Forum Replies Created

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  • Brian Murphy

    September 3, 2018 at 6:38 pm in reply to: Cloner within cloner, randomize all – how?

    Thank you, both!

    I’ll experiment with both methods.

    Brian

  • Hey Steve,

    Thanks a million for the guesswork. The textures are all put into the Tex folder appropriately. I am however using cloners, which have proven to be quite maddening in some cases. I hadn’t realized there were issues with using cloners and X-refs. That being the case, and knowing I’m limited to R16, is there a workaround, am I going about this the right way, what would you do to resolve this?

    Thanks again.
    Brian

  • Brian Murphy

    February 17, 2016 at 4:53 am in reply to: Physical Renderer – not obeying deformers properly?

    Thanks Brian. I wouldn’t say it’s very simple. I have a displacement deformer (with falloff) paired up with a mesh cage and a pose morph all acting on a single object at once – these deformers must be competing with one another to some degree. The crazy frustrating thing is if I render it with the Physical or Standard render, the jumps/pops show but it I render it with the Hardware or software or scrub through the timeline, it’s smooth.

  • Brian Murphy

    February 16, 2016 at 11:00 pm in reply to: Physical Renderer – not obeying deformers properly?

    -CORRECTION-

    It seems the transition between keyframes is smooth with a preview render (using software/hardware but when rendered with either the Physical or Standard renderer, there are a couple jumps. That’s frustrating!

    Brian

  • Brian Murphy

    September 24, 2015 at 9:09 pm in reply to: Combining two different meshes that use one joint rig

    Fantastic, wow, that worked great!

    Adam, you’re always enlightening me to something in Cinema – never even used VAMP before.

    Thank you for the response!

    Brian

  • Brian Murphy

    September 2, 2015 at 3:51 pm in reply to: Colored Ambient Occlusion

    Thanks Adam – brilliant!

  • Thanks for that, Ann.

    I looked at a tutorial for source patching and it made sense. Went back into my Premiere project and made it work.

    I’m just not understanding why you have to designate the tracks on which you want to place things…I don’t remember dealing with that before (unless it just defaulted to being turned on for both video and audio tracks). Seemed like we could always just drag the clip to wherever we wanted and it would place it there.

    Anyway, thank you for that!

  • Brian Murphy

    May 19, 2015 at 8:49 pm in reply to: Understanding the LAYER Manager….not me

    Thanks Adam – I think I just figured it out – what a bummer. I have many of these objects under a null within a SubD object (Hypernurbs)…that won’t allow you to affect those objects individually….correct? I’ve colored the subD and null object in one layer and put my objects under that layer – again, it doesn’t work…the SubD object “owns” those objects that it parents. Too bad, unless I’m missing something.

  • Wow, that is very cool – thanks for taking the time to work that up! Very much appreciated! I’ll use this in my file and see if I can get the exact result I’m looking for.

    Brian

  • Thanks Adam, didn’t even know this existed. Unfortunately, I am poorly skilled with Thinking Particles. All that node stuff borders on programming for me.

    Do I just start with a standard emitter and modify the nodes to fit in the PMatterWaves node? If so, where does it get placed?
    And how does the node get “attached” or reference the object from which it will be emitting based on it’s texture?

    Thank you sir!!
    Brian

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