RenderStorm Farm for Cinema 4D
RenderStorm Farm for Cinema 4D


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About ion

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  1. Here's one other way to get a spline - looking like the picture I've used a tracer to trace a b-spline onto the points of a sphere with a random effector set to point mode. put a Spherify deformer under the tracer.
  2. HI, Those splotches look like they are from the caustics, from what I remember, haven't used them in a while. the controls in the lights you are casting photons with and the material both have controls for the caustic "look" the material controls especially the Radius and Samples has a big effect on the look, from single light spots to smooth washes of light depending on the settings. I remember it took a lot of testing to get the best results. But if you turn the strength up and the other lights turned off while testing, it's easier to see what the caustics are doing.
  3. Is this the result you are trying to get? I think it might be not enough segments in the cube geometry. if there's just the six polygons of the cube it's not going to bend well.
  4. Hi, you just had extra connections, but the right idea. It works fine with just these connections the range mapper will keep the output under 100% as you have set it, you could have the y an arbitrary height movement and range map that to 0 - 100%, too. Or any other range you choose for the output.
  5. Hi, There are two additional controls with the bat wing one for the bendiness of the wing and one to rotate the wing tip front and back. the wing controller gets rotated also for wing bend up & down, and is what you want for moving the wing up and down. if you jiggle the wing around you can see that's it is bendy - more bendy with Dynamics Strength down low.
  6. Yes now I see, the first set of controls.
  7. Is there a reason that every group is inside a cloner? there doesn't seem to be any clones that I can see? That is one on the reasons you might be having trouble with this set up. here's a quick test - works just like you thought out of cloner - I added a math node for adjustable offset height. basis-staafdiagrammen_02.c4d
  8. I watched the video and I'm not sure exactly how he did the eight thing. But if you load the color including the variations into the Shader effector it works in a similar way.
  9. I think it's too small an image to render that close - it looks fine zoomed a bit out rendering at the original size
  10. Hi, I think that maybe you're seeing the Texture Preview Size in action. The viewport uses the preview size set in the Editor tab of the Material. Hmm just saw that the renders are blurry too. Might try turning the Sampling to None from MIP, that's help me sometimes with blurry textures in the render. I just found out you can drag an image off the desktop right onto a plane, and you get instant material. That's nice.
  11. well you can see here what I am talking about, the cap clearly is disconnected in the 1st pict, then with Connect Object in 2nd it lines up to the end. Might help out if you have to have the ends exact.
  12. catnap, I think what you are seeing is the end-caps floating around a bit as the sweep travels along the spline. The caps are not truly connected on the Sweep. You can try dropping the Sweep into a Connect Object and fiddle with the settings, Tolerance 2cm Phong Mode Highest, it works on all but one corner for me.
  13. Hi, If you want to keep the edges at 90° just delete the points around the corners. The only problem is the last 2 point are too close in the x direction to make a clean bevel. I slightly moved them to clean that up. there needs to be enough space between corners that the sweep won't overlap at the bevel. Sweeping 90° always seems to end up screwy some how, in this case less points seems to work well. 90 degree sweep nurbs 02.c4d
  14. Hi, You could also use a Spherify deformer in a null of discs that way you can rotate each null and slide the discs around the surface of a larger sphere. you can resize the disc too for adjustment. logo start.c4d
  15. If you key frame the Intensity at the start the light works the old way.