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DonnyFuture

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    38
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3 Noble Beginner

About DonnyFuture

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    donny
  • Last Name
    future

Cinema 4D Information

  • C4D Version
    20.059 Studio
  1. Thanks for your reply. I can't really show exactly what Im working on, but I've attached a quick example of something similar. It's much more complicated than this, but in simple terms there'll be projectors covering the walls and ceiling and I need to make everything Im making flow seamlessly across both. I think what I need is simply a UV map of the space to put inside AE? But I suck at UVing and it's not working like I hoped. Sorry if it's vague, but Im trying not to overcomplicate what Im trying to say! Thanks again for any help!
  2. Hey folks! Im doing a job that has quite a complicated 20-or-so projector set up. the content Im designing will be projected across multiple walls and onto the ceilings. My CD really wants to have a seamless border between the walls and ceiling (as much as possible), and Im not quite getting it to work right. Is there a 'proper' workflow for mapping everything across the walls and ceilings? I've got a 3d model of the space, but the room isn't really a square its more of a parallelogram. So the edges are not necessarily at 90 degrees. Im making all of the assets inside C4D and doing the comp in AE. I appreciate any help! Cheers.
  3. Thanks for the quick reply! I'll check that out when Im back at work tomorrow!
  4. Hey peeps, So Im looking to make a fairly simple XP system with an emitter shooting particles in a straight line and a Trails generator 'sweeping' the emitted particles. Thats the easy bit. The problem Im having is that I'd like an object to pass through the trails making them move out of it's way. The XP collider tag works with the particles but not the trails. The object moves straight through the trails, which I understand but I'd like them to react to the object the way the particles do. Is this doable? Surely a simple thing Im not thinking about right? Many thanks knowledgable ones! D- Im on XP 4.0.0.535 and C4D R19
  5. I didn't even notice the like feature, D'oh! I definitely think that's everything, its a damn site more than I was expecting! For the last time, thanks a million CBR.
  6. I think I need to buy you dinner now. ;-) I'll get stuck into that all when I get home tonight, but it all seems to make sense looking through it. Thanks again, I'll repost back when I get something nice looking!
  7. Ha, you hope it helps? Im a bit speechless to be honest, I really appreciate you explaining it and not just doing it. I'll get stuck into that when I get home tonight. Thanks a ton CBR.
  8. Hey, The glass wasn’t initially that thin but it was producing odd refractions and this seemed to solve it. It is by no means intentional or a space age attempt!! But you’re right I’ll make it thicker and find the real culprit, cheers. The bottle I’m trying to model is the kilchoman machir bay whisky. I’ve attached an image of the weird thing on the neck I’m trying to get right. I’m not sure which way it has to go, but it is an important detail I wanna get right. And to be honest I don’t know how to do it traditionally, cutting or extruding circles on geometry has always been tricky for me without using messy booles. I appreciate the help, Cheers!
  9. Cerbera, you're an absolute saint. Thanks. I just modelled it with the Lathe object, which has worked pretty well until now. Would you suggest box modelling instead? Im looking to do more of these in the future, so looking for the best workflow going forward. Again, thank you. Kilchoman Parametric.c4d
  10. Hey all! I've been modelling a whisky bottle that has got a tricky little part on the neck. I started playing with R20s new volume modelling tools that were working great, but the problem lies with trying to get the mesh smooth, it looks like it really needs a phong tag (which doesnt work btw)! When I try to use the smooth layer it completely ruins the bottle, I presume its because of the thin walled geometry. I've attached the scene if anybody would like to take a look... I'll be rendering this with Redshift, if that makes any difference. Thanks in advance y'all! Kilchoman bottle R20.rar
  11. Can I try and bump this? I've still not figured out how to render a pass without the Sketch and Toon lines. Anyone? :-)
  12. Hey, So Im running TR across 5 machines (iMacs) connected thru our SAN (3TB free atm), and Im rendering an image sequence to the centralised storage that all nodes have fast access to. Im getting errors on the iMacs telling me they are running out of disk space, and I can see the available disk space going down and down. It seems as though they are rendering their frames locally, although the path is definitely to our shared storage. Does TR save the frames locally then move them over to the SAN? It all seems a bit odd to me, never noticed this before... Cheers!
  13. Hey all, Im working on a sketch and toon job that needs composited in AE, so I've been rendering out multi passes for depth, AO, S&T lines, etc. I just can't seem to get a pass without the S&T lines. I must be doing something daft because in my render settings I've got Depth, Ambient Occlusion, Post Effects and RGBA image selected. Also in S&T multiples settings I have Separate Depth, Separate Alpha, Split line types and Outline all checked. But what I basically get is an AO pass, a S&T lines pass on Alpha, and a combined pass with all the effects on it. There's no pass without any of the above. My workaround so far is to switch them all off and render a pass without any effects and then one with, but that seems to defeat the purpose of a multipass render! Its gotta be super simple, anyone help me out?! Cheers.
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