Forum Replies Created

Page 28 of 411
  • Darby Edelen

    February 26, 2014 at 6:28 am in reply to: Why does cinema 4d smooth this out when I render?

    That looks very much like you have a Phong Tag applied to the object that either has the ‘Angle Limit’ checkbox disabled or the ‘Phong Angle’ set too high.

    The Phong Tag smooths face normals across edges. It has a threshold ‘Phong Angle’ value that allows you to define at what point two face normals have diverged enough to NOT smooth across the edge. In general a value of somewhere between 60 and 80 degrees tends to work well. That’s where I’d recommend starting.

    You can also manually break the phong shading on selected edges using the Mesh > Normals > Break Phong Shading command but that’s a corner case.

    Darby Edelen

  • Darby Edelen

    February 22, 2014 at 3:44 am in reply to: hair object and boole

    Not directly.

    There are a few options though.

    You could turn on the ‘Create Single Object’ flag in the Boole and point the Hair object at the Boole instead. This would create hairs along the entire surface created by the Boole.

    You could do the above but make the Boole editable then make a polygon selection or vertex map and add the hair. Point the hair to a selection or vertex map to restrict the hair growth to those areas.

    Darby Edelen

  • Darby Edelen

    February 22, 2014 at 3:11 am in reply to: Physical Render problem

    This seems strangely related to a problem I had a while back where the keyframe values exported by C4D to AE were offset in time from the keyframes in C4D.

    Basically I think Maxon is pulling some shenanigans with the exposure time settings in the Physical Camera that lead to a bunch of unexpected “bugs” all related to frame offsets that require lame work arounds.

    The workaround in this case is to add a Motion Vector pass in the Multipass or enable Motion Blur in the Physical Renderer settings. There’s no need to save the Multipass image if you don’t need it.

    This workaround only works for Picture Viewer renders and not for editor window or render region renders.

    Darby Edelen

  • Darby Edelen

    February 22, 2014 at 2:52 am in reply to: Black Spots in render

    They look like GI artifacts to me. If the cloth is animating then you shouldn’t use the Camera Animation setting in GI. I’d recommend trying QMC with low-ish samples (maybe somewhere from 16 to 36 samples). This will likely look grainy but shouldn’t have these artifacts.

    Full Animation (GI + QMC) is another option but I find the prepass unbearably long. The situation has improved dramatically with R15 as there is no need for a prepass.

    Darby Edelen

  • Darby Edelen

    February 21, 2014 at 4:13 pm in reply to: Material transition across a single object

    I realized I should mention that in the example the top material’s alpha is transitioning on as the bottom is transitioning off. Technically that’s not necessary, only the top material needs to be affected, but I thought it might provide a little extra insight 🙂

    Darby Edelen

  • Darby Edelen

    February 21, 2014 at 12:10 pm in reply to: Form grid not perfect

    [Chris McCard] “Heres my setup, I have 2 layers each with form on them

    one of them is

    10000px X 10000px with 500×500 particles

    and the other is

    2000px X 2000px with 100×100 particles –

    the math all seems right to me and it should be lining up on top of eachother, but its not.”

    The spacing of the grid is what’s causing this. The particles at the edges of the grid will have their centers located at the boundary of the grid. To account for this you can modify your grid sizes.

    Simply take the value you currently have and subtract Particle Size * 2 from both the large and small grids, so if you had a particle of size 10:

    2000 – (2 * 10) = 1980
    10000 – (2 * 10) = 9980

    Those sizes will cause the particles to line up entirely inside of a 2000×2000 and a 10000×10000 grid instead of the outer particles sitting half inside and half outside those boundaries.

    Darby Edelen

  • Darby Edelen

    February 21, 2014 at 11:44 am in reply to: Material transition across a single object

    You can create an Xpresso tag that accesses an Effector’s Strength at every point of an object and passes that into a Vertex Map.

    Here’s a simple example.

    7152_materialwipe.c4d.zip

    Darby Edelen

  • Darby Edelen

    February 20, 2014 at 4:31 am in reply to: 32 bit file in C4d

    [Tylor Larson] “Will c4d accept a 32 bit DEM file as a Relief image? just curious if any one knows.”

    C4D will accept 32 bit per channel images for any texture channel so far as I know.

    Darby Edelen

  • Darby Edelen

    February 20, 2014 at 4:16 am in reply to: HDRI 360 scene

    I’m not familiar with Keyshot.

    The only way I’m aware of to get a ground plane out of a Spherical HDR that makes contact with objects in Cinema 4D is to apply the HDRI to a Floor object with a Spherical projection and move the center of the projection up from the Floor object (start around 10m up and adjust as necessary). You’d also want to flag the Floor as a Compositing Background using the Compositing tag.

    This does not give a perspective correct rendering of the ground plane. The projection gets worse as you move farther from the center. The stretching you get on the texture as you move away from the center will be more noticeable with an HDRI that has objects that should have height (but won’t because you’re projecting onto a planar surface).

    Short answer: I’m not aware of any really good way to do this.

    Darby Edelen

  • Darby Edelen

    February 19, 2014 at 5:22 am in reply to: HDRI 360 scene

    I’m not sure that I understand exactly what the problem is. Can you provide some more detail about what is not working as expected? Is it the lighting, the shadows or the contact with the scene that is failing?

    Darby Edelen

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