Forum Replies Created

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  • Brian Jones

    November 20, 2017 at 4:00 pm in reply to: Thinking Particle Self Collision

    I’d keep going with the dynamics – you can’t really combine dynamics and TP Colliders (well maybe you can but there is no point if you have dynamics) and just make it all that way. Like this 11879_conveyortrial.c4d.zip

  • Brian Jones

    November 19, 2017 at 7:57 pm in reply to: Texture mapping these palm trees?

    the UV’s look like they are alright so you just have to import with settings that will separate the leaves and stems (or do if after) – if that’s already what you have then it’s just a matter of using the the images in the material channels. What is the problem, separating the objects or where to put the images?

  • Brian Jones

    November 19, 2017 at 7:44 pm in reply to: Thinking Particle Self Collision

    would have to see the scene file, without knowing where the deflectors are etc there are too many possibilities.

  • Brian Jones

    November 15, 2017 at 8:35 pm in reply to: Light in toy bear’s glass eye

    re caustics, if surface caustics are off it should help limit light effects on the surrounding hair

  • Brian Jones

    November 14, 2017 at 7:29 pm in reply to: Some frames rendering as black

    it’s the Absorption Distance which is calculated on a volume (usually) but a one dimensional disk is being used so it breaks, total internal reflection also doesn’t make sense but doesn’t break it. It works if you replace the disk with a cylinder (though with the camera that low to the water it probably doesn’t matter and just set Absorption Distance to 0.
    edit– it may depend on the direction the camera is pointing. if you increase the Absorption Distance to 10000 you get a render (even 1000) perhaps with an object with no thickness Absorption Distance is above if the camera points up. With that scale of scene Absorption Distance of 100 is incredibly small, since this is close to real world scale AD should be 100 – 200 meters(-ish I’m guessing) not 100 cm

  • Brian Jones

    November 13, 2017 at 3:48 am in reply to: Water ripples around a moving/still object?

    there are some methods out there (tutorials on the net) which have a wake behind an object easily enough but an object that stops would be different. Perhaps you could modify one of those ‘wake’ methods to work.

  • Brian Jones

    November 11, 2017 at 12:38 am in reply to: Global Illumination causing unwarranted render issues?

    what happens if you change the Physical Sampler to Progressive and the GI Preset to Progressive – No Prepass?

  • Brian Jones

    November 9, 2017 at 4:18 pm in reply to: Render Color Issue

    haven’t used fog much on an object, would have to know more/see the scene file, renderer, lights, etc.

  • no, media core is something Maxon developed for R19 – to ‘modernize’ and Apple hasn’t been doing much development on QT for a while (at least the old QT 7). You can check out their explanation here https://www.maxon.net/en/products/new-in-release-19/workflow/ – down at the bottom

    As to choice, in mine (Studio on a Mac), ProRes4444 is there if I select Render Settings/Save/Format – MOV then twiggle the arrow beside Format gives ProRes422, ProRes4444, H264 and JPG as Codec choices.

  • Brian Jones

    November 6, 2017 at 9:14 pm in reply to: Animate objects delayed along a spline (like traffic)

    how many cubes? If the numbers aren’t too high the f-curves are a nice simple way.

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