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  • Ihab Ali

    March 29, 2016 at 5:30 pm in reply to: 5.1 Audio with ACC and Premiere Pro CC/AMC

    I’m actually using CC15(sorry forgot to mention that) but as I said I have no issue with ACC or H264 with 5.1…the problem is with Quicktime

  • Ihab Ali

    October 28, 2015 at 12:47 pm in reply to: Random Spline Effector Offset

    Thanks a lot Adam, I completely forgot about these settings in object/spline cloner mode!! that’s exactly what I was looking for although I hoped there would be a way to do it with the effectors as well…I always like to figure out a couple of different ways of doing the same thing 🙂

    Thanks again!!

  • Ihab Ali

    October 27, 2015 at 7:21 am in reply to: Random Spline Effector Offset

    Thanks so much Adam. But how will this approach change the animation timing for individual clones? I understand their starting points will be different but they will all appear toove at the same speed, or at most they will arrive to the end points of the spline segments at the same time.

    Do you know of a way to access the properties of other effectors per clone from a python affector?

  • Ihab Ali

    September 9, 2015 at 4:30 pm in reply to: Atmosphere pass obscured by transparent object

    I just tried that now, I added the tag to the TFD container that generates the atmosphere pass occluded by the object containing the alpha channel…same thing, the entire object(with alpha) still occludes the atmosphere pass rather than just the parts that are not transparent

  • Ihab Ali

    September 9, 2015 at 4:15 pm in reply to: Atmosphere pass obscured by transparent object

    Hi Nikita, are you saying the object with alpha should have a compositing tag with “seen by transparency” unchecked? I just tried that and I’m still getting occlusion by the entire surface of the object rather than just the transparency.

  • I just tried my test scene with QMC and I see your point about getting decent results. In addition, it seems I was wrong about SSS, it seems to only illuminate the full surface of the object as opposed to show the shape of the light source. Obviously this is not a deal breaker of me but I would really like to know how this can be handled properly in C4D, there doesn’t seem to be much documentation out there on translucency and it seems like a very basic that that C4D should be able to do and do well.

    Do you have any other advise on how this effect can be achieved in C4D(I’m talking about light behind paper, lamp shade…etc)? I’ve seen people fake this with a ramp type shader and it looks ok just not photorealistic.

  • Oh and sorry forgot to mention, I’m using the physical renderer in C4D for all my experiments.

  • Hi Adam,
    Thanks for the quick reply. My initial problem was trying to setup a translucent texture for sheets of paper in a dynamics simulation I created to composite back into live action footage. The only way I could achieve the effect of light shining though paper(illuminating the paper with the color of the actual light as well as have shadows visible on the darker side of the paper) was through the backlight shader. This works fine but in order for it to work I have to have real lights in the scene. I try to do as much as possible through GI image based lighting(from HDR probes) and only use additional lights to achieve a specific effect on the objects that are to be composited.

    Then I thought I’d try and create the effect of lamp shade lit from the inside using a sphere or a cylinder with a luminance channel on its material. Again backlight shader works but only if I put a real light inside that lamp shade model….and the problem with lights in C4D is that they don’t have shapes, so I wouldn’t be able to see anything except a sphere of light shinning through the lamp shade.

    Furthermore with the backlight shader, if there is a bounce from an object of a specific color on the other side of the backlit material, that bounce does not appear(e.g. I have a bright red object very close to the surface of a paper so you’d be able to see a slight red cast on the other side of the paper in addition to the shadows..etc)

    Now all this is solved with the SSS shader which does react to GI and objects luminance channels(so in my previous example of the red object it actually passes the bounce to the other side) and obviously SSS can properly simulate translucency. But I tried the lamp shade example with a SSS material and while the shade is illuminated it doesn’t seem to cast any lights on anything else in the scene. Also and maybe I just couldn’t tweak the shader well but I couldn’t seem to get the shape of the light object to shine through the lamp shade.

    Now I know it is easy to fake all of these effects in many ways including mixing channels to generate both the translucency effect as well as the luminance but it just doesn’t sound like this could produce photo realistic results with the same ease as the shaders that I was playing with in Maya.

    Again I’m new to both platforms so I’m just trying to determine if my observations are correct. Ultimately I would choose the platform that allows me to produce the most photo realistic renders with the most ease(although so far both requirements don’t seem to be achievable at the same time from what I saw with C4D and Maya).

  • Ihab Ali

    September 6, 2014 at 12:11 am in reply to: Resolve XML Imports Issue

    No the timeline is 1080p and the frame rate set at the master project level in resolve is 59.94(that’s automatically pulled in from the xml file). The original footage in PPro is 1080p 59.94FPS from GH4. I don’t really understand how this can be happening especially that the TC of the in and out points are also coming in correctly from PPro to resolve.

  • Ihab Ali

    October 30, 2013 at 5:24 am in reply to: Torn “Horror” Text

    Thanks so much guys…this is exactly what I’m looking for… really helpful

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