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Messages - BigAl3D

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1
In C4D, I set this way fairly easily using a Mograph Cloner set to Object and dropped the Spline in the slot. Now this technique is using a spline that matches the curves of the tube thing. This might be clunky if you only have an existing mesh and not a sweep setup with a separate spline already. The other trick is to group two red objects and two green objects together. I feel this made it much simpler.

I believe this could also work if I selecting a loop of polygons along the middle of the tube, and used that to restrict where the clones go.

I'm not an expert with Scatter yet and for all I know, you're a Max user, but thought his may give you some ideas.

2
Well that looks better. Didn't see a lot of fixed or added items in the last build, so I didn't update. Plus is was only a couple of weeks between the two. Thanks.

3
[C4D] Bug Reporting / Many Cosmos Materials Still Too Glossy
« on: 2022-09-28, 01:17:42 »
Cinema 4D r25
Version • 9 (Daily Build Aug 30 2022)
Mac OS 12.5.1 Monterey


I know this has been report in the past, so not sure if this is still being worked on or what. I've been using quite a bit of their materials and many are still very glossy when imported into C4D.

This is one example: Plain_White_Sheer_2968708_16cm

4
Thank you all. That explains everything clearly.


5
Let's say I render a scene with a Noise Level of 5 and it goes for 25 passes before denoising and saving out. If I take that same scene an set it to 25 passes and 0 for the noise level, with I get the same render time and quality, or is the Noise Level setting intelligent and uses more rays only were necessary?

6
[C4D] Daily Builds / Re: v9 More Interactive Crashes
« on: 2022-09-24, 21:23:51 »
Of course, right after posting this, I was able to work on this scene extensively using the Interactive Viewport feature with only one crash the entire day. I'll take that as long as I remember to save often. I was also in a live Zoom call and sharing my screen so we could make changes as we went. That's what it's all about right there. I think my first foray into a realistic room scene is coming along nicely.

7
Well then a warm welcome is in order. I was picturing the baby version of Tom.

8
You know, this support forum reminds me of the early days of the internet. I was always blown away how I was able to find help or help someone else 12,000 miles away. So Corona was born in the Czech Republic, you are in the UK (making assumption from the accent ;-) and I'm in the U.S.

Love it.

9
And just like that, order has been restored in my universe. Thank you. Never really learned enough about the new Tone Mapping workflow.

10
I've been struggling with this for a while, but just do a quick fix with simple exposure. Now I need to try and match a real-world camera, but the camera settings like ISO, Shutter and F-stop don't seem to do anything. I'm guessing the workflow has changed, but can someone enlightenment me on enabling the actual camera settings please?

11
[C4D] Daily Builds / Re: GOBO LIGHTS
« on: 2022-09-20, 02:09:11 »
There are other threads on this topic, but I believe it is not possible with a Corona light object. You can, however, use a standard C4D light with a gobo effect. Not sure how much of a difference a Corona light vs. a C4D light give you.

12
Not sure what versions those E5s are, but the CPUs are probably not the issue. The old Trashcan Mac Pro had an E5-v2, but a slower version. I have a Windows rack box that has two E5-v4 and they still hold their own.

13
[C4D] Daily Builds / Re: v9 More Interactive Crashes
« on: 2022-09-19, 15:36:38 »
Good to know.

14
Looks like it's at the default of 2. OK, so after changing this to 8 and trying again, I got a new error. Something about the Scene Bounding Box Being Too Large. So I checked the scene scale. All good. Then I selected all objects and hit the letter O. This will zoom the view to include all objects in your current selection. Curiously, everything disappeared. Long story short, I repeated this process, but only selecting one group of objects at a time. Everything worked until I hit one object, the Main Walls, then everything disappeared again. Progress. I had modified this object the other day. So I selected all the point and hit Optimize. Now when I hit O, boom. Back to normal and I can see the objects again.

Now it renders again! Yahoo! Your tip got me in the right direction.

Now I need to learn more about the pixel size setting and, aside from RAM usage, why I would need to adjust it. Would it render faster? I know there is probably a loss of detail at some point.

15
[C4D] Daily Builds / v9 More Interactive Crashes
« on: 2022-09-16, 22:25:58 »
I don't have a crash report to send, but I've noticed v9 crashes more when using the Interactive Renderer or Viewport. I remember v8 seemed to be rid of most of the interactive crashes that the previous versions always had, at least for Mac users. I tend to use the Viewport version more as I like being able to click directly and select an object.

Curious if anyone else has noticed more crashes using the Interactive render options? I might go back to v8 and see if I am remembering things correctly.

2017 iMac Pro, 128 GB RAM, Radeon Pro Vega 64 16 GB
Montery 12.5.1
v9 latest daily build

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