Forum Replies Created

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  • Brian Jones

    February 19, 2019 at 1:03 am in reply to: Glass Material Query

    there’s so much to glass, it could be your material it could be the objects construction, it could be the renderer (which are you using?) it could be you are using AO but haven’t excluded the glass (assuming scene-wide AO) we might have to see the scene file

  • Brian Jones

    February 18, 2019 at 3:51 am in reply to: Instance Object – “Render Instance”?!

    the help says it all – Cinema 4D/Cinema 4D Prime/Create Menu/Modeling/Objects/Instance Object –
    it all comes down to memory. Back when memory was at a premium (and still now with if someone doesn’t really have enough memory) it made sense for even small numbers of instances to be render instances. You give up the stuff mentioned in the “Render Instances do however have a few drawbacks:” section of that help page but if you are short on memory it can let you do things you couldn’t with a straight instances.
    And, since MoGraph, it makes sense when the number of copies (ie clones) gets high enough.

  • Brian Jones

    February 17, 2019 at 1:21 am in reply to: How to rotate a torno w/o deforming it

    Without seeing what is happening it’s hard to tell. If you select the torno by itself it should move the spline with it and give you what you want. Do you have the axis tool activated? (It shouldn’t be). If all else fails you can just make it editable so it’s a poly object and not a torno anymore.

  • Brian Jones

    February 16, 2019 at 7:59 pm in reply to: How to rotate a torno w/o deforming it

    Lathe, I should have tried torno in google translate… it looks like you are rotating the spline object inside the lathe(torno) rather than rotating the lathe object itself.

  • Brian Jones

    February 15, 2019 at 11:21 pm in reply to: How to rotate a torno w/o deforming it

    Tornado? Can you post your scene file?

  • extrudes are dependent on a clean spline, if you have repetitions of points it will do that kind of thing. I’d start in C4D in Point mode with the Live Selection tool with Only Select Visible Elements unchecked, select the points in your puzzle piece and see what the number of selected points is. (it helps to have Selected Points up in your HUD). If it’s more than 1 you have duplicate points. It would help to see the scene file (at least that one puzzle piece).

  • Brian Jones

    February 12, 2019 at 8:05 pm in reply to: First attempt at matchmoving. Feedback request.

    a few comments. Look at the contact shadow of the motorcycle, that’s what the contact shadow of the cars wheels should be like (darker). The light in the scene is high and to the left (shadows on the trash/recycling bins and the ledge under the window) but the shadow off the car seems to be coming from a light at the position of the camera, very noticeable as the camera moves past the car the shadow moves (relative to the car) and it should not.

    The back of the car looks like it’s in the brick wall (or touching certainly), it should look like there is separation and given that it is close why are there no bricks reflecting in the back of the car (or the curtains)?

    I definitely get the impression of a light cloud day, a lot of contact or very short shadows and mostly even lighting tha leads me to expect more cloud/sky reflection in the front window of the car but it darker than I expect. Perhaps that is a match but I thought that window was kind of dark

  • Brian Jones

    February 12, 2019 at 3:36 pm in reply to: Smoothing a hard curve

    it’s a simple object so I’d start from beginning rather than try to fix this in place. It looks like you could use the Bevel tool on the edge of an editable cube like this

  • many lights rather than one or with GI you could have one long object that is the light. An infinite light would give even lighting but the shadows would be sharp

  • Brian Jones

    February 8, 2019 at 5:13 pm in reply to: IRR and Rendering to Picture Viewer is BLACK

    Yes, the missing image was the sunset image – I substituted before but it’s nice to have to see what you intend.
    I rendered before on my PC at home and it was starting the render without problem (with 32 GB) here at work on an old MacPro it froze it (with 12 GB) in just a few minutes.
    So I started rendering parts using Render Active Objects.

    First, why Physical render? Standard render (for this content) seems to be about 7 times faster.

    The bubbles are fine.

    Why not use an Atom Array on Simple Plexus Base rather than the bars on sphere cloner – it’s not a lot faster to render but it’s faster in the viewport.

    LASER THINGS is a huge problem – the material uses Displacement set to Sub Poly with a Subdivision Level of 12 – check the help
    “For each existing polygon, the following polygon count will be calculated internally:
    Triangle: (2 to the power of Subdivision Level) * (2 to the power of Subdivision Level) / 2
    Quadrangle: (2 to the power of Subdivision Level) * (2 to the power of Subdivision Level)”

    – that means each poly is being divided into 16,777,216 polys – to me it looks the same at Subdivision Level of 2 as it does at 8 (I didn’t want to try 12) particularly with the glow.

    The water is fine

    Golden Sphere – what’s the Boole for? Right now the Displacer makes the sphere bigger and the cylinder is now cutting a cylinder sized hole inside but it’s not visible.

    with those minor changes (mostly it’s the laser things and Standard) render time in the viewport is 2:40-ish here.

    13094_untitled4.5.c4d.zip

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