Forum Replies Created

  • Tom Schmidt

    September 24, 2024 at 11:58 pm in reply to: Shader effector to make corn crop

    Thank you! And thank you for QT for the how to! It totally makes sense now.

    But here’s an added detail: how do I get the clones to conform to the DEM displacement on the ‘ground’ in the earlier project file I sent? I’m building farm land, and the terrain is a little hilly.

  • Tom Schmidt

    September 24, 2024 at 10:27 am in reply to: Shader effector to make corn crop

    Hi.

    Thanks for this. I really appreciate it.

    However, what I’m looking for is that clones are only visible where the white of the shader image is so that the fields of corn have the shape of the white parts of the shader image.

  • Tom Schmidt

    April 18, 2017 at 11:24 am in reply to: pyrocluster puff as asteroid dust cloud

    Thanks Adam.

    That seems to work for position, but not the rotation. The cloud moves with the position of the null I’m using for this test, but not for the rotation. Maybe I lack a click?

    Here’s the project if you want to reference it.

    Thanks!

    11271_mographmatrixpyroclusterv2.c4d.zip

  • Tom Schmidt

    April 18, 2017 at 1:33 am in reply to: pyrocluster puff as asteroid dust cloud

    Hi Adam.

    Thanks for the help, and it seems like it should work.

    I’m doing something wrong, I’m sure. I dropped the pyrocluster material on the MoGraph matrix, but there’s no joy in Mudville.

    I seem to be puff-less.

    Suggestions?

    11265_matrixpyrocluster.c4d.zip

  • Tom Schmidt

    August 27, 2008 at 12:46 pm in reply to: can’t remove 3:2 pulldown

    Found a MUCH easier solution:

    Take the 59.94 footage into a 23.976 comp.

    Presto. No pulldown.

    When all is said, done and After Effected, render it back out at 59.94.

  • Tom Schmidt

    August 14, 2008 at 9:44 pm in reply to: churning water around a sinking ship

    I ended up using a combination of the proximal shader combined with noise as a layer in the displacement channel, as well as a variation of it added as a bump to give the water some extra texture. I then added some misty pyrocluster attached to C4Ds basic particle emitter to simulate spray.

    With all the camera motion I’m using, it works. It won’t hold up to scrutiny if the camera’s locked down, but that’s not the dynamics of the shot, thank goodness.

  • Tom Schmidt

    December 8, 2006 at 12:46 pm in reply to: R9 vs R10, plus a question

    Ok, I’ve tried what was suggested, and it worked for the rotation, scale & position tracks.

    However, it didn’t work for tag animation, like visibility. I’d built an animation in R9, with objects dissolving in using a transition from 0 to 100% visiblity. In R9, I could just select the animtated tags in Object Manager, and they would show in the Timeline. (with ‘link to object manager’)

    Man, this is a wee annoying, these little things that were great workflow helpers in R9, that don’t have the same simple functionality in R10.

  • Tom Schmidt

    December 8, 2006 at 12:33 pm in reply to: R9 vs R10, plus a question

    Thanks Adam, as always, for your help.

    And yes, I wish this, and a few other things, worked like they did in R9.

    Change is good, as long as it makes sense.

  • Tom Schmidt

    November 28, 2006 at 12:27 pm in reply to: recursive folders in content browser

    I definitely will, Adam. It’s one of those little features that you don’t miss until you don’t have it.

    Thanks.

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