Kurt Murphy
Forum Replies Created
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Okay… I deleted the boolean object and I was able to render out some frames (so that was the problem). In the boolean object I had my telephone keys AND some cylindars for the hinges (I had created the whole bottom with hinges and everything, THEN used that as the boolean bottom (I still don’t know what I’m doing). By removing the hnges from the boolean and then attaching them to the phone (outside of the boolean), it seemed to solve my problem.
thanks,
kurt murphy
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Oh, ansd I also get a ‘not enough memory’ when I try to render it (I AM able to Control render a frame though). I’m wondring if I inadverantly added too many polys to an object somewhere… Where do I get a polygon count?
thanks,
kurt murphy
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Thanks, that seemed to work for the most part (the UV mapping part – I have yet to try BodyPaint); but how do map it to only one portion of the body of the camera… It seems to tile (even though tile is unchecked) and I’ve got multiple decals on all sides…
Also, I created a black alpha for the bottom of my camera and placed it along with my silver camera shader. It RENDERS fine, but in my edit window, my camera ‘body’ is gone (see through), only the black bottom portion is there.. But when I render it, both show up. What gives?
thanks,
kurt murphy
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I’m assuming you’re either usinf Stroke or 3D Stroke to animate the mask. Stroke offers ‘On original’ or ‘On transparent’ options so that you’ll be able to see through them. I think 3D Stroke also offers the same…
hope this helps,
kurt murphy
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= 0;(“Thanks Guys”).=(workedlikacharm!)
kurt murphy
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Also, if you used transfer modes in the super (Overlay for the base, normal for the text, etc.)… They will carry over to Final Cut, BUT… you will need to render each layer separately depending upon the Transfter Mode (you can render them WITH the transfer mode in AE as long as it’s over a clear background – it’ll show up as normal in the movie). Bring in each movie and apply a the same Transfer Mode in FInal Cut.
Hope this helps,
kurt murphy
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Well, I’m here to report that it worked.. Thanks to all! I’m curious though… By bringing the bump alpha color down to a 50% grey, is it actually blending the grey onto my object or is it a clean bump map?
thanks again,
kurt
(I’ll be back…)
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I will try this… Brian was nice enough to attach a screen grab of his settings and they seemed to match mine with the exception of the Bhodinut shader.. I’ll give this a shot and let everyone know. What’s the best shader for simulating high-gloss metal?
thanks!
kurt
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Brian,
Thank you… I’m at work, but I’ll check these settings (looks like my 9.1 parameters) and I’ll see if I’m missing something….
thanks,
kurt
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<< areyou rendering or only looking in the interface?>>
I’m rendering it out…
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> I beleieve that I have. I’ve checked ‘Mix Textures’ in the Tag of bump map and only my shader color shows up; when I check ‘Mix Textures’ of both the shader and the bump, I see neither – only the default grey shows up with no bump…
Oddly enough, after playing with it. I can’t see a bump at all. I took off the shader and only used the bum, but also Checked my color. I can see the color and bump in my Materials window, but neither shows up when I drag it to my object…thanks,
kurt