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  • That jagged edge must be there for the post DOF process to work correctly (and this is why you use Position instead of DOF pass as the DOF antialiases things.) By making the Pos pass really big and then scaling it, you are probably introducing antialiasing in that step through bicubic scaling.

    The trick with the Pos pass is the setting in C4D – that number is really sensitive to your scene scale. So using .01 instead of .02 can have huge effect.

    Have you seen this tut?

    https://greyscalegorilla.com/your-depth-pass-is-wrong/

  • Steve Bentley

    November 30, 2021 at 1:37 pm in reply to: How to make an object always appear in front?

    So lets say that the white cube is at the world origin. And you want to rotate the camera around it with the pivot point of the camera at the origin too. Where is the grey cube in the world that it could remain always in front?

    This is a spatial problem and the only way I can see Blender doing this is if you put an image of the cube on a card (with an alpha) and have that card be fixed to the camera or always facing the camera. (both easy things to do in C4D).

    If you don’t want to render out the grey cube to have a texture to put on the card, you can use the Camera Shader to look at the grey cube that is somewhere off camera and then use that “view” as the source for the material for the card that always sits in front of the white cube. This way it can be live and any animations you do on the grey cube will instantly be populated in the material you put on the card.

  • Steve Bentley

    November 28, 2021 at 7:05 pm in reply to: How to Save a Render

    Something is wrong there for sure. Try throwing out the prefs file and then restarting (you can find the location at the bottom of the prefs under the edit menu)

    Something in the interface code didn’t load right there.

    What render engine? What version of C4D?

  • Steve Bentley

    November 27, 2021 at 11:48 am in reply to: Why not use displacement map instead of normal map?

    You probably want to look at “baking”.

    One of the problems with displacement is it’s not specific when it comes to subdividing. You need a little bump on one side of a sphere? No problem, but the whole sphere will be subdivided – wasting memory and polys. But if you bake the displacement and textures and bump and AO and everything into an object you can wrangle those polys to reduce them to the lowest they need to be – perhaps even lower than the original sphere because certain shading modes (like Phong) don’t need a lot of polys to create a smooth surface.

    You might also want to look at Unity. (or any of the real time game engines like Unreal). These are designed specifically to give the most detail with the least overhead. You can make your assets in C4D and then export for Unreal where you can further tweak to reduce polys (you can even have different “detail” versions for close or far away views of the same object. Then deliver them via the realtime engine.

  • Steve Bentley

    November 25, 2021 at 7:16 pm in reply to: C4D/ After Effects workflow

    You could also just place a null on each doll where the mouth belongs in C4D and bring those nulls and the camera into AE through Cineware. Then you can position the animated mouths (a 2D texture) in 3D space (as children of imported nulls)and the mouths will track and orient to the angle of the dolls. If you use an alpha for the mouth it will seamlessly matte onto the face. (I would recommend removing the static mouths on the 3D dolls first in your 3D texture).

    Only if you get on an extreme angle will the curvature of the doll give it away that the mouth is flat. And even then there are some 2.5D curving tools in AE you could use to cheat this.

  • Steve Bentley

    November 25, 2021 at 10:59 am in reply to: Ways to create a bezier path for the camera path

    This does seem to be an issue in R2 to R25 for some users on any object that is being animated transformationally. Here’s a post that deals with it. I’m not sure these are fix all solutions but its a start:

    https://www.reddit.com/r/Cinema4D/comments/qarhy0/scaling_handles_missing_c4d_r25/

  • Steve Bentley

    November 24, 2021 at 10:00 pm in reply to: Why not use displacement map instead of normal map?

    Displacement usually needs to subdivide the mesh no matter how you look at it just to get enough geometry resolution to simulate the ups and downs of a particular texture map – but you can choose to have the mesh subdivided just at render time. A cube made of 6 polygons won’t have enough geometry to make it appear like it is made of rocks so you can choose how much you want to subdivide the geometry in the displacement tab of the material.

    Displacement can also round those “extrusions” to reduce jaggies and it can have the texture map take the new geometry into account (think: mapping the tops of mesas vs mapping the tops of mesas AND the cliff face walls as well).

    With a bump map, if you look at the edge of the object it will retain the same shape it had before the bump – a sphere will still be a smooth sphere, and this can spoil the illusion. But a displacement is actually moving the geometry around (and often needing finer geometry to do that, hence the subdividing) so that a sphere can look like rough rock.

    Taken to an extreme you can use displacement to create entire landscapes from smooth flat planes (search for Quixel megascans) or what are commonly referred to as “Circuit board cities”. Here’s a few pics – scroll down through them – every thing here started as flat smooth surfaces and this is all displacement from textures. Bumps could never do this.

    https://imgur.com/a/YMKEhwZ

    View post on imgur.com

  • That ripple is coming from the fact that the whole system is springs including the belt tags. When you apply gravity (or rather hit play) if you watch closely you will see the whole thing drop a bit and that gets the springs vibrating. With no “force” to stop them they will continue forever.

    <div>You have some unusual settings in the Tag tab and I assume those are to try and stop the ripples. Try bringing your iterations down to 2 or upwards of 10 (top of the list). There will be an initial settle but then things should get smooth and stop.</div><div>

    </div><div>

    The system is letting the flag drop right at the start (and you could animate the gravity on to ease this in) so there will be inherent ringing no matter what but reducing the iterations does get rid of the ripples.

    </div>

  • Steve Bentley

    November 14, 2021 at 1:23 am in reply to: Unusual Problem with R25 Node Materials

    Yep there’s something up there. The basic noise works fine but even on a clean new file on my R25 the noise node produces nothing. There is an update to R25, are you using that one? (I am not yet).

    I’ll keep poking it and let you know what I find.

  • Steve Bentley

    November 13, 2021 at 10:48 pm in reply to: How do you save your custom command manager settings?

    It’s kinda clunky – you duplicate your current manager (up in the file menu of the command manager), then make your changes, make sure your changed manager is the one selected for use, then rename that duplicated manager (Rename is again up in the file menu). I guess they ran out of “save as” slots in the menu.

    If you save your layout as the default startup layout, that new manager should be the one to load when you make a new file. If not you can set it to the command manager to the one you want active and then save an empty project as “new.c4d” and put this next to your C4D executable in the program files folder, and any new file you make will load this file with everything set up the way you like.

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