Forum Replies Created

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  • Jim Scott

    July 2, 2017 at 1:56 pm in reply to: Bouncy logo Animation

    Yes, the video works now.

    I forgot to mention that you will need to do a viewport render in order to see the different colors from the Variation shader. I hope my instructions were clear and helpful.

  • Jim Scott

    July 2, 2017 at 12:21 am in reply to: Bouncy logo Animation

    (The tutorial link appears to be broken.)

    As I understand it, with a set of splines grouped in an Extrude object they are all treated as one object. To apply a different color to each one you could make them all separate extrudes, or use a Variation shader in your material as shown below. In the Color channel, for example, select Texture > Effects > Variation, load or create a gradient, and set Gradient Blend to 100%, Gradient Mode to “Replace,” and Random Color to 0%.

    Effectors only work with MoGraph objects, so you need to make your Extrude (or all the separate extrudes if you choose to go that route for color control) a child of a Fracture object and apply the plain effector to the Fracture object. Set the Mode of the Fracture object to “Explode Segments & Connect” in order to have each extruded spline react independently to the effector, and to keep the splines and their caps connected.

    or

  • Jim Scott

    June 30, 2017 at 11:12 pm in reply to: successive render regions brighten other regions

    I just did a simple test and I don’t see any of what you are describing. The previously rendered regions remain the same. Perhaps it is a graphics card issue as you suspect. I’m using R18 with a Nvidia GTX 980 Ti.

  • Jim Scott

    June 29, 2017 at 5:08 am in reply to: X-Ray Look

    One option is to add a Display tag and adjust the Visibility setting.

    https://www.youtube.com/watch?v=gMsFd7G8Am4

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  • Selecting a camera in the Objects menu should make its attributes available. Alternatively, with the Stage object selected, twirl open the Camera settings and move to a point in your timeline where a particular camera is active and its attributes will be available there. As you move through the timeline each camera’s properties will pop up when that camera becomes active. If you can’t get it working post your project file so we can take a look at it.

  • I’m glad to try and help if I can.

    In looking at your project I’m trying to work backwards to figure out what steps you took to reach its current state. Let me see if I got this right. Once you created your original boole (A subtract B), with “Building” as part A, and the hierarchy of 34 cubes grouped in a null as part B, you must have done a “Current State to Object,” which converted the boole to a null, and deleted the original boole and its hierarchy of objects. Is that right? If so, that would explain your statement, “once I add an object to the Boole object, It becomes a null from the Boole,” as well as, “the Boole group layer just randomly disappeared from the layers.” I think you then used a copy (or the original) of the group of 34 cubes to fill in the holes which the boole created in the building. Is that right?

    It would make things a lot easier to discuss if you uploaded a simplified version of your project that just contained the building created with the boole in its initial state (before the “Current State to Object” conversion). I would like to see how you set up the boole. And then clearly describe what you see as not working properly in regards to the boole itself, as well as moving objects inside the boole, etc. And if my interpretation in the above paragraph was wrong I’ll hopefully be able to understand your process better.

  • I don’t know of any system diagnostics for C4D… I meant running diagnostics on your general system. If C4D is corrupted a reinstall should hopefully fix it. If opening a new project eliminated the issue, the first project was probably corrupted.

    I think you are confusing some terms here which may be adding to your issues. When adding an object to a boole the object becomes a “child” of the boole, not a “null.” It is the order of child objects within the boole hierarchy which controls the final result, along with the Boolean Type (A subtract B, etc.) Also, a boole is considered an “object” instead of a “tool.” Generally, “tools” refer to the move tool, scale tool, rotate tool, etc… those things you use to select and manipulate objects. I don’t mean to be overly critical about your wording (and please forgive me if there may be language issues as well), but it does help others to understand your questions if standard terminology is used.

    To move an object in the viewport simply use the move tool (E), or adjust its position by changing its coordinates in its Attributes settings. If you mean moving objects within the boole’s child hierarchy in the Objects menu you should be able to simply drag them above or below the other.

    If you are having issues with a specific project, post the project here so we can take a look at it. Perhaps you just don’t have the boole set up correctly.

  • Jim Scott

    June 21, 2017 at 2:55 pm in reply to: Hiding Emitter Effectors in the View Port

    You are making perfect sense. I had completely overlooked where you said “Hardware Render” in your initial post, and after checking that output myself I find that you are entirely correct. Unfortunately, since I never use the hardware renderer, I have never come across this issue before and don’t have a solution for it.

    I couldn’t find much in the help section, but may I ask why you are using Hardware renderer? If you are simply trying to send a client a render sample why not use Physical or Standard?

    Frankly, since the Hardware OpenGL renderer seems to output what the viewport is showing before a normal render I am at a loss to understand its use. Hopefully one of the C4D experts can chime in with some more insight.

    I’m sorry if I added to your confusion.

  • It sounds like multiple glitches, with the problem with booles being just one of them. Have you tried any system diagnostics, or reinstalling Cinema 4D? And the random black dots may be a graphics driver issue, which may be affecting other things like control dragging. Have you noticed issues in any other programs, or just in C4D? If only the latter I would again suggest reinstalling it.

    Good luck.

  • Jim Scott

    June 21, 2017 at 1:14 pm in reply to: Hiding Emitter Effectors in the View Port

    Just like any object, you can hide it in the viewport by clicking on the “traffic light” for the editor to set it off (red)

    or by setting “Visible in Editor” in the Basic attributes to “Off”

    You can also deselect “Visible” in the Falloff settings

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