Forum Replies Created

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  • Brian Jones

    February 25, 2019 at 5:34 pm in reply to: How to create a non-standard platonic?

    not easy to get a sphere shape with that geometry division here’s my try

    13153_nonstandardplatonictrial.c4d.zip

    and a link to the closest platonic https://en.wikipedia.org/wiki/Regular_dodecahedron
    – has 10 sides when viewed from the front etc…

  • Brian Jones

    February 25, 2019 at 5:29 pm in reply to: Random Effector not working – and more

    is the random effector in the Effectors tab of the cloner? It gets put there automatically if the cloner is selected when you create the effector but if it is not selected it needs to be dragged in by hand. Re. the material can’t tell without looking.

  • Brian Jones

    February 25, 2019 at 3:25 pm in reply to: Strange polygon jittering/flashing SOFT BODY

    I don’t think it’s the resolution, here’s a test I ran. Shortened to 100 frames, with aspect ratio changed so I can watch the bottom of the box, removed collision noise in the box colliders (major problem in any long anim with lots of objects) and cranked the stiffness and damping in Structural and Flexion. It’s a lot more stable in the pile with those settings, though I’m only going to 100 frames to be quicker but it still makes a major difference from the original settings over that same range of frames.

    13152_ccsample2.c4d.zip

  • Brian Jones

    February 25, 2019 at 1:04 am in reply to: Emitter Tracers not visible in the render

    There is another possibility, to render it with the hair system

  • Brian Jones

    February 22, 2019 at 9:31 pm in reply to: problem with sweep nurbs and phong tag

    can you post that scene file? It may be the phong tag settings but might have something to do with the sweep or even the splines

  • if you get no response try over on CGTalk there are more character guys there

  • Brian Jones

    February 22, 2019 at 9:00 pm in reply to: Skin Tag crashes Cinema 4D

    quick test here on the old MacPro (early 2008 with a PC GTX 660 video card) at work and it’s working fine as far as I can tell. Will try the PC at home later. What version of Mac Pro, what OS, what graphics card?

    …and a test at home on the PC and it’s working here too. Both those tests were done in R20 though

  • Brian Jones

    February 22, 2019 at 4:21 pm in reply to: Strange polygon jittering/flashing SOFT BODY

    hard to tell with the full length vid with all the artifacting from compression but it’s clear enough in the gif. I would guess it’s the kind of motion you get from softbodies when they interpentrate and explode but it’s really restrained. You’d have to try and remove some energy from the collisions would be my guess but what’s happening with the one piece of paper, close to the top near the end of the second run in the gif, that just appears for one frame the disappears entirely is something else. All of it’s pretty touchy when trying to pile objects particularly with soft bodies, it would help to have the scene to play with for tweaking values.

  • Falloff is linear with ‘None’ — A normal virtual light source will illuminate its surrounding environment with a continuous, linear brightness excepting for the Infinite light which should really have no falloff…

    How about if you make the lights a child of the camera so they always stay at the same place relative to the camera?

  • Brian Jones

    February 19, 2019 at 1:51 am in reply to: Glass Material Query

    yes ambient occlusion, and you are using the scene wide AO in the Effects of the render settings. This applies AO to everything which with glass is not a good idea since the AO is darkening everything within a proscribed radius and you can see the darkening of the glass through the glass. Either put a Compositing tag on the glass and uncheck Seen by AO or turn scene wide AO off and apply AO as a shader in the Diffusion channel of the material you have on the floor. Or just turn AO off, AO is a fake of GI (global illumination) and with GI active you don’t really need it (though, yes, AO with GI is sometimes needed with the standard renderer’s implementation of GI (depending on settings).
    All that said it still may not fix your problem (though it might) but it will make the glass look better.

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