Forum Replies Created

  • Wonderful!!!! Thanks!!!!
    Upgrade time…

    —–
    Colin Williams
    https://jumppointgames.com/
    AIM:jumppointgames3
    Skype:jumppointgames

  • I don’t think I have that in 10.111.
    And how would I repeat it at every particle / surface collission? Xpresso?
    I’ll read up on mo-graph and Xpresso and maybe I can get it to work in 11.5 when I get it from MAXON.

    —–
    Colin Williams
    https://jumppointgames.com/
    AIM:jumppointgames3
    Skype:jumppointgames

  • Colin Williams

    March 4, 2010 at 6:13 am in reply to: only render depth

    Or maybe just:
    Create a new pure white illumination texture
    Put everything into a null-node
    Put the texture on the null node
    Add an environment with fog
    render normally

    Whoa! Is this possible?

    —–
    Colin Williams
    https://jumppointgames.com/
    AIM:jumppointgames3
    Skype:jumppointgames

  • Colin Williams

    February 13, 2010 at 3:28 am in reply to: wireframe with alpha channel

    Have you tried adding another texture tag to the object with just an alpha of a grid or two or do you want to use the poly-lines? I personally know no way to do poly lines in C4D, maybe Electric Image, or DVGarage’s 3-D Toolkit, the hobbled (plugins) version of EI. I’ve done both of those two methods. Alpha grid from two angles in C4D, and polylines in EI.

    —–
    Colin Williams
    https://jumppointgames.com/
    AIM:jumppointgames3
    Skype:jumppointgames

  • Colin Williams

    February 13, 2010 at 3:11 am in reply to: fracture object/multi shader

    Hi,

    Have you thought about baking the texture of each fragment separately.
    It’s under render. I think you still need to assign textures in the object manager separately first, though, to each shard.

    Then bake each of those. Just: Bump, Color should be enough.

    Texture baking creates a certain sized texture map bitmap file in your desired dimensions (multiples of two (2) please. UV coordinates and everything. Make it an uncompressed tiff for fastest processing.

    But bake each fragment with the texture in place right after the beginning, with a tex tag trailling on every shard in the object manager.

    Might do what you’re thinking. Just replace the color baked texture with a newly created (in C4D) bitmap of your color choice.

    Hope this helps.

    —–
    Colin Williams
    https://jumppointgames.com/
    AIM:jumppointgames3
    Skype:jumppointgames

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