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Hey, you need a renderfarm? If that's the case, make sure you check this topic for more info! 


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esmall last won the day on February 24 2017

esmall had the most liked content!

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    19.024 Studio
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    Mountain Biking and 3d Animation

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  1. Depth of Field problem

    Echoing Ninjad's assessment of Lens Blur, it is a hotmess. If you really need it, go ahead and use it. Another downfall of it, it is a single core effect. This means your entire comp will only render w 1 core of your computer, regardless of how many cores you have. Even if this effect is applied to 10 frames of a 1000 frame render, all 1000 frame will only render w 1 core. If you can spare the extra money, invest in Frischluft's Lenscare plugin. It does a GREAT job of applying DoF. This plugin does a very convincing job of blurring edges of high contrast/large distance objects. But yes, to get truly accurate blurring, you'd need to apply it in 3d at render time. Unfortunately, this limits the flexibility in post. There's always a tradeoff.
  2. if you have it rigged to your liking, you'll want to select all rig components and any mesh you want to make symmetrical, and go to Character > Mirror. You'll prob need to fiddle w the settings and/or watch some tuts on how to properly use this tool, but this is what you want. A symmetry object will duplicate what you have on the other side, so you won't be able to animate each side independently. Mirror function in the Character menu will duplicate the actual object(s), tag(s), weighting, etc.
  3. Depth of Field problem

    hmm, not sure what's up on your end, but I got it to work with the 2 images you provided. See my comp and screen shot of effect settings, see if something looks different to you.
  4. Alternative to the Tracer (a mighty fine suggestion) an interesting but little known function in the timeline might help you (if your object is freely keyframed in space): Select your object in the Dope Sheet (not position track), go to Functions (in timeline menu), and select the command Position Track to Spline. This will do what its name suggests and make a spline based on the object origin's movement through space. This would leave you to hand animate (or setup some xpresso) to animate the end/start growth of the sweep nurb. but hey, at least it'd give you an exact spline based on the object's path through space!
  5. thanks for the confirmation. I emailed them on Mar 3 regarding the issue, sent files/screenshots, etc. And I just followed up this morning. I figure if I continually follow up with MAXON, 1 of the following 2 sayings will become relevant: - the squeaky wheel gets the grease - the tallest blade of grass gets clipped first I hope for the former!!
  6. Has anyone experienced this issue and/or found a solution? In R19, when using any form of multipass, I end up with additional RGB and Alpha passes. I render as PNG with a straight alpha, therefore I do not need either of these passes. If rendering a "Regular Image" only, these passes are not generated. If rendering any additional multipasses, these passes are created, despite not being added as passes. See attached screenshots: The picture viewer is showing the appropriate passes: Background, Alpha (this is always shown in pic viewer, but never saved as an actual file w PNG images), Object Buffers 1 & 2, and Depth. In the finder, you can see the actual images generated: Background/beauty image, obj buff 1/2, depth, but also there are the unwanted rgb and alpha images. Am I missing a setting somewhere to disable this pass generation? Or is this a bug? This issue is plaguing my entire studio, so it's not just me. And I have seen posts on other forums asking about solutions. I've attached a c4d file that demonstrates this. Thanks in advance. extraPasses.c4d
  7. Rotate selected objects in Cloner

    I would use a Shader effector, then a material that uses a MoGraph Color Shader. In the attached file, I made a separate material and used the color shader in the alpha, so I could control colors in separate materials. But you could just as easily use a single material by defining the base cube color in the cloner itself, and the changing color in the Shader effector's Shading parameter, and put a MoGraph Color Shader in the color channel of the cube's material. The actual change in color is controlled by the width of the Shader falloff. cubeRotateColorChange - mograph.c4d
  8. Rotate selected objects in Cloner

