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DasFrodo last won the day on May 12

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About DasFrodo

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    Cafe Samurai

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    BW, Germany
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    AMD Ryzen 2700x, GTX 1070

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  1. I think the reason MAXON hasn't bothered with these modules for a long time is X-Particles. At least when it comes to fluid / particle / fire / smoke simulation that is completely covered by X-Particles and I don't think they could even come close to the functionality that it provides. That said, yes, Dynamics could use some love. Especially the Soft Bodies are horribly hard to control and work with.
  2. For some reason all these images still look fake as all hell. I don't know what it is about ProRender, but I haven't seen a single Artwork yet that doesn't have this high gloss super fake early 2000s CGI look. It's a shame. But sure, great to have an alternative as Blender User that is also free.
  3. Man you're doing these things at a speed...
  4. Yeah something is definitely wrong. I just added a single X-Particles Emitter to my scene and the OctaneObject Tag on it and I definitely have the submenu. Smells like a bug.
  5. Why don't you just attach the scene file?
  6. Z-Depth can be used for different kinds of effects that rely on the depth information. These include but are not limited to DoF (what you already know) and fog effects for example. When you want to add your DoF in Post with Z-Depth you DO NOT use DoF in your final renders. The entire point with Post DoF is that you don't have to invest the additional rendertime to do it properly in the render. It does have it's limitations and does not look as good as "real" DoF, but in many scenes it works just fine. EDIT: You import the Z-Depth into After Effects and apply the Camera Blur effect on your main footage. Then you use the Z-Depth as "Mask".
  7. You could try just inverting the normals in C4D before export.
  8. Since what you're seeing here is just the "beginning" of the light (which is the brightest point since it's the closest to the light source) there's not much you can do apart from not using a light that is as tighly focued as this spotlight.
  9. You have to enable 32bit rendering in the Render Settings (save menu) if you want "correct" overexposure. Otherwise C4D will just clamp the results which is why your ridiculously high values don't make a difference. With 8Bit it renders with a much, much lower dynamic range internally, similiar to the difference between working on a JPG and a RAW file in Photoshop. EDIT: And as Cerbera said: you need to use Physical for this. Every other form of Motion Blur in C4D is "fake" as it is done as a Post-Effect, not during rendertime. Sphere with Luminance Material 100% brightness, bottom is a visible pointlight, 100% brightness. 1 second shutter speed, 100 ISO. 8Bit Exakt same settings but with 32Bit If you want to get this effect to look really good you need to add the Tonemapping Post-Effect Sample file attached. Motionblur_Glow.c4d
  10. Bloom is the Keyword you're looking for.
  11. I don't think Mograph works for this, at least not in the current setup you have. You could use a Displacer. File attached. For "Intensity" adjust the "Height" setting in the Displacer. Scale.c4d
  12. Your scene is way, way too small. Look how small that hand is! It's barely over 1mm on one axis. Once I used the scale project tool (x100) the hand rendered like this: Always try to keep your scenes to reasonable or real-life dimensions.
  13. You can't change the project frame range for every take, but you can create a unique render setting with different beginning- and endframes for each take you want to have.
  14. You sure that this is GI flicker? I would say this could also be just overlapping polygons. As far as I can tell the ENTIRE surface flickers, doesn't look like GI blotches.
  15. DasFrodo

    Xp Cache

    Welp, I can't open the file unfortunately. I guess you're using a Demo or something?
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