Forum Replies Created

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  • Pravin Chottera

    April 22, 2015 at 5:43 pm in reply to: Stiffen part of a cloth object

    My iterations were at 50 before, but I set them to 400 and added the map to the Flexion parameter.

    The tail is definitely less floppy, but I was hoping the tail would be almost rigid like a real lettuce stem would be. Increasing the iterations seems to “stiffen” the entire mesh, which was good, but not quite the effect I was hoping for. I wish there was a Starch tool or something for cloth.

    But here is the before and after:
          

    Here is the final animation:

    Thanks for your help!

  • Pravin Chottera

    March 3, 2015 at 6:39 pm in reply to: Sketch and toon Culling issue

    I think what you’re seeing is the crease made by where the ear connects to the head, but yes, you should’t be seeing that line either.

    Here is the scene file:
    8622_brainmodel.c4d.zip

    Many thanks!

  • Pravin Chottera

    January 19, 2015 at 2:00 am in reply to: Pop out animation

    Thought i responded to this! Thanks you so much. This was a life saver!!

  • Pravin Chottera

    January 15, 2015 at 9:16 pm in reply to: Dynamics and Render Issue

    Blurg. Thanks!

  • Pravin Chottera

    November 14, 2014 at 4:57 pm in reply to: Displacement and General Texturing of Dense Glass

    Yea, I set the index of refraction to 1.7 (most gems are 1.7) and used a normal direction shader and backlight shader to make the gem look more solid. it was too purely and evenly transparent before.

    But now I’m noticing hard lines along the edges of the shape, even though the displacement should smooth it out. The sub-poly displacement is working, but the polygons are also popping out in a recognizable way. Could this be because I triangulated mesh after I had set the vertex map? No new vertices were created, but maybe making new edges messes it up?

  • Pravin Chottera

    November 13, 2014 at 4:42 pm in reply to: Displacement and General Texturing of Dense Glass

    In case anyone was having the same problem, I realized I forgot the fresnel on the transparency channel!

  • Pravin Chottera

    October 23, 2014 at 3:36 am in reply to: Displacement and General Texturing of Dense Glass

    The transparency does currently use absorption distance, but the main transparency color is white.

    One of the things that bugs me is the edges of my prism are very transparent. Could that be because of the main transparency color? I can’t figure out how they got the next hard edges in the reference.

    Regarding the index of refraction, I tried that at first, but from looking at my reference image, it seems like the refraction is set to 1. I say this because there is a rock that penetrates the prism at the bottom left corner.

    I tried to outline below so you can compare it to the original reference.

    Am I just imagining it? Or is the index of refraction actually 1 in the reference?

  • Pravin Chottera

    September 28, 2014 at 5:14 pm in reply to: Align Clones

    Very good to know. Being able to animate the axes of the clones is pretty nifty.

  • Pravin Chottera

    September 27, 2014 at 6:24 am in reply to: Align Clones

    That did the trick! Thanks! It’s interesting they align along z. Any reason behind this?

  • Pravin Chottera

    September 9, 2014 at 5:54 pm in reply to: Anti-aliasing of Obscuration Layer (Particular)

    Nifty. Thanks guys!

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