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  3. @Cerbera That looks good to me! Thank you so much :) All I know is the borrowed edge method for concave corners so it's cool to see you doing something different with success. Thanks again, mate!
  4. Ah yes, these things can be tricky. We are working with a very low poly density here, which means we will probably need double control loops for adequate sectional isolation and we should not use the borrowed edge method around openings. Also we should solve the tri in the inset section. I did these things like so... We also need L3 SDS for this - L2 is not quite enough. Triangular_Inset Fix.c4d CBR
  5. Hello, I am having some issues beveling a model for subd. The first is a corner that includes an open face: The open face creates a nasty transition. The second is advice on how to terminate the bevel for a triangle that flows into a flat shape: My model is attached. Triangular_Inset.zip Thank you!
  6. Hey, guys! Just sharing a personal project I've been working on. Rendered in Redshift.
  7. Very nice work. Larry and Bruce in particular must be very pleased with their topology :) CBR
  8. Not sure why but the rest of the animals were too shy to appear today. Will try to talk to them...
  9. Been preparing this animal mockumentary scene the past few weeks. Here's some of the cast so far. Sebastian
  10. Your question doesn't really make sense. If you have an HDRI file like your reference pic, then wouldn't you just use that as a Skybox in Unity, which will light the scene based on the info in that image ? So I don't understand what you're trying to bake, or why... Don't know if this helps or not, but it is how you drive a skybox with an HDRI... CBR
  11. I wouldn't say useless. Your viewport is no doubt zipping along ! But yes, that is not used for rendering unless you are using a TPR. CBR
  12. Where did you get R14 from ? CBR
  13. This is a rookie question, I'm coming from Maya. My viewport scale, rotate, and move tools disappeared. How can I get those back. Thanks, Jarrod
  14. Alright Union I went through your file, so let's start from scratch here: 1. Draw a linear spline parallel to the floor. Just 2 points, start and end. Make your spline Bezier. Name this "Control Spline" 2. Duplicate that spline, choose the 2 vertices, right click subdivide.Choose again the new vertices and subdivide again and then one more time. 3. Choose all the vertices, go to Character/Convert/Spline to joints. 4. Name the root of this Chain Spline IK. 5. Take the first joint and apply a Spline IK. Use the end joint as the end and the CONTROL SPLINE with the 2 points, as your reference spline. 6. Now go inside the Spline IK tag and press Add & Create twice. No you have 2 handles that will control the curve of that spine. Essentially what they're controlling is the tangents of the bezier curve, 7. Zero out/Freeze the two nulls you created. Inside the tag of each null color them and shape them to taste. 8. Use protection tag on Translation/Scale and all rotation axis apart from P. 9. Now try out that spline curving, and go back inside the IK Spline menu to play with the distances. See my previous picture to pick on the ratio: Head to Tail controlling distance is almost 1/5. 10. Now it's time to create the head and tail joints. I think you know how to do that. Just parent them accordingly (use the image above) 11. Zero out everything 12. Don't bind your mesh until your joints are working as they should . Best VH
  15. Hey Max, so what you need to do is place a Sketch Style tag on your extruded text. Then make a material and use only the luminance channel. Pick your color for the Caps (in your image it's red) and place the material on the model. On the Selection tag of the material write "C1" (Front caps) On your 2nd material for the sides (in your picture it's white), choose another color in the luminance channel. Place it on the material and write in the selection tag "R1" That should do it Best VH
  16. Does anyone know what are differences of these nodes? Thanks,
  17. So, no GPU involvement. That’s a really sad moment in my life right now. I just got a computer with an RTX 2070 installed. I guess it's useless without 3rd party renderer.
  18. Hello. I've been searching forums for an answer, but the ones concerning ‘Bake Object’ or ‘Bake Texture’ doesn’t seem to include everything of the render, from the GI to the shadows. I’m sure I’m missing something. Simply, I’d like to bake the photorealism of this render, for import into Unity. Seems like it’d be a straightforward baking thing, but boy, I’m just striking out. Thanks for any and all help! Tom
  19. I would hope MAXON would take a more innovative philosophy to expand the power of all in one C4D. They have a great support for Adobe, but they aren't tied together (unless they are.. by some contract.. I don't know). In any case, it's a dream that probably won't ever come true. If you want nodal compositing, the options aren't great. I don't like what Blackmagic has done to Fusion... but I guess I should feel lucky standalone Fusion is still being developed at all.
  20. C4D Standard and Physical renderers are all CPU based. More CPU cores and speed will help render times.
  21. No worries Union, we'll help you get there. I m on the road right now, give me a couple of hours and we ll do this together
  22. Hi, Since I don’t use third party render engines as Vray, Octane, Arnold, Redshift and so on to render out my design I was wondering what component C4D uses to render my frames when I choose either Standard or Physical renderer, in terms of CPU and GPU. I’m asking this because I’ve tried to render on two different computers with two different CPUs and GPUs, one with a more powerful graphic card than the other but the cpu slightly identical. To my shock not much difference in rendering time between them. Why is that? Thank you.
  23. If that doesn't work for you for some reason, you could always create your camera moves in reverse, then render normally and reverse the sequence in AE.
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