Forum Replies Created

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  • Michael Goldberg

    January 28, 2018 at 4:27 am in reply to: Using iterators to feed a sweep

    Interesting idea Brian, thx.
    I would like to be able to control the growth of the individual splines thought.

    Mike

  • Michael Goldberg

    January 27, 2018 at 4:57 am in reply to: Distortion in moving meshes after rendering

    Hi,
    It looks like you’re getting the fields since you’re rendering fields. My guess is that will look fine when you place that into a compositing program and set the interpolation to fields. With that said, I don’t ever render fields. If you’re looking for smoother motion, you could simply increase your frame rate and render frames. So, if the animation is 30 fps, render to 60 fps, and you’ll get smoother motion. Hope that makes sense.

    Mike

  • Hi,
    Looks like you just need to adjust the shading in your S & T tag.
    I often render sketch and toon over white, and so I change the shading to background with a white background. The other way to go is to create a transparent material for your text (alpha channel set to black), and set the shading to none. This will apply the transparent material on the text, but render out the lines.

    Mike

  • Michael Goldberg

    December 7, 2017 at 11:03 pm in reply to: Selecting cloner index to place clones

    Well, Here’s 1 solution to this issue –
    I could create simple geometry (cubes) and place these where I want a specific clone.
    I can then use a plain effector with falloff set to source. This works for me.

    Any other solutions, I’d be curious to hear.

    Mike

  • Hi David,
    Yes this is possible in C4D using the render queue and the take system.
    What I generally do is set up different render settings and different takes to render multiple text elements.
    For example if I have 5 text elements, and I want them each to be rendered to a separate file, I’ll use the render settings to set the time (ie 1 element will be rendered from frames 40 – 100 while another might be rendered from frames 20 – 50). So render settings 1 will go from 40-100 with take 1, and render settings 2 will go from 20-50 with take 2. In the take system, I’d have take 1 be text element 1, and take 2 be text element 2. You can then add the scene to the render queue, and select the render settings and take you want to use. Then , duplicate the scene or add it again, and change the rs and takes. Then let them go. The second render will start once the first one ends. Hopefully that’s what you’re looking for.

    Mike

  • Michael Goldberg

    December 28, 2016 at 4:50 am in reply to: A Request

    Hi,
    Looks like you wanna use vertex map painting to create the areas of wear.

    check out this tutorial to get you started.

    https://www.thepixellab.net/c4d-tutorial-refined-texturing-with-vertex-maps

    Mike

  • Michael Goldberg

    December 27, 2016 at 10:32 pm in reply to: VR Video export flat

    Thanks Peter,
    Yep, that’s kind of what I ended up doing.

    Mike

  • Michael Goldberg

    December 8, 2016 at 5:25 pm in reply to: VR Video export flat

    Hi Dave,
    No Video Capture Card.

    Mike

  • Michael Goldberg

    September 15, 2016 at 11:14 am in reply to: How to achieve this nice apple iphone reflections

    Hi,
    A few ways to do this –

    1 -You could create a sky object, and place an HDRI or other environment texture on the sky. Make the sky not visible to the camera, but visible to reflections by using a compositing tag.

    2- Use a texture in the environment channel of the material for your screen

    3- You could actually set up some white cards using planes around your object, and have reflective on in your material.

    Mike

  • Michael Goldberg

    September 15, 2016 at 11:08 am in reply to: Creating this random shape

    Hi Ross,
    If you want to go the route of plug ins, I use a free plug in:

    https://epmv.scripps.edu/download-install-free

    excellent at creating molecular structures.

    Mike

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