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    R18.041 Studio
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    Vancouver, Canada

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  1. Newbie Question: Polygon transparency

    Thanks again!
  2. Newbie Question: Polygon transparency

    Awesome, thanks to you both for your help & guidance. Another way I just figured out which seems to achieve the same effect is to select the "circle" and split those polygons into a new object and then animate the visibility of that object. Does that seem like a viable solution as well? Thanks!
  3. Newbie Question: Polygon transparency

    Haha, I know to you that all sounds simple, but I'm confused by a lot of what you say. When you say "create two materials" do you mean two of the same satellite image materials? When you say "apply one with transparency" what does that mean? What/where is the transparency? When you say, "dropping the material on top of it" -- on top of what? Sorry, I hope you'll take the time to explain because it sounds promising! But isn't there just a simple way to animate the transparency of some polygons?
  4. Newbie Question: Polygon transparency

    Hey Twizzle, thanks but I don't think you uploaded the right file. Or if you did I don't see any difference. Just in case I didn't say it well, I've created a polygon tag selection, and it's those polygons I'm hoping to make transparent. Here's a screen shot of the polys I'm talking about: Thanks!
  5. Hi! I'm having a newbie of a time trying to figure out how to fade out (to transparency) just a selection of polygons from a topography. If anyone could help me figure it out... I'd be so grateful. I'll attach a test scene with a polygon selection tag. I just want to be able to animate the visibility of the polygons so that I can reveal an opening in the earth. If you can think of a more elegant way to "reveal" what's beneath the earth that would be even better. Maybe this is a bit clumsy? Thanks! Polyvisibility.zip
  6. 360 photo to 3D texture

    Hey here's a problem solving issue that I can't find a solution to. A client has a bunch of 360 photos (4096 x 2048) and we're making models of the areas. I can grab textures using DEM Earth but I want to use the photos they are providing because the resolution is much better. Can anyone think of a way to reverse engineer a 360 photo back into a texture? Thanks!
  7. Mountain Contours

    Got it now, thanks! EJ's knife trick works great. Just what I was looking for... Thanks a bunch!
  8. Mountain Contours

    Thanks for the reply... I'm not sure I understand the solution proposed but would it be able to create something along the lines of this (IE like sweeped splines):
  9. Mountain Contours

    Hey C4D gurus, I'm hoping someone can help with the creation of mountain contours. I've seen this discussed elsewhere but it's not quite what I'm looking for. Here's the other video, which uses sketch and toon to create mountain contours: Very cool but not quite what I want to do... I need to have contours with no background because I'll be showing where the metals (gold, copper, etc.) lie, in addition to models of tunnels, etc. within the mountain model. Was thinking I could intersect some planes with the mountain model and where the intersection occurs that would become one of the contours, but I can 't think of how to do that. Any help would be highly appreciated! Thanks!
  10. Create splines from csv data

    Hey that looks fantastic! Can't wait to hear more! How many beers did it take? :-)
  11. Hey there, I'm looking for some Xpresso help, if anyone is interested, with a smallish budget. I want to be able to import a CSV file into C4D and create a series of splines from it. The file is the coordinates of drill holes for mineral exploration projects. The end product should be two sets of splines: One for the drill holes and one for the mineralization down each hole (IE gold or silver, etc). The mineralization runs along the drill hole, but only where it occurs, which is defined by the "grade" of the mineral down the hole. To achieve this, we have a csv spreadsheet with a bunch of data including: hole name, hole location (X, Y, Z data), length of the hole, azimuth of the hole and dip of the hole. Also in a another sheet are the mineral grades along the hole, usually as a percent grade or parts per million (PPM). The grade is shown along the hole in segments, such as From 0 metres to 1 metre, from 1 metre to 2 metres, etc. Also used is a mineral cut off grade, so that no mineral below a certain grade is included. As such, the mineralization along the hole is usually intermittent. Hopefully this is enough info to interest someone smarter than I! In the end I will use the splines to extrude then into 3D drill holes and mineralization along the drill holes. I'll attach a sample spreadsheet. Thank you. Drill Data.xlsx
  12. Hey there, I'm not sure if this is a noob question. I'm working on a project which is basically a flythrough of an underground mining operation. I've been rendering scenes for a few days and suddenly the scenes are rendering off quite jittery. I've imported the sequences into both AE and Premiere to test and it's the same in both locations. Other sequences from a few days ago are fine, so I'm not sure what's up... Using standard renderer. Here's a link to the offending clip. If I can provide any more info, please let me know. Thanks in advance. A couple other notes to add: This was rendered using team render. Four macs (mac book, 2 x imac and 1 mac pro) The drill holes that glow are splines extruded with a sweep and haven't been made editable. Could it be that the scene is too heavy? Excuse the garish glow... have to tone that down! Cheers.
  13. Angled steps question

    Thanks, I'll give it a try! I appreciate your sage help!
  14. Angled steps question

    Thanks Westbam here's an image... note how the walls are sloped or angled.
  15. Angled steps question

    Thanks 3DKiwi & poodles, looks great but what I mean is that the steps have to be angled inward, so horizontal, then more like 110 degrees instead of 90 degrees. Also, in the end each level would be quite unique as it is actually going to be huge piles of rock sitting in a valley. So I would create each level as a unique spline shape... Sorry for leaving out those details--just trying to keep the explanation simple ;-)