Sam Treadway
Forum Replies Created
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Sam Treadway
December 20, 2019 at 3:17 am in reply to: Cinema 4D R21 and incorrect scaling from Illustrator to C4DTry exporting as .eps instead. Then the measurements should be identical when merged into C4D at 1cm scale factor.
If you must use illustrator format or svg then try setting the dpi to 2.54 during export.
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Sam Treadway
December 17, 2019 at 3:10 am in reply to: Alembic animation loop bug: skips first frameIt’s not really a bug. This is just the way looping has to work: The first and last frames of the loop should be the same or very close.
In essence, the last frame of the looped range is removed as it is expected to match the first frame. Imagine a looping animation that is 30 frames long. The 30th frame is the end of the animation but should match frame zero, right? A 30 frame loop would be frames 0 through 29 then and frame 30 is frame 0.So, if you want to export an alembic object and then set it to loop, you can key each number starting from zero to four and then the last key is zero.
Then export that frame range (frames 0-5).You can also simply do this in the timeline by selecting the ‘text’ track and then set the “after” value to “repeat” in the attributes manager.
Again, for this to work correctly, the first and last keys would need to be identical.You can also do this using a small bit of xPresso (see attached file for several examples).
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It appears you have a noise-based displacement on the material. Is that noise projected in World space? If so, try switch to Texture space.
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Sam Treadway
December 10, 2019 at 5:09 am in reply to: How do I apply bend to an object and then edit it while it`s bent?If you want to keep the bend deformer and edit the mesh while in that bent state, add a correction deformer after the bend deformer and edit with the correction deformer selected…Also, instead of placing the deformers as a child of the mesh object, try placing the mesh object as a child of a null and then stack the deformer above the mesh object as siblings. The order they are stacked in matters. The bend deformer should be above the correction.
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Sam Treadway
December 3, 2019 at 5:38 pm in reply to: Transitioning from one spline to another spline? (Cinema 4D R20 Educational License)With two existing splines:
First make sure both splines have the same number of points and the point order is in the same relative direction.
Add a pose morph tag to the first spline and switch on “points” under the ‘mixing’ heading. Then, in the pose morph tag’s attributes, on the “tag” tab, drag the second spline object right below “Base Pose” in the list. Delete “Pose 0”. Now Switch to Animate mode (right above that list) and you can animate the slider.Using just one spline:
Add a pose morph tag to the spline and while “Pose 0” is selected in the tag, select the spline object and adjust the points to the end positions.
Switch to Animate mode and adjust the slider. -
Change the clones from moving mesh to automatic or convex hull.
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Versions of Octane and Redshift are currently in development to support Apple Metal API.
Both have announced (through official and unofficial channels) that a release is eminent (perhaps by the end of the year or early in 2020) but this may be the start of beta. Since MAXON now owns Redshift and since many C4D artists are also on Mac, they are fully aware of the want and need. From what I’ve read recently, it appears that Apple is working very closely with both developers to implement the Metal counterparts as this will give Apple a better understanding of use in the wild (Metal) and will eventually pull in more sales from the high-end market. I don’t see Apple directly supporting modern Nvidia products nor garnering support from Nvidia in the foreseeable future.
If you want to use an Nvidia eGPU you will have to work within macOS 10.13 and visit egpu.io to learn about the hacks required and limitations for your specific hardware. Nvidia has also publicly announced that it will not continue developing CUDA for Mac. The Nvidia route (now) is like a nicely paved road that leads to a cliff where the alternative is to sit and wait for the even nicer road leading to an unknown paradise to be paved…however long it takes…
The question is: Do you want to put your money on something that can help right now but has no possible future path, or bide time and hope that these developments pan out. Redshift will be introducing a metal version for Mac users. Otoy, from what I remember, uses their own standardized code which goes through a middle translation layer where kernels are constructed based on the active API.
Other reasons to go with AMD now: If you use other tools such as DaVinci Resolve, Affinity photo or designer (adobe alternatives), then you can take avantage of the egpus with those and other tools right now.
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Sam Treadway
November 30, 2019 at 3:21 am in reply to: Displacer With No Strength When Using Sound EffectorOn the Sample node in xPresso, add “weight” to the outputs and pipe that into the range mapper instead.
Set the range mapper input to low value that make sense for what you are sampling (maybe in range of 0 to .5).
Set the range mapper output values to percent (0 to 100).Select the sound effector and in the attributes manager, on the “parameters” tab under “other”:
– Set “use alpha/strength” to checked.
– Set “weight transform” to 100%This worked for me in a quick setup.
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This may or may not help but I find that when a scene starts to get wonky and I know it’s abnormal and not a simple user error then I try two things:
Create a fresh scene file and merge the original into it or copy and paste the part of the hierarchy with issues (which will also copy associated materials).Also, check your layers and viewport filters just in case.
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Sam Treadway
November 26, 2019 at 2:43 am in reply to: SubD upon Subd for multiple Deformation maps?The material with the highest subs level wins but it will not subdivide any higher than that.
If you want to look at the render-time subdivisions you can add a Cel Renderer effect to the standard C4D renderer and turn on edges.
Then you can toggle the displacement channel of one of your materials on and off to see the difference.