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Showing content with the highest reputation on 01/23/2019 in all areas

  1. 1 point
    Yes, you simply scale the cloner - doesn't that work for you? :) Can I suggest you post completely separate topic for your second question? That way all members can benefit from discussion and it is always best to keep topics separate. Additionally, always attach a scene file if it can help describe what you are after..
  2. 1 point
    leaves me also a bit puzzled. from a financial aspect i welcome that move as a creative cloud subscriber. curious what the effect on development will be. not seen much innovation in adobe apps over the last couple of years.
  3. 1 point
    Perfect Split will get you closer. You'll still have to merge the new geometry, but it will cut your polys and make a new object of them, unlike Split command that will duplicate. https://cgtools.com/perfect-split/ e.
  4. 1 point
    Since CMYK/Pantone colors are meant for printing, where each color is layed down from separate plates, theoretically, you could approach this as a multi-pass composite. Basically, you would need 4 material ID passes representative of the CMYK spot colors, which you would use to place the corresponding colors in post, then layer up the other needed passes (shadows, AO, reflection, etc). But most package designs are complex, using gradients, text, and other graphics, which would make using material ID passes a PIA. That said, I would consider just converting those spot colors to HSV values. Make sure you render the object in neutral white light, then convert the render to CMYK in post and make careful color adjustments to get them as close as possible to the pantone reference.
  5. 1 point
    Hi Marian and to the cafe You can set snap settings per tool. To do that, select a tool you use (for example move tool), go to attribute manager mode and select modeling. There on the snap settings tab enable snapping and tool specific and check all modes you want to be active when you invoke move tool. Repeat for other tools. Then when you change tools and enable snap you will have specific snap settings enabled
  6. 1 point
    I have successfully rebuilt the character in R20 and gotten all the way to weight mapping without the weight tool losing its mind! I moved the model as safely as I could from R17 to R20: deleted everything except the mesh, including the weight tags; opened in R20; copied and pasted the mesh into a new file; then began building the character object. It was a very uneventful end to a frustrating 24 hours and a significant amount of work lost. Learning experience, I suppose.
  7. 1 point
    Something like this? https://www.dropbox.com/s/0dmvhlicctau75q/multilayered_psd_in_cloner.zip?dl=0
  8. 1 point
    Is there such a thing as mesh envy? I think I have it.
  9. 1 point
    Bit hard to tell from screen scrabs without a file but the backwards part may be because you have Minus 100 in your UV tag. Why it disappears is more tricky, but i would try without the generate alpha option first, if thats generating the alpha inverted it would knock out the image layer I think. Would have to have a scene file to investigate further, but thats my first thoughts based on screen grabs. Deck
  10. 1 point
    I might be misunderstanding the question -- but if you're wondering how geometry created by the XParticles generator can have collisions that result in realistic rotations, then I believe you're going to have to use the C4D Dynamics instead of the XParticles one: Put a C4D dynamics tag on the XParticles generator object. Then in the tag's Collision tab, change the Individual Elements parameter to "Top Level" Then you might have to change the Shape parameter too. Hope that helps! (And if anyone knows of a way for the XParticles Dynamics to do this -- please share!)

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