Forum Replies Created

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  • Brian Jones

    August 18, 2015 at 2:38 am in reply to: Cinema 4D Abstract Spheres & Other Shapes

    you have to have *lots* of polygons to get that kind of detail but I doubt you get that through twisting, it looks like a fractal, maybe something close can be done with displacement but however it’s made if you have detail of folds and bends etc, the polys making them have to be smaller than the smallest corner or bump or it never looks smooth. You can get more polys at render time with subD and subplot displacement and it’s good that C4D can handle a ton of polys

  • Brian Jones

    August 16, 2015 at 6:05 am in reply to: Newbie Question: Attaching Speaker Rubber Surrounds

    ah, better than bones moving the speaker (one piece speaker or at least speaker cone/rubber/mount all one piece) Sound Effector (in Point mode) with a cylindrical falloff enclosing only the cone and falling off through the rubber. Much easier to set up.

  • Brian Jones

    August 15, 2015 at 7:43 pm in reply to: Newbie Question: Attaching Speaker Rubber Surrounds

    create a Loft between splines which are placed exactly on the box and speaker (and one between for the half-circle shape) – the spline near the box does not move and the spline attached to the speaker follows the speaker with xpresso.
    Or make the speaker part of the box (model it all as one object – or at least the part the speaker sits in) and move the speaker with a joint (character tools) and control only the speaker moving (with the surround moving full->none) with the joint with vertex weights.

  • Brian Jones

    August 15, 2015 at 7:32 pm in reply to: How to make edge a bit curved

    you can’t with just one polygon like you have in your example, with a bunch of subdivisions you can pull the sides in with a soft selection or the magnet tool. Another possibility is to make a spline that’s the shape you want (in C4D or something like Illustrator) and Extrude or Loft it

  • Brian Jones

    August 15, 2015 at 7:28 pm in reply to: GI animation settings with small illuminants

    are your vines really a bunch of lights or are they geometry with a luminant texture?

  • you’re looking at a moiré pattern (the same thing that makes checkerboard patterns on a floor receding into the distance have extra lines in various shapes (depending on the angle)) – if you zoom in you’ll see your lines actually are evenly spaced. Try setting the Length V in the material tag to 10% – basically you need to choose the right spacing for the image you are generating at the moment with that kind of thing (oh, and it will also help to set antialiasing to Best just for the look of the lines, it doesn’t help moiré much)

  • some cool shapes can definitely be made and it would be different for every font, good one.

  • it might be a Loft, This is not exactly the same but it has similar elements. I think I just don’t have a font close enough to the one being used, it would require a bunch of tweeking (and just the right start font) but it might be what’s going on. Lofting between a font slimmed and a copy of the same font spline expanded and rounded and dropped to give height.
    Oh yeah, and some better lighting than this too.

    9144_silhouette.c4d.zip


  • Brian Jones

    August 13, 2015 at 3:23 pm in reply to: 2 thinking particles emitters align to spline

    the particles can only adjust after they overshoot in the time gap from one frame to the next. TP does not do sub-frame calculations so at that speed it overshoots the corner in the spline between frames and has to adjust back to the spline over the next bunch of frames.
    X-Particles does subframe calculations so it should work if you had x-particles.
    The other possibility is to use a number of splines with sweeps on them and use textures moving along the sweep to fake the motion

  • Brian Jones

    August 12, 2015 at 11:00 pm in reply to: Scale project up globally

    in the Attribute Manager/Mode/Project/Project Settings click the Scale Project… button, if you leave the Current scale at 1 and set the Target scale to 10 it will scale everything in the scene up 10x (choose a size that works for you)

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