Forum Replies Created

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  • Jim Scott

    November 14, 2017 at 7:26 am in reply to: Some frames rendering as black

    I haven’t a clue as to why frame 94 and up will render fine with the water material’s transparency enabled, but 93 and below will not. I don’t have Arnold, or the rust materials you are using for the other objects, but as far as the rest of the scene is concerned (including the little bit of water seen in the background) frame 93 with transparency off and frame 94 with transparency on look identical when rendered. Very odd.

    Hopefully the look of the water with transparency off will be ok for you as the camera first flies over it. I have only rendered stills, so you’ll need to render out your image sequences to decide.

  • Jim Scott

    November 14, 2017 at 6:53 am in reply to: Some frames rendering as black

    Hi Tarn,

    Yes, I found the same anomaly before seeing your response here. I found that disabling the transparency channel in the water material allows it to render okay. Why? I don’t know. I’m still trying to figure that out.

  • Jim Scott

    November 13, 2017 at 9:04 pm in reply to: Some frames rendering as black

    Do the offending frames render ok in the viewport, but not in your final render?

    Post your project file so we can take a look at it. Just drag your C4D file into the reply window and it will be uploaded and posted with your reply.

  • Jim Scott

    November 11, 2017 at 4:19 pm in reply to: How to make footage transition like this ?
  • Jim Scott

    November 9, 2017 at 4:34 pm in reply to: After Effects Utilizes Dual GPU’s?

    Unfortunately, no.

    https://forums.adobe.com/thread/2282459

    Dual GPU’s are used in other programs, like C4D with Octane, for example, which will scale rendering performance with each added GPU.

  • Jim Scott

    November 9, 2017 at 3:44 pm in reply to: Strange camera behavior

    From what you wrote, it sounds like you are mistakenly thinking that the F keys are changing the camera rather than only selecting a different view panel — each of which can be set to a different camera or a different view (top, right, etc.). They will only change the camera if you have set that view panel to use a different camera, otherwise they use the default camera.

    As you are a new user, I would recommend leaving the four views set to their defaults, which will allow you to quickly view your scene from those four default views using the default camera. And when using the default camera in any view you can zoom and pan (and rotate in the perspective view), and those changes will be remembered when you return to that view later. Add a camera object (or several if your project calls for it), and place it in position and animate it for your final render view, but always use the default camera to navigate around the scene when modifying/moving objects, or for just getting a feel for the layout of the scene. If you don’t get in the habit of using the default camera for such modifications you can easily mess up your camera animations. And if you do accidentally move a camera object while thinking that you are using the default camera, shift + command + Z will undo the camera move.

    Hope this helps.

  • Jim Scott

    November 8, 2017 at 11:04 pm in reply to: What is the most interesting thing seen in Lumetri Scopes?

    You are about to experience the awe and mystery which reaches from the inner mind to. . . the Lumetri Scopes.

    https://www.youtube.com/watch?v=8CtjhWhw2I8

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  • Until a “hair expert” chimes in: If you are simply having a feather fall down onto an object with hair, you could simulate the feather resting on the hairs by using another object that has its visibility turned off as the collider object for the feather, and place its upper surface in line with the hairs. The feather will fall down and rest on it. An identical effect could be obtained by setting the Dynamics Body Tag > Collision > Shape to “Another Object” for the object with the hair, and entering the same collider object in the window.

    In the images below I have simulated the above explanation with a cube (shown in x-ray) as the collider object for the ball (in your case, a feather):

  • Jim Scott

    November 7, 2017 at 4:35 pm in reply to: Importing Very Large Still Images to be used in Video

    If you’re unable to get acceptably smooth motion in Vegas, and don’t want to decrease your image’s size, you might want to look into Black Magic Fusion (which has a free version). According to its website:

    “Resolution independent with support for images over 32K x 32K. ”

    Good luck.

  • Jim Scott

    November 7, 2017 at 4:18 pm in reply to: Importing Very Large Still Images to be used in Video

    Unfortunately, After Effects won’t be able to import it either.

    “After Effects supports a maximum image size of 30,000 x 30,000 pixels for importing and rendering files.”

    https://helpx.adobe.com/after-effects/using/preparing-importing-still-images.html#import_a_single_still_image_or_a_still_image_sequence

    “Photoshop supports a maximum pixel dimension of 300,000 by 300,000 pixels per image.”

    https://helpx.adobe.com/photoshop/using/image-size-resolution.html#about_pixel_dimensions_and_printed_image_resolution

    … so you’ll need to reduce your image’s size in Photoshop before working with it in Premiere or After Effects.

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