    how about a plain effector set to rotation mode? See attached. cubeRotate - mograph.c4d
  9. not a problem. good luck! My workstation at work is a 2013 trashcan mac pro, 8 core, 3.0 ghz, amd fire 500 x2 32gb, cinebench scores around 1200. my studio is all mac presently, but I'm working on changing that. we recently upgraded an animator to a new PC w a i7-8700 CPU, GTX1080Ti, 1TB m.2 SSD. Its cinebench score was over 1400. My laptop is a 2017 17" HP Omen: i7-7700hq, 16gb ram, 1050Ti, 512gb m.2 SSD/1TB HDD. My fav part of the laptop, aside from being able upgrade RAM, HDD, and SSD: REMOVEABLE BATTERY!!!! (15" is not removable) Lastly, I have a desktop at home that I built to be a Hackintosh back in 2015. After almost 3 glorious years, I gave up and put Windows 10 on it, and have not looked back. Its older, i7-4930 (overclocked), 24gb ram, gtx960, 512gb ssd, but despite that, it still performs excellent. It still puts up ~1050 on cinebench
  10. So it looks like the XPS will offer cpu's as i5 8300, i7 8750, and i9 (not sure of model). Direct answer to your question: yes, the higher the number the better the performance, with caveats. The different levels of the Intel chips can be thought of this way: i3 - entry level - web browsing, maybe some word processing i5 - moderate user - word processing, spreadsheets, photo editing i7 - professional user - 3d animation, video editing i9 - ludacris mode (Spaceballs reference!) - for the 3d artist in a hurry Based on the numbers, the new i5's are competing on the same level as the i7's were a couple years ago. Someone with an actual ComSci background could probably give you more details as to WHAT is different and WHY the i7's (and subsequently, i9's) are better, but that is beyond my knowledge. Here's the specs of the known CPU options: i5 8300 - 4 cores, thread out to 8, at 2.3 ghz, boost to 4.0 ghz i7 8750 - 6 cores, thread out to 12, at 2.2 ghz boost to 4.1 ghz Boost speeds are essentially the CPU being overclocked on the fly. Caveats explained: So the i5 has SLIGHTLY higher frequency at base frequency, but this will only matter when performing single core operations (which is a fair amount of operations in C4D). However, this is such a minute difference, I would opt for the i7, as it gains you a slightly higher boosted speed, plus you get an additional 2 cores, that thread out to an additional 4 to help w render power. Regarding your GPU question: this only comes into play if you plan on using ProRender (which I'd advise against, it for now), or a 3rd party renderer such as Octane, Arnold, etc. True, the viewport in OpenGL mode uses the graphics card, but it will not remotely tax a the 1050Ti GPU. That being said, my laptop has a 1050Ti, and it works fine. Nothing spectacular, but it gets me by. I do not use it for 3d rendering, but I use its CUDA cores to make After Effects perform better. All this jibberish aside: the new Dell looks great. But, as with every hardware purchase, that's If you can justify its price. By all means, go for the upgraded CPU, if you can afford it. Do you work with C4D for a living? Or is it a hobby? Are you using the computer daily? How long are you hoping to have the laptop as your workhorse? When was the last time you bought a new piece of hardware? Have you gotten your investment out of your previous purchase(s)? The budget is a personal questions that can't be answered by a spec sheet. Thanks for that blog post spec sheet. It's good to have a written record. Most of my knowledge has been gleaned by the MAXON reps and industry experts over the years while talking shop at various conventions!
  11. Robot Face tips?

    I think some clever modeling, either with some extrudes to give the appearance of plates that make up the lips, or separate/discrete geometry. Either way, I think the pose morph would be your friend here. See the attached files. One would be a setup using a continuous mesh, the other would be using separate geometry. Both setups are using the posemorph tag. robotMouth.c4d robotMouth 2.c4d
  12. To echo Cerbera's comment, I would approaching this as a mechanical rig. Look up some tutorials on this topic (search for robotic rig, mechanical rig, etc. Another suggestion: go to a hardware store and pickup an actual SOSS hinge in order to appreciate the intricacies of such a hinge. Being able to put hands on such a piece of hardware will reveal a lot of the fine details. Or at the very least, find a good video of a hinge in action, and watch it frame by frame, forwards and backwards. E
  13. hey Bass, If you're using a built in render engine w C4D (Pro Render aside), you're talking about CPU power. The more cores and the greatest frequency will be your best bet, but you'll need to find a balance. If this is going to be your daily driver, bear in mind that the majority of tools in C4D are single core (exceptions existing, of course, such as the hair module which are threaded). For single core operations, you'll want to get the highest core frequency you can get, regardless of core count. However, when it comes to render times, core count will trump frequency. Unless you're planning on using Pro Render or a 3rd party renderer, the GPU doesn't make much difference (obviously other applications will differ; After Effects for example). I wouldn't go out of your way to get 64gb of ram. Ram will not improve render times or viewport performance. Both Physical and Standard renderers in C4D use the CPU, not even GPU. So make sure the CPU is where you're spending your money. If 64gb doesn't break the bank, go for it. Otherwise 32gb will be perfectly fine. (Personally, I have 16gb and I work just fine.) Looking at what's online, I see some PC laptops that are using the i7-8750 which would be a solid bet: 2.2ghz boost to 4.1 with 6 cores that thread out to 12. Personally I have a laptop w the i7-7700HQ (2.8 boost to 3.8 w 4 cores threading out to 8) that I bought about a year ago, and it works great. You are correct that a desktop is a better bet for rendering. However, with the availability of online render farms now a days, you can easily get away with a laptop as your daily driver. And you always have the option to hardwire some computers together to make a mini render farm.
  14. sounds like your xpresso setup is using Absolute nodes instead of Relative nodes, to reference the path of the object from which you're trying to create a trail Question for you: Why not just use the MoGraph Tracer object, then Sweet the Tracer? I think I've seen some Xpresso setups online to create trails from objects' paths, but usually those are done for people who don't have C4D Studio version (lacking MoGraph). **Edit** by Sweet the Tracer, of course, I mean, SWEEP the tracer
  15. to the best of my knowledge, the answer to your question is "no." And rightfully so in my opinion. Imagine how confusing that would become if you opened a file that had been setup that way a year from now! Or if someone else had to dissect your file. Having referenced or instance nodes in xpresso setups would get very confusing very quick. Like you said, I think your best bet is to create some user data as your "bridge" (that's a great term for it, by the way!) Whether you do it this way, or you figure out a way to create your instanced node, make sure your priorities are correct!! Tags are calculated left to right, top to bottom. Having them out of order will cause calculations to be computed out of order, leading to rig lag. You can always tweak the priorities in the Xpresso tag's Basic Properties if you run into issues.