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DeCarlo last won the day on October 12

DeCarlo had the most liked content!

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About DeCarlo

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  • C4D Ver
    R17.055 Studio
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    Bloomington, IN
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  1. @katm Yes, definitely find out the top resolution of the festival equipment and render at that. TIFF files are superior, sure, but it's overkill unless you intend to do a lot of post processing. PNGs work fine if you're just assembling the image sequences, or even doing simple compositing in AE. Keep in mind that the biggest loss of quality you'll face (after resolution) is in the final compression. Adobe Media Encoder has a lot of presets that you can look through depending on the resolution you're going for. A lot of festivals take film submissions through Vimeo, so I stick with Vimeo's 1080p preset (just make sure that you set it to 2-pass, which can make a big difference over 1-pass). I've been to small festivals where they are running films off of a laptop, and inevitably someone submitted their film at a higher resolution or an abnormally high bitrate, and the laptop couldn't handle it - so "bigger is better" doesn't always work. Is this for a festival in NYC? I'm intending to submit my latest short film to a couple fests out there.
  2. Great series, @Rectro! I knew a lot of the mechanics, but the methodology of using multiple hair objects and as few guides as possible completely changed my process. Worlds of difference so far! Here's the initial build of the hair for my character: 8 objects, 26K hairs, x5 clones. Now that I've got the layers assembled, I can get to work on phase two: blending the layers, styling, trimming, refining the hair material, etc., etc.
  3. It's time for me to learn Hair. I toyed with it when it first came out, but never actually used it in a project. I've still got R17, and Hair is turning out to be rather complicated and frustrating. Are there any major updates to Hair in R18 or R19 that are going to make learning it significantly easier? I wanted to get one more project finished before making the big upgrade next summer, but I could try to make it happen sooner if it means learning faster.
  4. Team render seems to be really picky about file locations; just because you can access the file on your primary machine doesn't mean that Team Render can access and transfer them to the other machines. Is "\\Volumes..." a normal folder path on your Mac, or is that some sort of network/share drive? All of your texture files are Adobe Illustrator, which means that your client machines would also need Adobe Illustrator installed to be able to open those files (assuming the Team Render Client is even capable of loading .ai texture files). I'd highly recommend using a .jpg or .png version of the textures in your project, which will reduce the file size (every time you submit a team render job, your computer has to transfer all those files to each client machine, which can really slow things down).
  5. Are you using Xrefs? I turned off the visibility of an Xref object and it rendered fine on my main machine, but because the xref was set to not allow modification of "parameters," the "visible in renderer" parameter was resetting when sent to the team machines.
  6. Ah, sorry. Yeah, Octane looks like it's GPU renderer. I don't use it, so I have much less need for GPUs. Then you might want to explore Cinebench or forums where people compare video cards, because you might be able to find something that specifically handles Octane/C4D better than otherwise comparable cards.
  7. You should probably stick with a 6-core i7 for solid rendering capacity. I'm drooling over the i9s, but you're also talking about a huge jump in price. The value you get from a video card is entirely dependent on your work; GPUs are mostly used for navigating in the viewport, but hardly at all for rendering. You're probably going to see a major improvement over a laptop graphics card with any mid-range card for a desktop. I'd say stick with 32GB of the DDR4 memory. I always go with larger sticks (4x8GB rather than 8x4GB) so that you have space to grow if you decide it isn't enough.
  8. I got my last computer from CyberPowerPC, an online company that builds custom gaming machines (with a $2K budget, you're basically looking for a mid-range gaming rig). With them, you can just pick a machine in your price range, stick with all the default hardware, and you'll get something really solid. But you can also customize every little detail of the machine, whether you want to spend a little extra for a better graphics card, add more hard drive space, add internal fans, etc. That way you can cater your machine to the type of demands you have with your CG work. Their ordering system makes sure that everything you've selected is compatible. They build and test the machine for you, so you just have to open the box and plug it in. (I spent about $1600 for mine in 2012 and it has been a workhorse; I have frequently rendered for a week or two straight with no hardware issues.)
  9. My first short film

    I definitely understand the issue with his center of gravity. Had I actually figured out how to design the sound, it would have been apparent that he had magnetic feet - hence the walking on the wall and ceiling. But yeah, the way that the film turned out, I see how my intention of making him awkward/off-balance just came across as a lack of physical believability. Perhaps one day I will go back and figure out the sound. It's just funny how natural the "magnetic boot sound" seems, but that drawn-out "sshhhhunk" that gives the impression of the boot getting sucked to the floor doesn't actually exist, and was really hard to produce. I simply couldn't come up with anything using what I could find around the house, so I just left the film silent. (I did come up with a beautiful sound for his movement: the internal motor of a camera lens focusing. It was just too hard to "perform" his movements on a freakin lens and I gave up entirely.) Anyway, the project was mostly just a refresher course for me; I had taken an 8-month break in the middle of a larger production and I needed to be reminded how the whole CG process worked. :P
  10. Workflow tips for long sequences?

    Aha, I have not attempted to do multi-pass through the queue! I break scenes into layers and use takes, but I am just not doing that degree of compositing in my work right now.
  11. My Wip's & Finals

    @PrivatePolygon Ha! Sorry... I had too many windows open and didn't realize I was putting in the wrong place! :P
  12. Here's my first animated film, which I finished earlier this year. I needed a break from a longer project and threw this together in a couple weeks. I picked the simplest idea I could come up so that I could turn around a film in as short a time as possible. Enjoy!
  13. Dense fog/haze

    @TeamZissou I believe you're looking for the Environment Object, located in the scene category of objects (floor, sky, etc).
  14. Workflow tips for long sequences?

    Nope. I just confirmed that the queue will create the folder /$rs/ when I run a new job. What happens when you use tokens in the queue? Does it complain about the file path and reject the job? Are you trying to save to a location other than your primary computer (like a network drive)? I am running Windows 10, if maybe that has something to do with it.
  15. Introductions!

    Pretty cool, @everfresh! I've only played with the cell shader a couple of times and it seems like it takes a lot of skill to produce a nice aesthetic like you've got going on there.