Forum Replies Created

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  • Brian Jones

    December 13, 2018 at 5:02 pm in reply to: Problem with Global Illumination and the Grass Feature

    not seeing that in a quick test with the setup you describe, can you post a scene where it happens?

  • Brian Jones

    December 12, 2018 at 11:45 pm in reply to: Possible to add points to a helix?

    the Helix is a parametric object (like the sphere/cube etc) which means you have settings to control the size/rotations etc in the object. All parametric objects can be made editable (top icon on the left bunch) Shortcut-C, that will make the helix into a spline object – no parametric controls anymore but it will have normal points like the spline you drew. Select your spline and the editable helix connect them and then you can close the gap between them.

  • it’s not mirrored, you can tell by the shadows. I think you have the perspective camera almost exactly where the Back camera is (reverse of the Front camera) and since your object is single sided it looks nearly identical except for the direction of shadow.

  • yes, a limitation of the shadow map method which is much quicker than an area light. You can eliminate your sliver by going to the Shadow tab of the light and reducing the Bias but you tend to get objects with self-shadowing artifacts on them. You probably want to use an area light – if you make one with a spherical area shape it’s most like a omni light though you might have to reduce the default size of the spherical area.

  • Brian Jones

    December 10, 2018 at 6:06 pm in reply to: Metaball Issue

    the metaball has both Editor and Render settings – if you were cranking the editor settings to get the right look in the viewport then didn’t match it with the render settings it will be different.

  • Brian Jones

    December 10, 2018 at 3:54 am in reply to: Metaball Issue

    with the scene you provided check Exponential Falloff and increase Hull Value to something way higher, 750-ish looks ok. And I would delete the Subdivision Surfaces the metaball should smooth it out enough for you

  • Brian Jones

    December 9, 2018 at 3:45 am in reply to: Delay start time of Matrix Extrude?

    Matrix Extrude is a tool you use on an object – MoGraph/MoExtrude is an object you make a child of your object. It has the same settings as Matrix Extrude but because it’s an object it’s settings can be animated and keyframed. Set your rotation, scale and position (same as Move in matrix extrude) settings in the Transform tab then animate the Extrusion Steps in the object tab – it sounds like you want to keep that zero until frame 20 then increase it after that

  • Brian Jones

    December 8, 2018 at 11:38 pm in reply to: Delay start time of Matrix Extrude?

    your student version has MoGraph? MoExtrude is down near the bottom of the mograph menu. Otherwise, not that I know of (or remember at the moment) Matrix Extrude was meant for building with not animating as far as I know. Magic Mesh is free though – not that that helps you at the moment…

  • Brian Jones

    December 8, 2018 at 10:20 pm in reply to: Delay start time of Matrix Extrude?

    In Studio or Broadcast MoExtrude is the same but it’s a deformer and animatable. Without Studio or Broadcast maybe nitroman’s MagicMesh https://nitro4d.com/product/magic-mesh-3-0/

  • Brian Jones

    December 8, 2018 at 8:55 pm in reply to: Multiple pyro clusters in the same project

    If you made your groups in the usual way they each arrive as a child of the last one
    Original
    —-Group 1
    ———-Group 2
    Inside each of the Particle Geometry objects you are using is a check box “Sub Groups” which includes all sub-groups in the material attached. Two fixes, either rearrange the groups in Thinking Particle Settings so they are not children of each other or uncheck the Sub Groups in the Particle Geometry objects

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