all the loops needed to keep your corners clean in a subD but in the parts where the object is supposed to be smooth the extra cuts (along the bottom and top which, I assume, you want to be smooth curves) make the ‘pinches’ you talk about and they can’t be there. It helps to plan ahead to make the fewest extra edges but for those you can’t avoid making select the edges and use the Dissolve command (it has to be Dissolve) to get rid of them.

    9575_forsolvebj.c4d.zip

  • he’s using R14 so it’s the old bevel tool.

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