Richard Powell
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I toured the studio (at that time it was called Dreamquest) that did some of the effects for the Abyss, which was owned by a family friend named Hoyt Yeatman. A lot of underwater stuff was shot in a plexi-walled smoke chamber, then color-corrected. This was pre-digital for a lot of parts of the effect. OT, but hopefully not a complete waste of time.
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You can have the original autocad file and bring it into C4D I believe, but does that include doorknobs, window casings, doorjambs, floor tile patterns, light enclosures, chairs, desks, plants, eating tables, mullions, soffits, coffee machines….?
I’m in this world now (actually kind of fun), but having the basics of the structure is only 1/100th of the battle. You’re in for a long, long job if it’s what it sounds like, with a polygon count that’ll get up into the multiple millions unless you just show a drywall box.
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You know, this sounds like a lighting/materials situation, and for that, to start with, you have to decide how ‘photoreal’ you want things to be. Then you have to play play play.
For motion work, there’s the gamut of everything from not photoreal at https://www.pleix.net and https://www.1st-ave-machine.com, who do pretty good photoreal, to stylized and design-ish, like https://www.buckla.com. Most 3d motion work is one step removed from real, just good enough to show dimensionality, no attempt for reality. And that’s just dandy considering that you have a max of about 4 minutes render time per frame if you want to ever meet a deadline, and photoreal work can go to several days per frame, just ask your local Maxwell Render man (his photo is up above 🙂 ).
As motion people our lack of photoreal chops gets us a little bit of sniffery from the photoreal single-frame guys, but whutever–can they make a frog barf like I can?
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Richard Powell
September 1, 2005 at 6:56 pm in reply to: quickey to switch from ‘move object’ to ‘move center point’That’d be moving the axis, no?
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Save As out of Illustrator (‘Export’ from Illustrator CS1), as Illustrator version 8. In the Object Manager of C4D, pull down File>Load Object, and load the AI file.
It’ll come in as paths out in the wilderness of your Cinema 4D space. It comes in centered at 0,0,0 if you make your AI ruler centerpoint be the centerpoint of your artwork before saving as and importing to C4D.
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It’s old now, but https://www.jeremyw.com.
Search here, GTTalk or Postforum for the various shader names, fresnel, lumas, and colorizer in particular. But ignore one post by me about lumas on this site as I was apparently smoking crack when I wrote it.
Of special note, ‘noise’ is hugely powerful–definitely search on that. People can recognize the various noise types from a mile off (luka, hama, sema, buya, cranial, etc.) but with layers and tweaking you get amazing things. If you look at the ‘cloth challenge’ at cgtalk you get a ton of files to take apart and see how illuminati like Pupi, Samir, Adam and others create shaders.
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Proximal is under ‘Effects’ in the wing menu in your shader panel. All the BN shaders are in various places, not together anymore, though some have changed: Hue and Brightness/Contrast were folded into the more useful ‘Filter’ shader. Fusion is still there though the more recent Layer is more powerful.
BN shaders started with V7.303, blew everyone away, and got built into one of the versions 8, and made keyframeable very recently.
The app’s moving fast–it’s hard to keep up. 🙂
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Step forward / step back at least are simple enough. They’re f and g. F6 and F8 are ‘play’ backwards and forwards respectively.
You get used to using your left thumb more on a mac to hit ‘command.’
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