Forum Replies Created

Page 467 of 508
  • Brian Jones

    September 13, 2007 at 2:37 pm in reply to: Animate procedural along a sweep NURBS tube?

    oh, and the Noise’s Space would have to be UV(2D)

  • Brian Jones

    September 13, 2007 at 2:32 pm in reply to: Animate procedural along a sweep NURBS tube?

    Animate the Offsets in the Texture Tag – in this case probably Offset Y

  • Brian Jones

    September 13, 2007 at 2:27 pm in reply to: Depth of Field Camera

    I don’t get any blurring without it and if I remove the AR module (which the post effect is part of) I get no blurring but if you render a multipass and look at the Depth channel it is affects by the Depth of Field camera settings

  • Brian Jones

    September 13, 2007 at 1:30 pm in reply to: Rendering to picture viewer problems

    What are the render settings?

  • Brian Jones

    September 13, 2007 at 1:29 pm in reply to: Rendering to picture viewer problems

    What are the render settings?

  • Brian Jones

    September 8, 2007 at 3:08 pm in reply to: Newbie Vs. Viewports

    Are you using the editor camera or a camera object? Be aware of which one if you have a camera object in the scene.
    -You can undo camera moves/view changes with cntrl-shift-z
    – if you have a camera object in the scene and you don’t want to accidentally goof with it put a Protection tag on it

  • Brian Jones

    September 6, 2007 at 10:02 pm in reply to: Mograph? hmmm?

    You have been through the sections of this?

    https://www.maxon.net/pages/products/modules/mograph/mograph_e.html

    and yes, you have to have C4D.

  • Brian Jones

    September 1, 2007 at 3:53 am in reply to: reflection fall off

    Ah, I see. Because the gradient is global the cards all fade at the same point in the camera view but you want them to fade based on distance from the card. So I tried Proximal and then Ambient Occlusion and Ambiente but wasn’t getting any results I liked so I tried faking it and got this.. https://homepage.mac.com/bdjones/.public/cardfade.zip
    It uses two sets of “cards” one ‘normal’ and one with an alpha gradient material to fade out toward the top. The ‘normals’ have a Compositing Tag without Seen by Rays so they won’t cast a reflection but they do have Seen by Camera so we see them. The ‘faders’ have Seen by Rays so they _do_ cast a reflection (which fades since the object fades) and they have Seen by Camera turned off (not strictly necessary, I think, since they occupy the same space but I figured why not).

  • Brian Jones

    August 30, 2007 at 11:21 pm in reply to: Rendering out w/alpha channel

    Alpha works as long as there is nothing behind the object you want “alpha’d”. If it’s just your object no background objects that’s not it. Otherwise it has to be to format which will hold an alpha, of course…

  • Brian Jones

    August 30, 2007 at 11:09 pm in reply to: SPLINE WRAP

    what type is the spline and how subdivided is your cube?

Page 467 of 508

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