Forum Replies Created

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  • Randy Johnson

    June 25, 2010 at 7:06 am in reply to: “low detailed” models in cinema 4d

    your textures are not being project the same way, start with the alpha channel.
    /randy

  • Randy Johnson

    June 23, 2010 at 4:31 pm in reply to: pipe junctions

    Yes you are going to have to weld some points.
    here is a free tutorial. You will have to sign up though.
    https://www.c4dcafe.com/ipb/index.php?/files/file/527-pipe-branch/
    /Randy

  • Randy Johnson

    June 21, 2010 at 3:05 pm in reply to: Dotted line

    I think you are refering to your floor object and the horizon line that comes as a result of it.
    If you want to get rid of this line you can use the alpha channel to fade it out. Sometimes making a curved surface like photographers use is a good way to avoid this…

    /Randy

  • Randy Johnson

    June 12, 2010 at 12:19 am in reply to: An open book

    Its a start.
    I find it hard to focus on the book as the texture on the table has far more detail (and larger scale.)
    The book has a nice shape but not nearly enough detail, the light with the big shadow is not helping.

    May I suggest that you approach your renders a little differently. For example a common approach to 3D work is to (in this order) Model, Light, Texture. If you need/ want to texture before the end try using shades of the same color too add contrast but not detail. For example try 75% grey for the table, 25% for the book and 15% for the pages.

    Also when using bit map textures (like your table) take the time to get them to the right scale. Its also nice to add noise to them in the diffuse (or layer) since they are often too sharp.

    I aslo noticed that you have not adjusted the Anti Aliasing. Changing that to Best will really help the straight lines.

    Here is a lighting tutorial that should help with almost any scene you make. 3 point lighting is the base that you want to be working from.https://www.3drender.com/light/3point.html

    Also if you have the advanced render module Ambient Occlusion would be nice.

    Hope this helps and look forward to seeing the image develop.

    /Randy

  • Randy Johnson

    June 11, 2010 at 1:18 pm in reply to: Modleing or Render issue

    can you post the image?
    /randy

  • Randy Johnson

    June 9, 2010 at 10:11 am in reply to: Modeling Bed Covers

    Model a cube (with cloth tag) over a collider cube(mattress) then use the dressOmatic to shrink the cloth cube into place.

    You need to make sure you have enough geometry to get the curves in the cover as well try to keep the polygons as uniform in size as possible and avoid TRI polys.

    /Randy

  • Randy Johnson

    June 1, 2010 at 5:10 pm in reply to: object libary

    Your looking for your content browser.
    Shift F8

    /Randy

  • Randy Johnson

    May 29, 2010 at 6:23 pm in reply to: collision gravity and balloons

    Here is a start file using Thinking Particles. I just set up a preset. https://rootvisuals.blogspot.com/2010/05/thinking-particles.html

    The pop is another step. Its just a matter of setting up a group change condition with a trigger. If this is what your looking for I can help you there too.

    If you go the cloth route…All the balloons have to be one object. I really like the bounce then since it has such nice contact. The TP contact is really linear… At least for me it is.

    /Randy

  • Randy Johnson

    May 28, 2010 at 6:31 am in reply to: Using Multiple cameras to make output wider

    If its not too big I would just make one camera twice as wide as you need. Then in a compositing App. split it into two. By cropping and exporting.

    If you want to tile cameras.
    Set up the first camera and duplicate it. And drag the second camera parallel to the first.
    You will want the cameras to overlap a little. maybe 10-15%
    Then place them both in a null object and animate the null.
    Render One camera at a time.
    I would then bring it into your compositing app like after effects of what your use and line them up.
    Then crop and export exactly

    /Randy

  • its thinking particles.
    Here what the expresso looks like.
    Then all you have to do is adjust the settings in the deflector object. To “Object” type.

    Uploaded with plasq‘s Skitch!

    /Randy

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