Forum Replies Created

  • Marco Polman

    December 15, 2014 at 5:42 pm in reply to: Animating between two position values with a Slider?

    How would you utilize this in a 3D environment? I tried modifying the expression a few different ways but wasn’t able to get it to work.

    Thanks!

  • Marco Polman

    February 3, 2014 at 3:51 pm in reply to: Tips on How to Model a Safety Harness?

    It really depends on how the harness fits the models, but since they’ll each have a front and back, I would use those two surfaces as your base and make the connections / wraps between them flexible. Perhaps using a bend deformer on the straps will give you the flexibility you need.

  • Marco Polman

    February 3, 2014 at 3:29 pm in reply to: Laptop for Rendering Animations in C4D?

    For rendering, there are plenty of systems out there that should do the trick – you don’t necessarily have to spend a ton. As far as speed goes, you’ll want to balance a good processor with a decent graphics card (don’t skimp on one to put all your money into the other). I would recommend (at minimum) an i7 processor (or AMD quad-core+ equivalent) and at least 1gb graphics card. RAM shouldn’t be an issue for you, I’ve been working off of 8gb for years, and a typical mid-range laptop these days is likely to have at least 8gb, if not more. I also recommend (but not critical) finding a system that has multiple hard drives (or you could work with a high-speed external). Keeping your OS, software (c4d) and textures on one drive while rendering to the second drive can significantly speed up your render times by eliminating a lot of the strain placed on on drive (seek times, read/write speed, etc). Alternatively if you’re stuck with just one drive, go with a Solid-State drive as seek-times aren’t an issue. Something to also consider would be a powerful cooling system. Most high-end laptops will have this covered, but be careful with the “thin” models as this is usually where they save space. Keeping your CPU and GFX card reasonably cool can make a difference in render times, as well as prolong the life of your system.

    If you can afford it, you’re really better off putting a little more money into your system if you plan on using it for the next few years. At the rate computer power increases (as well as the demand in workflow) you may find whats ‘good enough’ now doesn’t quite cut it in two or three years… especially now that 2k and 4k are on the horizon for most of us.

    That being said, I personally have been ecstatic with my Alienware M17x. It’s about 4 years old now and still packs a punch. For reference, it has a 2.3ghz i7 quad-core, 2gb AMD Radeon gfx card, 8gb of RAM and two hard drives, which at the time ran me about $2300. I just glanced at their site and it looks like a base 17″ model runs about $1500 (and aside from screen resolution, has some decent specs). Although with Alienware you’re buying the name, so you may consider checking out Origin PC, Razer or Xotic. Typically anything marketed towards gamers is going to have the hardware you need.

    I hope this helps. If you decide to go with a more affordable / less-powerful system, you could make use of C4D’s Net Render setup… perhaps your University is willing to / has the Net Render clients installed in a computer lab. This works great when you’re on a deadline, I’ve use Net Render to process a 390 hour render in just 28 hours.

  • Marco Polman

    April 25, 2013 at 6:32 pm in reply to: Dynamics Ending Point?

    I don’t have an exact solution, but this tutorial from Greyscale Gorilla looks like they do something similar- a number of cubes falling and the ending result forming the picture they wanted. You could try going about it this way, if not- it may give you an idea on how to work in reverse

    https://greyscalegorilla.com/blog/tutorials/stick-textures-to-dynamic-objects-for-a-fun-final-reveal/

  • It appears to be geometrically created- I believe a displacement map would only affect the normals, and you wouldn’t be able to see it from the flipside (there’s only a small segment you can see at the beginning on the left that show’s the underside of the topography).

    It looks like that could be accomplished with the Landscape geometry and then by using a boolean object you can crop it.

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