Forum Replies Created

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  • Brian Jones

    May 15, 2017 at 10:20 pm in reply to: Render gouraud shading?

    without the image I don’t know but I’m guessing it’s pretty large to show a lot of detail at that render size, so take a look at your material’s Editor tab there is a Texture Preview size there (probably set to Default) which is the size you are seeing in the viewport (with the accompanying blurriness). To match that you would have to scale down your original texture image to match the default (which is likely 256×256) then it should render like it looks in the viewport

  • Brian Jones

    May 15, 2017 at 9:42 pm in reply to: Render gouraud shading?

    if you are talking about the axis and horizon lines (rather than lines on the model) perhaps it is the scale of the render (or the scale you are looking at it in the render window), I noticed those lines disappeared if I scale down the render enough to see it all since the render size is relatively large.

  • Brian Jones

    May 15, 2017 at 9:34 pm in reply to: Render gouraud shading?

    It rendered black initially since the image “model_texture.jpg” wasn’t there but when I substitute another I’m seeing the same thing as before, the viewport and render look identical (even without Enhanced Open GL turned on in the render (Render Settings/Hardware) when Enhanced OGL is on in the Viewport – nothing fancy in reflectance, noises etc. etc. so no surprise)

  • Brian Jones

    May 15, 2017 at 4:35 pm in reply to: Render gouraud shading?

    looks identical to me (simple tests – I never hardware render usually) – if it’s different for you perhaps you are not matching the Enhanced OGL in the render settings to the viewport settings – otherwise have to see the scene file.

  • Brian Jones

    May 12, 2017 at 5:37 pm in reply to: Baked Point Cache keyframes to FBX for Unity

    regular animation into Unity seems to be easy but PLA needs a trick (according to a quick search) this tut from DigitalMeat might help

    https://www.youtube.com/watch?v=r80iOjhjh1s

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  • no ideas but what are you exporting to?

  • Brian Jones

    May 11, 2017 at 5:07 pm in reply to: Erratic behaviour of connector dynamic

    en/dis-abling Dynamics in the projects settings is not the way to go at all (particularly if you want to do staggered objects later). Remove that and keyframe in the dynamics tag on the card (Cube in this case) and, in this case, either keyframe the Enabled parameter (unchecked/checked) or the Dynamic parameter (Off/On) when you want the cube to start swinging.
    Dynamics will always require you going back to the beginning of the timeline unless you Cache the dynamics (Dynamics Tag/Cache) – there are options in there to cache all dynamic objects or only ‘this one’. Cached dynamics will play like you want and you will be able to scrub through.

    Here’s an example with two cards, the left one is not cached and starts at frame 31 and the right one is cached and starts at frame 60. If you play it all should be ok but if you scrub through only the right one should work correctly.

    11355_connectorwithdelay2.c4d.zip

  • Brian Jones

    May 10, 2017 at 6:34 pm in reply to: Erratic behaviour of connector dynamic

    it might be where you are placing the keyframes and the shape of the F-Curve between the Off and On keyframes – might have to see the file

  • Brian Jones

    May 10, 2017 at 2:45 pm in reply to: Backlit signage in c4d?

    putting an image in the luminance channel is a probable start

  • while you are reading in the GI section make sure to check out GI Portals which are used to increase quality/decrease render times when lighting from outside to the inside.

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