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  • Sorry – No – Cannot help.
    Per Sverre

    PerS

  • Thanks Brian – However, I do not find the “General/Splitting” for “Materials” in the OBJ import dialog – that you mention… All I see is “Main, Auto-Bitmaps, Paths, Surfaces, Ena-1, Ena-2” (I’m on R15).

    But I managed to reduce to ONE bitmap/ONE UV-map through after successful import of the THREE textures: “Bake Object”. Still a problem though:

    * Due to erase of parts of original mesh model (surroundings) lots of the new texture is unused. And I have numerous loose UV-mesh islands with correct bitmap underneath. –> Is it possible to compact this by moving the mesh islands – AND its corresponding bitmap element – SIMULTANEOUSLY? I.e. drag the pieces together – Then remove un-used portion of the bitmap (“cut” in Photoshop to reduce number of pixels hor/vert).

    * In a different model the UV-mesh has flaws after Bake Object. Now overlapping pieces of the UV-mesh results in (Body Paint) painting in ONE place – affects the texture in OTHER places…

    PerS

  • Thanks! Ended up at Ranch Computing (Paris) Excellent service – and fast! As always a little hazzle getting started, but I’got their procedures in the fingers now.

    Have noted Pixel Plow.

    I have already found that saving with “Assets” is the way to go if problems…

    PerS

  • WORKS! – Simple as that! Thank you very much, Brian!

    PerS

  • Per Sverre wold-hansen

    June 22, 2014 at 12:46 pm in reply to: Shadows and compositing tag

    Thanks for your tip – which also got from Adam. Works fine!

    PerS

  • Per Sverre wold-hansen

    June 16, 2014 at 10:09 pm in reply to: Shadows and compositing tag

    OK – I think I understand. However, “a shadow pass” is slightly beyond me. Your link, though, is very interesting. Joren’s “thepixellab.net” is one of my favorite C4D sites. Interesting place. I justed visited, downloaded, watched the tut – and tested the plugin.

    Amazing – It works (in R14 Studio)! So this saved my butt. Thank you very much for your time, Adam!

    PerS

  • Per Sverre wold-hansen

    June 16, 2014 at 1:10 pm in reply to: Shadows and compositing tag

    Hi Adam – Sorry for being unclear.

    The reason for the plane being there is solely for the purpose to get a shadow – cast by the object. I thought I could “remove it” (and not the shadow) by the Composition Tag.

    The “end product” should be a PNG w/alpha holding the masked object and its masked shadow – The PNG is to be put on web-page. The shadow helps mimmic an impression of depth on that page – Keeping the page’s gradient backdrop.

    PerS

  • Adam

    Thanks for the input! – Many Objects, but not in the thousands…

    I could try to reduce numbers, but it is possibly easier to just do a “simplified” simulation (Cubes, Floor) of the time-critical Objects.

    Wondering: When joining Objects extensively the textures for these single Objects could be numbered between 50-100. + Other (non-textured-) materials. Is there a limit?

    BTW: Do you think turning OFF Layers would help?

    PerS

  • Thanks Darby.

    I’ll certainly try Layers.

    > You might also adjust the level of detail down.

    How do I do that? Where? What kind of details?

    No Clones used.

    PerS

  • I tried now, but couldn’t make the exclude work. For me no light (-effect) would show when inside/centered in the “light-dome”-object when using the “Exclude” in the light Tab.

    However – What I did was to put a Compositing Tag on the light and use the Exclude for the light-dome on THAT.

    Just to let others know / clearify.

    PerS

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