Jay Ingles
Forum Replies Created
-
Thats great. Not sure what i overlooked but it works now.
thanks -
Hmmm, when i paste this into the opacity expression nothing happens. Not clear what your expression is doing otherwise i’d try my best to fix it.
Do i need the full 0 to 100 range or just 1 to 7?
Thanks dan.
-
Jay Ingles
December 15, 2010 at 2:58 am in reply to: Attaching Sound Effector to Material propertiesThanks so much for building that for me. I would have responded quicker but wanted to make time to mess around with it. Your file does exactly what i was hoping to achieve, thanks.
One thing i still can’t wrap my head around is how to get an attribute that is buried within a material’s texture field into Xpresso.
Ie: I’ve added my material to Xpresso, but within the displacement channel i have added “Noise”. How would i get a variable that is within the Noise settings (ie “octaves”) into the Xpresso editor?
If its not too much to ask to shed some light on this i promise i won’t bother you again.
Thanks!
-
Thanks Brian and Adam. Perspective on other desktop systems render times certainly helps.
Trying to make sense of Adam’s description…Heres how i understand it:
Image would be rendered with the floor texture and a crisp reflection. Object buffer would isolate the floor, and duplicating reflection pass (+blur) on top would add a ghosted/soft reflection on top of the crisp base. End result, original crisp render with burned in blurred reflection.
This is certainly a work around and i will likely pursue it.
Lots of thanks.
-
Was your 26s render time for a full frame HD with multipass, or in the viewport?
-
Interesting, thanks for taking the time to look into that. I’m using a MBP laptop 2.93ghz with 8gb ram so there certainly is a bottle neck there.
Can you elaborate on rendering an object buffer for the floor? It makes sense to render the floor without a reflection, use the reflection pass to add the reflection and in AE blur the crisp reflection, but i don’t understand how to render the Main Image without reflections and still have the multipass reflection render.
My process would be to uncheck “refraction” “reflection” in Render Settings Options, render out the Main Image, then rerender multipass with those options checked.
I know i should be able to do it in 1 step but could use a pointer.
thanks! -
I got started with fxPHD. I am an experienced AE user and this was a good segue to understand the interface. I never finished the 3 courses but it got me comfortable with getting started. Entirely worth the $300.
-
I’ve been fighting this as well but am not very experienced with C4D. My resolution was to render it without reflections, then render out reflections separately.
Under Anti Aliasing you can checked “consider multipass”. In the manual (show help) it loosely touches on the issue you’re having.
As well, i’ve read that adding composite tags with “force AA” and a lower threshold on specific textures may help resolve situations while keeping render times down for other parts of the image.
Not sure if this helps but interested in hearing your solution.
thanks. -
Jay Ingles
December 7, 2010 at 2:21 pm in reply to: LightWall – lights not turning on based on Luma MapThanks a lot for taking the time Walter, that fixed the problem!
greatly appreciated. -
Hi randy.
I’m guessing you’re asking if there is a floor material that the reflection is appearing on? (sorry, im new to c4d). If that’s the case there isn’t anything to catch the reflection. It’s been set in render settings to reflect and there is compositing tag to be seen by camera/rays/etc.
heres a shot of the scene…the grid at the bottom is the viewport grid:
https://screencast.com/t/MjlmODIwZjthanks:)