boots around a shifter don’t bend (not like a bend deformer anyway) maybe bones would be better where you can control the boot with wighting like this 9400_shifter.c4d.zip
not clear but I think you want:
– the spiderweb wrapped around something – if so, what? the complexity of the object makes a difference
– the spiderweb isn’t a flat extrude but has ’round threads’
I have to guess you made the plane that big without increasing the height and width segments – if you have a noise that works well on a normal plane (400×400 with 20 wide 20 height segments) each segment is 20×20 units. If the noise is what you want with that, the segments need to remain 20×20 units, so if you make the plane 10 times bigger you need to have 10 times more segments each direction so they stay the same 20×20 units in size
Pose Morph tag can work with editable objects (wouldn’t be any good otherwise). You were probably doing a Parameter morph just do a new set of poses with something that will work for what you are doing with the editable object (maybe scale, maybe Points – whatever works)
if you had planes not cubes front/back would work as the plane has one side front and one side back. With a cube the entire outside of the cube is front and the inside is back so it won’t work but you can use poly selections with the cube object to do the same thing
With one light with no falloff you should be getting some reflection of the sky even though the sky object is so large but not as bright as it would be with hdri in the luminance
But your color Correction settings are for -75% saturation (driving everything to neutral gray) and 100% contrast so light areas are extra bright and dark is very dark, if you turn off the Color Correction (or Reset the settings in it) you do get a render that you are supposed to.
I can’t tell you why the color correction is not the same in the editor render and the picture viewer but the editor render has features which make it quicker and you should never do all your renders in the editor then expect the picture viewer to be identical particularly with textures – it’s often nearly identical but not always, so it’s good to do picture viewer renders to check.
It can also be a lot quicker to do a render in the picture viewer then use the Filter in the Picture Viewer to get the look you want then you can Create Post Effect (at the bottom of the Filter dialog) and use that for your animation render
you need to put the hdr on the sky in the Luminance channel or it can’t ‘shine’ to get reflected by the logo, and turn off the Color Correction and you get the same render in both places