Forum Replies Created

Page 15 of 411
  • Darby Edelen

    September 18, 2014 at 5:14 pm in reply to: How do I use echo on a png file?

    Echo looks at the pixel data of the layer, since the pixel data of a still image never changes echo won’t do much.

    Try pre-comping the PNG, do the animation of the PNG in the pre-comp and then apply the echo to the pre-comp layer in the parent composition.

    Darby Edelen

  • Darby Edelen

    September 18, 2014 at 5:11 pm in reply to: Using png files instead of vector files

    I haven’t done any tests but I’d assume that the difference in render speed between an illustrator layer without continuous rasterization and a png would be minimal.

    On the other hand I’d expect a png to render faster than a continuously rasterized illustrator layer.

    Darby Edelen

  • Darby Edelen

    August 21, 2014 at 3:40 pm in reply to: Reproduce fresnel falloff curve as in 3Dmax

    [Jeffrey Levenstone] “Are you talking from the point of view of the VrayAnvanced shader (Vray4C4D 1.9)?”

    No. Are you asking from the point of view of the Vray Advanced shader? 🙂 That’s important to include in the question.

    I have little to no experience with Vray.

    Darby Edelen

  • Darby Edelen

    August 20, 2014 at 4:59 pm in reply to: Reproduce fresnel falloff curve as in 3Dmax

    Something to keep in mind if you use the Filter is that the default interpolation mode of the all gradients in C4D is Smooth Knot.

    If you’re attempting to remap the values using something like Filter the you’ll want to start with a Linear gradient instead, otherwise the values you enter in the curves of the filter will not correspond directly/linearly to the fresnel falloff.

    You can change the gradient interpolation by clicking on the small arrow at the left of the gradient, this gives you more options for the gradient including interpolation.

    Darby Edelen

  • Darby Edelen

    August 20, 2014 at 12:23 am in reply to: Selecting polygons.

    There are extra polygons that are not properly connected at the bottom of your bottle. I selected the internal ones and Collapsed them, then selected the external ones and Collapsed them.

    Here’s a fixed bottle:

    7888_bottlefix.c4d.zip

    Darby Edelen

  • Darby Edelen

    August 19, 2014 at 8:19 pm in reply to: Selecting polygons.

    I’d make an edge selection at the top edge and use Fill Selection to select the interior polygons.

    If the exterior/whole object is selected in that process then the bottom of the bottle is not connected as I’d expect. Check the geometry at the bottom of the bottle to make sure that the interior polygons don’t connect to the exterior polygons there (e.g. another mouth of the bottle at the bottom).

    If it’s supposed to be open at the bottom then you’ll need 2 edge selections, one at the top and one at the bottom, before filling the selection.

    Darby Edelen

  • Darby Edelen

    July 16, 2014 at 6:36 pm in reply to: All Caps button

    I’m confused. You’re referring to the All Caps button in the AE Character window? That should just take whichever characters are selected on the current text layer and force them into their uppercase versions (or all characters if there isn’t a selection).

    What typeface are you using?

    Darby Edelen

  • Darby Edelen

    July 14, 2014 at 3:13 pm in reply to: Lighting Interiors

    Clipping planes on the camera do not actually remove geometry before the shading stage of rendering.

    You have to modify the geometry either through a boolean operation or by cutting and removing geometry.

    If the Boole generator is too slow you could try rBoole (render time boolean).

    https://plugins4cinema4d.com/rboole.html

    Darby Edelen

  • Darby Edelen

    July 14, 2014 at 4:02 am in reply to: How many FPS with Twixtor would this be?

    Your original source frame rate is not 24fps it’s 59.94fps. When you interpret it at 24fps it’s creating a slow motion effect, then you’re adding more slow motion using Twixtor.

    Substitute 59.94 into your equation and that should be about right.

    59.94 / 0.05 = 1199fps simulated source frame rate

    Darby Edelen

  • There are several reasons I disagree but primary among them are:

    1. The overhead of launching and managing the several render processes (32 if maxed on my machine) generally results in diminishing returns.

    2. AE is terrible at memory management. I prefer to limit the number of CPUs so that my computer doesn’t attempt to use all 128GB of ram across 32 render processes.

    The Render Multiple Frames Simultaneously feature is a quirky workaround for not having a fully multithreaded renderer that sometimes causes more trouble than it’s worth.

    Often I need 8GB (sometimes 16GB) of RAM dedicated for each background render process so generally the number of CPUs that can be used is limited by that, but even if it weren’t I hard cap the number of CPUs that can be used to half of my logical cores (32/2 = 16).

    Darby Edelen

Page 15 of 411

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy