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DeCarlo last won the day on May 25

DeCarlo had the most liked content!

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    R17.055 Studio
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    Bloomington, IN
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  1. My two render nodes are [seemingly] randomly stopping without any error message. The behavior and the actions I must take to re-initiate them is very inconsistent. Sometimes the status light turns green, but the node is actually still rendering. Sometimes it stops in the middle of a render job. Often, but not always, it will stop between jobs in the Render Queue. Sometimes, I can re-initiate the node by simply unchecking the node from the list of render machines, waiting a second, and rechecking it. When that doesn't work, I relaunch the client. And when that doesn't work, I "unverify" the machine and manually add it again via IP address (which has never failed to work). My two nodes ran for months without any issues like this. One is Win7 and one is Win10, so it is less likely that a system update broke them (unless the issue is actually my main computer). I have noticed that both are giving me an error at the very top of the client (TFD CUDAException in Core). This appears to reference the Turbulence FD plugin I have installed - but I'm not currently using in any of my Team Renders. I suppose I can delete the plugin from my nodes for now, but since I'm not using the plugin, I wasn't sure how likely this is the issue - especially since the machines are sometimes able to complete multiple render jobs without issue. Any suggestions would be much appreciated.
  2. Agreed, the best method is to attach the video as a texture on the object. My guess is that you just dropped the texture onto the object and it didn't automatically wrap correctly. For something like a screen, it is sometimes easiest just to do a front projection, restricted just to the polygons of the screen. Assuming you tried to use the "object buffer" of the external compositing tag, it isn't doing what you are wanting it to do. It is not generating a 3-dimensional object that you can place a texture onto in AFX. It is simply creating a matte where the object is visible - which is useful for a whole slew of things, but not what you're wanting to do.
  3. Team Render R17 connection issue

    I'm confused what's going on here. Team Render Server is designed to run on a separate machine (i.e. not one that is running C4D or the render client), and it solely operates to serve render jobs to a whole bunch of render nodes. If you've only got two machines, there's no point in running Team Render Server because you'd only be rendering on one. You should just be running regular C4D on your workstation, and Team Render Client on the second computer.
  4. Networking Mac to PC

    Why are you moving files around manually? Team Render automatically transmits rendered frames from the render nodes back to the primary machine, saving all your frames in a single location.
  5. It looks like you've broken the tangents and zeroed them out. If you click "Auto Tangent" (right of the three ease settings) you can regenerate the default tangents.
  6. Complicated Surface Geometry?

    The first one could be created with a displacement map. This is just a simple plane:
  7. Rather than using a light in an emitter, and doing some crazy motion blur, a tracer object can create splines along the path of your particles. If you put the tracer into in a sweep object, you'll get little tubes that work as shooting sparks. With some tweaking, I'm sure this could look pretty awesome.
  8. Depth of Field problem

    You need to render your cubes with no background and an alpha channel. What's happening is that AE is blurring your black background, which sucks the neighboring pixels of your cube into the background - causing that unnatural halo from all the cubes - even the ones that are supposed to be in-focus. The filter simply isn't smart enough to exclude foreground pixels from blurring into your background pixels. Below, I keyed out the black background of your render (and the white background of the blur map) to approximate what this would look like if it had been rendered with alpha. This still has errors in it where the cubes overlap, but it is much closer to a blur performed at render. Blurring in post is fairly easy as long as you are able to split your scene into layers. For example, if I have a character in focus and the background is 100% blurred, I absolutely render them separately and blur in post. I do the same thing if I have an out-of-focus foreground object. If a character is in-focus and the background needs true depth blurring, I render the character layer without DoF and the background layer with DoF - just to save on render time (especially if the character needs other effects, like motion blur).
  9. Bug? Extrude object keeps resetting?

    Oh wow. I see what you mean now that I have closed and reopened the scene. The problem isn't the extrude. It's the spline wrap. It is a child of the text, but it is moving your text to the location of the circle spline, which also moves its parent object. There's some axis priority conflicts going on. By making the spline wrap a sibling of the text, rather than a child, it stopped "snapping" back when reopened. I suspect you shouldn't be nestling all these generators and deformers the way that you are. Once you commit the text spline, if should behave much better.
  10. Bug? Extrude object keeps resetting?

    The position of your extrude object has a keyframe at frame 0. My guess is that this was an accident. What I suspect is happening is that you are moving the extrude object to where you want it, but don't keyframe the change, so the moment you change frames, it "snaps" back to the position recorded in frame 0.
  11. Bounding Box assist?

    If you want to see the intersection in perspective viewport, you can check "X-ray" in the "Basic" options for a simple cube. This makes it semi-transparent, and will be obvious when geometry of the model you are working on passes through the box. I would also suggest assigning a layer to the bounding box and locking the layer. This prevents you from selecting the box when you are trying to click and edit the objects in side the box.
  12. Cloner Anchor Point?

    This was recently discussed in another thread: The solution I provided was not quite capable of filling one row after another, but I recall another suggestion in there that included using the falloff of an effector that, when positioned at a slight angle, would fill clones down a row before filling the next row.
  13. Animating Camera along a curvy path

    In the "Align to Spline" tag, you have "Tangential" checked. This makes the object traveling along the spline rotate with the curve of the spline. If you uncheck that, it will only affect the position of the camera. You can then animate the rotation of the camera, or, as Bezo suggested, use a target tag to have it point at another object.
  14. You can add a "range mapper" node to Xpresso, which allows you to map min/max input to min/max outputs. New Node > XPresso > Calculate > Range Mapper.
  15. Animated Camera Zoom

    Probably not an issue IRL since in-shot zooms went out of style in the 80s. I don't watch a ton of films, but I can't think of any examples of 20-second, telephoto to wide-angle zooms. Drones are all the rage right now, which expand upon the fixed focal-length of traditional dolly or crane shots.