Forum Replies Created

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  • Steve Bentley

    April 22, 2018 at 4:30 pm in reply to: Werd “warps” at the angles of balloon letters

    You could also change the spline type to uniform and then jack up he divisions (or do the same with adaptive but with adaptive you reduce the number down closer to 1) so that there are more “polys” to get round those corners cleanly.

  • Steve Bentley

    April 22, 2018 at 4:28 pm in reply to: Werd “warps” at the angles of balloon letters

    Hit that constrain button in the last image you sent. When you “bloat” a letter in any way the bloat can sometimes cross adjacent polys. The “constrain” allows the bloat but keeps the original font shape (or any spline shape).

  • Usually I will add another light with no shadows (duplicate the shadow light, turn off the shadows and leave it in the exact same spot) and then make both lights half the original intensity. The clouds stay opaque, but now the light from one of the lights passes through the clouds as if they aren’t there. You can also set which objects are “seen” by which lights in the “assigned” tab of each light.
    Finally you can reduce the impact of the shadow in the shadow tab and bring the intensity down to 50% or less.

  • Steve Bentley

    April 22, 2018 at 4:22 pm in reply to: Rendering Time increases with every Frame

    Given the geometry I think AO is a bit of a time-waste, its not going to add much more than what good shadows would. And while using GI means you don’t have to be clever with lights to get the same effect (and you could easily given the simple geometry of the scene), you will certainly slow your render times down with it.

    But in fact it might be all the 1 dimensional edges having to be considered by the AO and the GI (and the textures) that are giving you grief. As more of those edges turn to camera it may become harder for the AO and GI to calculate. Both of these features weren’t really meant to consider 2 dimensional plane edges in their calculations.

    Also – how many cores have you got in that i7? That looks like the recommended chip for AE where it wants one big superfast core. Cinema prefers many cores.

    How big are your textures? They only need to be as big as they will ever get in the render. So if a face only ever gets 100 pixels high in the render then the texture only needs to be 100 pixels high as a texture – anything more is a waste of ram (double that if you are using best antialiasing). I’m wondering if the textures are too big and because they are animated, your ram is getting chocked full. So it has to flush and reload every frame. And jpgs are fine for this kind of thing. Tiffs or PNGs will add to the memory load.

    Finally, if whats in the frame changes considerably during the camera move, more stuff means more time and going from 36 seconds to 45 seconds isn’t out of the norm. You may find once it gets to say 100 frames the time plateaus and it doesn’t get any worse.

  • Steve Bentley

    April 21, 2018 at 6:51 pm in reply to: Rendering Time increases with every Frame

    If most of this is flat planes why the need for GI and AO?
    Back in the day we didn’t have the luxury of these one button miracles, so we had to light things properly. But even with the machines being a few magnitudes of order slower we were rendering faster because we didn’t use these processor heavy, er processes.
    Can you upload a still and we can suggest what you might change to speed things up?

    Also check that your cloth is indeed cached. Before I reread your post, telling you to pre cache your cloth was going to my first suggestion.

  • Steve Bentley

    April 20, 2018 at 10:28 pm in reply to: After effects has no importable streams???

    Is it possible the footage codecs used in the old projects are not allowed now? There are a bunch of discontinued codecs. A list was posted in the last two weeks on this forum.

  • Steve Bentley

    April 20, 2018 at 3:09 am in reply to: 3D particles

    The texture goes on the Boolean object. If the texture is just an image or color then the texture will stick to the surfaces and not change. If the texture is procedural (like mabel) or a 3D noise or grad, the it will change as you cut through the object – like revealing deeper layers in wood.
    If you want a different texture on the exposed cut end put one texture on the cutter object and one on the original object and none on the boolean.

  • Steve Bentley

    April 20, 2018 at 2:56 am in reply to: 3D particles
  • Steve Bentley

    April 20, 2018 at 2:55 am in reply to: 3D particles

    If you animate whats inside a boolean object and choose create single object in the bool attributes, then you can just animate the “cutter” object which will be invisible and then you should have your reveal.

  • Steve Bentley

    April 20, 2018 at 12:29 am in reply to: 3D particles

    Whats the shape? (or mesh)

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