tbull

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About tbull

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  1. tbull added a post in a topic: Urgent! Hidden geometry...   

    I understand. Thanks! Great help! I found a half decent workaround though. I rendered out the pic with shadow-multipass, opened in Photoshop.
    Then I inverted the shadow pass, masked out everything exept the inside of the leg. And sat the blending mode to screen. The shadow-pass had some
    movement in it, so with making that bright, it worked kinda ok.

    Again; thanks guys!
  2. tbull added a post in a topic: Urgent! Hidden geometry...   

    Here's a pic.

  3. tbull added a post in a topic: Urgent! Hidden geometry...   

    Hi. I got this problem... In the render, there is some geometry that is blocking the inside of this leg.
    I've tried to unhide, search and everything, but I can't seem to remove the black plate hiding the inside.

    Does anyone got any help? This is kind of urgent...
    Table_leg.zip
  4. tbull added a post in a topic: Make sweep nurb have collision with spline dynamics   

    Ok, I think I figured it out. You can increase the "radius" in the propetis in the Spline Dynamics tag. The problem is that the spline starts to wiggle/shake the moment the Radius is bigger
    than 0.

    Is there any way to make a spline collide with a sweep nurb without shaking like a hoola-dancer? ;)
  5. tbull added a post in a topic: Make sweep nurb have collision with spline dynamics   

    Hi! I was wondering if there is any way to make a sweep nurb have collision on it?
    I want to make a rope, but the collision is only in the spline, so the rope get inside the collidor...

    Any easy way to fix this?

    Thanks!
  6. tbull added a post in a topic: Bake light into textures? (lightmapping)   

    Thank you very much! This helps a lot.
  7. tbull added a post in a topic: Bake light into textures? (lightmapping)   

    I was wondering if there is any way to bake the light into all the textures in Cinema 4D. This would certainly reduce the rendertime on static scenes!

    Here is what I mean;
    http://blogs.unity3d.com/2010/07/15/unity-3-feature-preview-beast-lightmapping/
  8. tbull added a post in a topic: After Effects compositing issue with multipass files   

    Its a bit hard to tell, since the image is so small that I can't really figure out what the different materials are... Do you have a bigger image?
    If you have used luminance-materials to get the white light, you could try to decrease the intensity. If you don't find a good solution, you can always
    mask the "refraction" layer in after effects or something ;)
  9. tbull added a post in a topic: Beginner guide to advanced multi-pass tutorial   

    Great! No prob! :D
  10. tbull added a post in a topic: Beginner guide to advanced multi-pass tutorial   

    Thank you! Cool! That could be a good way to get rid of all the textures. Thanks! And yeah, I think that was where I learned bout that trick.
  11. tbull added a post in a topic: Beginner guide to advanced multi-pass tutorial   

    Hi Blunt Pencil! First, I have to say that I'm actually quite new to Cinema, and opened the app for the first time 5 months ago. That said, I love this software, and have lived inside it since ;) I'll try answer as good as I can.

    Either way you render, things will get slower with AO, and (correct me if i'm wrong) I think it'll get even slower if you choose to render AO as a pass. That said, if you really need to render AO, you should do it as described in the tut. It'll take some time to do, but it'll spare you some good render time. The workaround doesn't necessairly take time. Just delete all the materials, make a null object, and parent everything in your scene to this null. Apply a luminance material onto that null object, and you're done. You don't have to apply the material to every single object in the scene (luckily).

    What do you mean with "full render"? Do you mean the background (flat) image? If you're going to render passes, Cinema both renders the bck image AND the passes, so yes, the render will take longer time compared to no passes. As I see it, this is actually a fundamental weakness in C4D. It has to render everything. Many people are angry at MAXON for this, and I'll hope one day they will fix this. I'm actually not sure if other 3D software do the same thing, but I bet not. ;)

    That said, if you have the render possibilities (and time), the multi-pass render could spare you many renders. Just render once and tweek in post, compared to render once, discover a fail, and have to render out a new one.

    Hope this answered your question.

    Haha! "Bra apps"... That's a secret :P
  12. tbull added a file in Rendering / Lighting   

    Beginners guide to advanced multi-pass render v
    The other day I wanted to learn how to use multi-pass renders in a more advanced way, but I couldn't find anything really useful (at least free) on the web, and thought I'd just make a tutorial myself! The result is a small, but hopefully useful tutorial about how to render multi-passes the best way.

    Hope you find it useful!
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  13. tbull added a post in a topic: Beginner guide to advanced multi-pass tutorial   

    Hey, thanks! Appreciate!
  14. tbull added a post in a topic: Beginner guide to advanced multi-pass tutorial   

    Hi! The other day I wanted to learn how to use multi-pass renders in a more advanced way, but I couldn't find anything really useful (at least free) on the web, and thought I'd just make a tutorial myself! The result is a small, but hopefully useful tutorial about how to render multi-passes the best way.

    Check out the post on my website, and give me some feedback

    Hope you find it useful! (you may also download the tutorial as a pdf on my site)
  15. tbull added a post in a topic: Multi-Passes to make complete image?   

    Hi! I was wondering if it's possible to render out a "complete" image with just setting up different multi-passes, not using the background image?
    What kind of filters and settings do I have to apply to do this?

    Is there a good advanced multi-pass tutorial out there? I really want to master this.