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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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    R17.055 Studio
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    Bloomington, IN
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  1. Transparency Kills Glow

    @westbam Yep, already started using this method in my film. Seems to work much better than the material glow.
  2. Viewport problem

    Go around what? The navigation getting "stuck"? I don't use the navigation enough to have any suggestions other than changing the navigation mode. Personally, I bought a 3D mouse from 3DConnection a few years ago and it completely changed how I navigate my scenes. It integrates into C4D (Tools > 3DConnection), and has three modes: Navigate, Fly, Move. "Navigate" utilizes the standard navigate mode. "Fly" pivots/moves around the virtual camera, which I pretty much just use to place cameras. "Move" actually moves the object, which is my preferred way to animate - excluding anything requiring really precise.
  3. Transparency Kills Glow

    Neat! I've wondered what the "Glow" effect was - as opposed to "material glow." I have other reasons for keeping a separate pass for my glow, but I'll keep this in mind for the future!
  4. Transparency Kills Glow

    I prefer the C4D glow over the effect in AE, so I make a second render of just the glow and matte any solid objects that might obscure it. Then I screen that over my main render in AE.
  5. Viewport problem

    In the viewport options, check "Cameras > Navigation." It looks like you're in "Camera mode," which pivots around the virtual camera. I believe that move and zoom are based on the distance of what the "camera" is looking at, so when you get in close, it goes kinda wonky. I pretty much only use "Object mode," which pivots around the selected object, and seems to move/zoom according to the size of the object.
  6. Fishing boat Scene

    Pretty cute. The slice of water is really neat to see. Throw a subdivide on that boat and you'll be in pretty good shape. :)
  7. TurbulenceFD object properties not show

    Sorry, I've never seen anything like that with R17. Any chance you upgraded to R18 since you last used TFD? My only thought is that Jawset updated something to work with the recent release of R19, and caused it to randomly break with R18. Any chance you saved an older build of TFD that you could try loading?
  8. I have not tried placing the textures within the folder that has my .c4d file, nor "Saving with assets." I've got about 70 scene files in my project and moving or making copies of my textures right now and having to relink everything is way too much work - far more work than occasionally clicking "reload" when an image doesn't appear in the viewport. I will test this out on my next project, however, just to see what would fix this issue. Still, this would completely defeat the point of setting a "texture path" in preferences. Being able to place all my texture images in one place has been incredibly convenient.
  9. Here's the thing... the texture link isn't broken. Everything looked fine in my project, but I clicked "Function > Reload all Textures" because I had never noticed that function before. It unexpectedly proceeded to "lose" the eyes and the hands on my model. Yet the texture files are still identified as loading correctly in the manager. I go into one material, reload the image, and they pop. I click "Function > Reload all Textures" again and nothing happens. I've switched to global file paths in the Texture Manager and I'll see if that does anything. And I'll try to pay attention to when / where this happens again (I stopped paying too much attention long ago).
  10. Yep, all are in the folder. I am almost positive that they all came from stock models, but I relinked everything long ago. I literally just click "reload image" so it shouldn't be a path issue. That kills me is the inconsistency. If it were the same image files, all the time, I'd figure it's something screwy with the file's format. If I weren't at the end of my project, I'd try resaving the images in a different format and see what happens when the files are saved by my own computer.
  11. I routinely open projects and have certain texture images not load (they appear solid black in the viewport). It's an easy fix - I just open the material, open the image, and click "reload" - but its also annoying to have to do it ALL THE TIME. Here's the thing, all my textures are in the same folder (a designated "texture path" folder) , and it's not even the same texture each time. Sometimes everything loads. Sometimes its multiple textures across multiple models that show up black. The moment I hit "reload" on one, they all appear correctly. Is there some setting I can change to fix this, or is this just an nuisance to be dealt with? Maybe fixed in a newer release of C4D?
  12. Keyframes

    @Sammy I am 99% certain that your object is in a layer and "Animate" is turned off for that layer. (Animate is the film strip icon labeled "A.") What's happening is you can move your object and add keyframes, but its position in the Viewport will not respond to keyframes (because animation is turned off), so it appears to be stuck in place wherever you placed it last. The keyframe dot next to your position turns solid yellow to indicate that there is a saved key at the current frame, but it's not the same value as is currently being displayed. Normally, this occurs when you are changing a keyframe: you move the object, it turns solid yellow, you hit record. Let me know if that's not it. I had a couple other ideas, but this seems to fit the behavior you're describing to a T.
  13. You got yourself into a real mess of a situation. I learned all this by trial and error, so hopefully someone else chimes in with a simpler solution. Here's what I've had to do in this situation, and what I do to prevent it from happening in the future: You need to return the rig to the original position that corresponds to the position your mesh is stuck in. Maybe you keyframed the original position, or have a copy of it in an old save. Worst case, you have to manually reposition the bones as best you can. To avoid losing your animation, make an extra keyframe at the end so that your default pose doesn't mess with the 400 frames you've already animated. Once your bones are back in their default place, TURN OFF THE SKIN OBJECT. The mesh should pop back to its original pose (and match the position of the bones!). Then, when you click "reset bind pose," rather than the mesh snapping back to its original state, it creates a new original state. It binds the current position of the bones with the current position of the mesh. When you turn the skin object back on, nothing should move. Now, when you move the rig, the mesh will properly move with it. Also, when you scroll back through your animation, it should be the same as before (or pretty close, depending whether you had to manually reposition all the bones). This is the same process to use if you decide you placed your joint in the wrong place. Turn off the skin. Move the bone. Click "Reset Bind Pose." Turn skin back on. Lastly, my trick for preventing this: I use "freeze transformation" on every bone once I have completed the rig. That way, the default position for every single joint is always 0 pos/rot. That gives me a built-in means to quickly and painlessly get my rig back to its original pose.
  14. Crazy long render times ?

    Absolutely. Often what you're looking for is a splash of color coming off a brightly-lit object. Just drop a light in the middle of the object, exclude the object itself, and you'll get that splash of color on the surrounding objects. The other big benefit from GI is softer shadows. You can achieve something similar by lowering the density of the shadows. For sunlight, I also make the shadows slightly blue, which gives it a color similar to what you get from GI and a blue sky. @CGIHercules Yeah, my film is 20,660 frames and I have a 133-day production timeline, so I had to average 155 frames of animation/rendering. 7 minutes a frame is 18 hours of rendering (not including test renders or fixes). That's why I went out and bought two additional (used) computers to achieve the same thing in roughly 6 hours. I track all my shots and render progress in spreadsheets so that I can stay on target. You can see where I took time off for a film festival and a work trip, and where I started burning the midnight oil to recover. :P
  15. Crazy long render times ?

    I'm finishing up an animated short film in HD and I've kept most of my film around 7 minutes per frame. Anything higher and I start chopping a scene into layers and compositing (this generally makes rendering faster, but causes less interaction between elements you've separated). I'm NOT using GI at all (and none of it looks half as nice as @Cerbera's stuff :P ). My shots with dust effects (Turbulence FD) can take upwards of 20 minutes a frame. Oh, and my entire film takes place at night, on a gravel road, surrounded by nothing but cornfields and stars (my attempt at an easy environment). And I still had to build a two-computer render farm to keep everything on track.