Forum Replies Created

Page 1 of 2
  • Ryan Kehn

    June 4, 2010 at 2:11 am in reply to: VU Meter out of clone grid and sound effector

    Hey Adam,

    Thanks so much for your response, I kept messing around with it just in xpresso and came to the same conclusion that it would have to be individual instances.

    However, i Did figure out a workaround. i went into after effects and rendered out a grayscale video of VU meters I created using sound keys and some expressions and then used that as a texture in C4D. I applied that texture to a Shader Effector and flipped on the visibility and bingo!

    I can still use a plain effector to do some fun wipe on wipe off effects as well.

    anyway, wanted to say thanks and let you know what i came up with!

    I’ll try and post my result when i’m done!

    Thanks again!

    Ryan Kehn
    Senior Media Designer
    Stadium Management Company, LLC
    Denver Broncos Football Club
    ryan.kehn@broncos.nfl.net

  • Ryan Kehn

    May 5, 2010 at 11:18 pm in reply to: Exploding Wall

    Hi adam!

    Thanks so much for posting that! i must be missing something as I’m not able to get the right texture effect on the inner portions of the pieces. Is there something special that needs to be done other than just dropping the texture into the plugin window??

    i did however find a good source for acheiving the multitude of particles. CMIvfx has a great series on thinking particles and there was some really good insight in there.

    thanks again for the help and taking time out of your day! that’s definitely along the lines of what i’m after!

    Best,
    Ryan

    Ryan Kehn
    Senior Media Designer
    Stadium Management Company, LLC
    Denver Broncos Football Club
    ryan.kehn@broncos.nfl.net

  • Ryan Kehn

    May 4, 2010 at 12:32 am in reply to: Exploding Wall

    Hey guys, thanks for the responses!

    I’ve played with both the destruction and Xplode plugins…cool features in both, however, it’s still just too “clean” on the breaks. I’ve even tried applying deformed textures in the “inner material” option on xplode, but it seems like it only takes into account the color channel.

    Any suggestions on getting that more rugged texture on the resulting chunks?

    Thanks again for all your help!

    Best,

    Ryan Kehn
    Senior Media Designer
    Stadium Management Company, LLC
    Denver Broncos Football Club
    ryan.kehn@broncos.nfl.net

  • Ryan Kehn

    December 7, 2009 at 8:18 pm in reply to: Limiting glow effect to specific color/color channel

    Damn, it really is amazing how much you overthink something sometimes…thanks man, I appreciate it. Should’ve seen that one a couple hours ago!

    -Ryan

  • Ryan Kehn

    September 8, 2009 at 9:47 pm in reply to: Text Rubiks cube type look…

    Hey Adam!

    Thanks so much for your advice. I had a go at it and was wondering if you could help me through some of the details. i went through and cut a letter in to chucks and separated them into their own polygon objects. When I dropped them into a Cloner Object, I didn’t really get the individual control I was hoping for. All of the objects moved/scaled as if they were one object. i messed with some falloff settings and different types of cloning settings but couldn’t get the desired result…have any tips on what I may be missing??

    Thanks again, it’s greatly appreciated!

    -Ryan

  • Ryan Kehn

    September 2, 2009 at 8:09 pm in reply to: Text Rubiks cube type look…

    Thanks for the response Randy…I’m not trying to create a rubik’s cube with the text per say…more so I’d like to be able to cut each letter into chunks ‘like a rubik’s cube and have each piece free to rotate and scale…does that make sense? I probably didn’t explain it very well the first time around. What’s in the video I posted is what I’ve been after and just haven’t had a visual representation until very recently.

    Thanks again though! Let me know if you have any more suggestions!

    -Ryan

  • Ryan Kehn

    June 15, 2009 at 6:18 pm in reply to: Bad Key Signal from FCP to Kona

    Hey Jeremy,

    Sorry if I wasn’t clear. Basically my main problem is I have some still images with alpha channels that I need to load into our switcher off of the FCP timeline and I get a really crappy key signal. When I view the key signal it comes across more just like a gray scale version of the image instead of a black and white matte.

    hope that clears up the issue a bit.

    -Ryan

  • Hey Eugene,

    You have to create a background object. Go to the objects menu, Scene, and select background object. Then create a new material with the image you want to be your background in the color channel. Apply that texture to the background object, and you should be good to go!

    Hope that helps!
    Ryan

  • Ryan Kehn

    June 2, 2009 at 4:30 pm in reply to: Chiseled Text Workflow. HELP!!!!

    Well, I’m not on a deadline for a football helmet, that is something i’m trying to get under my belt in my “free” time just to have in the can, as well as gain the modeling experience. Any good box modeling tuts/resources you can think of??

    -Ryan

  • Ryan Kehn

    June 2, 2009 at 4:10 pm in reply to: Chiseled Text Workflow. HELP!!!!

    Many thanks kind sir! HUGE Help! It was creating those curved cuts that was killing me. didn’t realize edge cut would do the trick!

    Any suggestions on modeling a football helmet by chance?

    (other than just buying the model of course:) )

    Thanks again!

    Ryan

Page 1 of 2

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy