Forum Replies Created
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your textures are not being project the same way, start with the alpha channel.
/randy -
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 -
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
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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
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can you post the image?
/randy -
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
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Your looking for your content browser.
Shift F8/Randy
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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
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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
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Randy Johnson
May 22, 2010 at 7:11 am in reply to: Floating Dust/Snow Particles–Thinking Particles v Mograph
