Sam Treadway
Forum Replies Created
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It appears to be clipping through the geometry. Try setting the camera near clip to a much lower value or turn off near clipping.
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Did you add a light to the scene or materials with luminance?
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If you can get away with it with your particular scene setup:
Add a completely reflective material to a sphere and bake out a spherical mapped texture, blur it in PS and then use the result as your reflection map on that surface. -
Sam Treadway
July 24, 2020 at 5:20 am in reply to: Wacom pen shortcuts no longer working after OS reinstallIn the Privacy tab of System Preferences > Security & Privacy, is the Wacom driver enabled under Accessibility and Input Monitoring?


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Sam Treadway
July 18, 2020 at 1:35 am in reply to: Why are textures being stretched when my object is exported as .gltf?Do the textures share the default UV coordinates or is there more than one UVW tag?
As a test, I deleted the default UVW tag and used flat projections on two textures assigned to two different polygons on a plane. I then right-clicked on the material tags and converted to UVW. This way, each tile takes up the entire UV space from 0 to 1. The issue may be that you need to create a texture atlas (combine both images into a single image file and then map UVs. -
Sometimes there is a way to send requests when the frame advances. You can keep pressing or try holding down command+W. If the scene has changed at all since the last save then this will invoke the “do you want to save changes….” dialog. The great thing is that once that dialog is active, command+W will no longer work until you click a button.
Save the file, close and reopen it. If you pressed play then reopening will continue to play forward which could be a problem. In that case, create a new scene and merge the original into it.This could be an issue with display in the viewport vs collision calculation time. Do you have the hair display mode site to guides or the actual hair lines or geo?
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S22 scene files should open just fine in R21.
There may be a few incompatibilities with parametric objects but you can always make editable or bake.
Take advantage of any free trials.Have your tried the Checker tool from The Ranch:
https://www.ranchcomputing.com/en/rendering/cinema4d?release=R21 -
Use a matrix object to setup the clone placement.
Use the bend deformer on the matrix object.
Create a cloner and set it to object mode and point it to that matrix object.
Make your geometry and lights a child of a null and drop in the cloner.
If you need to bend other geometry that doesn’t need to be cloned such as the floor surface, then create and instance of the object and make it a child of the matrix object (sibling of the bend deformer). Then you can place the originals under a null and hide the null. Alternatively you can place the originals directly as siblings of the deformer but I prefer to keep them outside so that when editing the mesh I can still see the deformations.Check out the attached file.
14172_benddeformeronlights.c4d.zip -
Add a display tag to the object and look at the Ghosting quick tab.
Also, in the viewport Filter menu – make sure it is enable (third from bottom) -
Considering most cinemas have only upgraded to 4k digital projector in the last decade and that you probably didn’t even notice the 2k to 4k upres, and considering the average cinema screen size is around 540 inches (4 times the size of your screen in question), you will be fine rendering at HD. The quality will depend a great deal on the projector and the lighting situation in the environment. Lighting in a club may throw a lot of unwanted color variation into the image anyway.