Forum Replies Created

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  • Sam Treadway

    May 25, 2020 at 3:33 am in reply to: MDD import
  • Put the image in the luminance channel of the material.
    Set the luminance channel’s color value to white.
    Set the brightness value above the texture field to something above 100% (try 200% to start)
    Set the mix mode at the bottom to Multiply, then slide color Value (the V in HSV) down until you reach your desired look.

  • Sam Treadway

    May 13, 2020 at 4:04 pm in reply to: Texture failure

    Are you referring to the material preview scene?

    You can set the default preview scene in the C4D preferences > Material > Material Default Project
    The will set the default for all new materials.

    You can set the preview scene for individual material by right-clicking on the preview image in the material editor and selecting from that list.

  • Sam Treadway

    May 13, 2020 at 12:57 pm in reply to: Texture failure

    The icon with the “?” is the default (correct) icon for the tag and will appear this way in the menus and when added to an object without associating a material.

    If you want to change the appearance of that icon you will have to edit the interface_icons file located within your C4D installation directory:
    [C4D_Base]/resource/modules/c4dplugin/icons/interface_icons_2x.tif

  • Sam Treadway

    May 13, 2020 at 5:01 am in reply to: Texture failure

    The tag is automatically created when you drag a material onto an object in the object manager or viewport. If the tag has a question mark over it, that means there is no valid material referenced by the tag. You probably deleted the material that was previously associated. You can fix it by either dragging a material over that tag in the object manager and release on the icon or by selecting the tag, clicking the arrow next to the material field and then clicking on the material in the materials manager. It’s rare that you’d actually need to create a texture tag manually.

  • Sam Treadway

    May 9, 2020 at 4:49 am in reply to: Baking in joints

    Middle click select the entire joint hierarchy in the object manager.
    Open up the Timeline and in the Timeline’s menu goto Edit > Selection > Select all Objects
    Then in the menu goto Functions > Bake Objects.
    Make sure to select ‘Create Copy’ and ‘Clean Tracks’ and then any parameter sets needed.
    Export the copy using the file menu within the Object manager.

  • Sam Treadway

    April 29, 2020 at 2:11 am in reply to: Bevel deformer on intersecting objects

    There needs to be something in place to define where they intersect and the relationship between the two objects.
    That’s what you can use the Boole object for:

    14097_bevelatintersection.c4d.zip

  • Sam Treadway

    April 28, 2020 at 4:15 am in reply to: How to – advanced Vectorizer?

    I think you forgot to provide the image but I may have an idea of what’s happening based on your description:

    The black parts of the image are knocked out by the vectorizer. So let’s say you have a square image that is 100×100 pixels and the top half (100×50 pixels) are black and the bottom half are colored. The resulting spline will have a with/height ratio of 2/1 and your 1/1 ratio image will not project onto that correctly unless you scale the V. In this scenario the math is easy but may be troublesome if all edges of the image are black and the graphic is not perfectly centered and symmetrical.

    Basically any time the negative space of the image completely covers at least two adjacent edges of the image, the resulting spline will not match the original image w/h ratio because the vectorizer is cropping that negative space out and the resulting splines are no longer the same relative dimensions as the source image.

    I can’t say if the following solution will be any less clunky but you could try the following:
    – Paint in a solid color along those offending edges of the image (just a thin strip)
    – Create the Vectorizer object and extrude it.
    – Add the material
    – Change the material tag from UVW mapping to Flat
    – Add a Spline Mask in place of the Vectorizer Object under the Extrude
    – Make the Vectorizer object and a new rectangle spline object children of the Spline mask
    – Position the rectangle spline object to cover the edge that is created as a result of the paint in on the image
    – Set the Spline Mask mode to A subtract B

  • Sam Treadway

    April 17, 2020 at 3:28 am in reply to: C4D Video Placeholder

    Do you want a background plate or a video playing on a 3d object within the design?

    As a background:
    Add a background object to the scene.
    Create a new material and turn off the color channel and turn on the luminance channel.
    Add the video as the texture input for the luminance channel.
    Click on the video name in the material editor to view the texture properties and on the Animation quick tab, set the fallowing:

    • Mode: Simple
    • Timing: Exact Frame

    Then click the calculate button at the bottom.

    As an object in the scene:
    Create a plane primitive object.
    Set its width and height proportional to the video:

    • If the video is 1920×1080 then try starting with 19.2×10.8.
    • Then scale up or down to fit the scene.

    Setup a material as described above and drop in on the plane object.

  • Sam Treadway

    April 16, 2020 at 1:12 am in reply to: Command line rendering for Cinema 4D
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