Forum Replies Created

  • Mark Jobe

    March 2, 2011 at 2:52 am in reply to: Turbulent Displace Expression problem

    I changed the expression to time*10 and the effect seems to be working throughout the whole 20 minutes as I scrub through the timeline. I’ll do a render test but fingers crossed that seems to be fixed! Thanks to you both for getting back to me.

    Mark

  • Mark Jobe

    March 2, 2011 at 2:41 am in reply to: Turbulent Displace Expression problem

    Holy carp, that’s some sort of alien technology sent back from the future answer right there. Thanks for such a thorough explanation. I need the effect to work for a 20 minute long scene so i’ll definitely have to tweak the figures.

    Thanks again explaining what was going on.

  • Mark Jobe

    August 12, 2010 at 1:55 pm in reply to: Is it possible to interpret keyframes?

    Thanks for replying. I usually do make sure the footage is at the correct frame rate before anything else. This happened as a result of a bit of a breakdown in communication with the client. We seem to have resolved the issue using the time stretch option though.

    Thanks again

    Mark

  • Mark Jobe

    April 30, 2010 at 12:36 pm in reply to: “Bake” Particles and Hair?

    Hi Adam,

    Would the method you described work if the thinking particles had been setup using originally the matrix object referencing an object. So that ultimately i can cache and render out pyrocluster particles?

    Please could you have a look at the example scene from the link in case i’m not explaining myself enough.

    Thanks

    Mark

    https://www.quaystudios.com/Example.c4d.zip

  • Thanks for getting back to me Adam. The Volume Tracer was a helpful suggestion. It’s something i was aware of and I had already experimented with several settings. Maybe i still need to look into this further.

    I’ve found also that switching from the vertex mode to surface has helped considerably. I can cover the object with particles without needing as many. I started to using the volume mode at first but it kept getting the beach ball of doom. I seem to be getting further with the vertex mode though.

    Thanks again for your suggestion.

  • Mark Jobe

    November 14, 2009 at 9:09 am in reply to: Too many alpha channels

    Thanks for your advice. I made the change you suggested which although it didn’t fix the current problem i’ve left them with a slightly bigger outer radius just in case the issue with coplanar faces arises later on.

    Fortunately increasing the ray depth in the render options fixed the problem.

  • Mark Jobe

    March 8, 2009 at 7:12 pm in reply to: How do i turn cloth into a solid object?

    Making editable didn’t solve the problem in the end. Once i played through the sequence the cloth continued to deform so i switched off gravity as you suggested and that held everything in place.

    Update – The cloth model was still far too complex for my liking and totally slowed down my machine. After playing around some more i discovered what i’d been looking for all along. What i do now is set up the cloth and collider. Play through the scene up until a frame where everything looks the way i want. Then all i do is simply strip out the cloth and collider tags and the cloth remains in position and my computer is (almost) lightning fast again!

    Anyway, i hope all this helps anyone else who has been trying to figure out a similar scenario.

    Thanks for your help

  • Mark Jobe

    March 7, 2009 at 5:50 pm in reply to: How do i turn cloth into a solid object?

    Thanks for the advice, I’ll try that out as well. Typically, after spending several hours scouring forums and then posting this i then managed to figure it out. All i had to do in the end was highlight the cloth nurb and click make editable and it worked! Thanks again for responding though.

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