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Everything posted by Doughaddy

  1. Sounds very promising... would you mind showing me how you do that? Here's the two layers I'm using. Thanks very much! https://drive.google.com/file/d/15P96Tnc7te0PxhguwyxCtc2vxX6OZViW/view?usp=sharing
  2. I tried that using front and back, but I also need to bake the material so that I can export it as a DAE ... but I don't see any way to bake both front and back. One of them gets discarded... arg.
  3. I'm pretty sure that's doable with a DAE export. Lots of limitations with that... I'll give it a try tho!
  4. Thanks Vertex, I tried that but nothing doing. Same issue: http://www.vrtuous.com/tools/loader/0dce1ae80c34406f54cfb8848f634e6e/
  5. One other observation is that this does sort of happen in C4D too, but I'm not sure if it's related. When you select the lower layer in C4D in point mode and pan away from the objects, the farther out you go the more of the lower layer can be seen through the upper layer. 3 layers attached... https://drive.google.com/file/d/1ZTEAWxGKupBH-v7jIK9XWLh3cvJ_GyjL/view?usp=sharing
  6. Hey there, I'm having a strange problem. I have a topography that I've duplicated and offset by a small distance. The material for the top is satellite imagery, and the material for the bottom is a brown colour. I then "Connect objects and delete" the two layers. In C4D the result looks fine but when I export as a collada (dae 1.4) for web, it's doing weird things. The farther away I get from the combined object the more the top and bottom get overlapped -- I mean the bottom material shows through the top more and more. Here are two screenshots so you can see what I mean. I've tried optimising the layers before and after combining them. I've tried moving them apart a bit more... nothing doing yet. I'd really appreciate some help from a pro! Thanks.
  7. Hey all, stumped again here so thanks in advance to anyone who can get me on the right path. I'm exporting models from C4D as DAE 1.4 files and uploading those to an online model viewer. The problem is that some of the objects are are only keeping their textures on one side and from the other side of the object they look transparent. I've tried aligning normals and that didn't help. I tried reversing normals and that just flips it around so that the other side becomes transparent. So the squidillion dollar question: What do I do to make sure both sides of all my layers are showing up? Thanks again for taking the time. test.c4d test.dae
  8. Thanks Kiwi, finally figured out that the tool to use wasn't the "phong break selection" under the select menu but the "break phong shading" under the edge mode menu. Saved by Kiwi again! Cheers!
  9. Thanks Kiwi... in the end I need to export these for web as a DAE and the two objects need to be a single layer (there are a bunch of similar layers, too). But I just can't figure out how to apply the phong to just the topo and not the pit. The pit has to be quite geometric looking but the topo should be smooth -- the phong works great for it but not the pit. Ideally I could apply the phong to the topo and then make the topo and pit a single object and the phong would carry over only to the topo parts of the new joined/single object.
  10. Thanks... I've tried that but I don't see how to get to the point of two different phong settings. The connect object seems to just use the settings from whichever object is on top. I'll attach an example here and hopefully someone can show me how to how to different phong settings on one single object. One thing that seemed to be working was to put my "topo" layer in the Connect "object" field... that looks right until you make it editable. Thanks in advance! Phong-test.c4d
  11. Hi all, question for you about phongs: I have two objects that I want to connect (IE connect and delete) but one has a phong and the other should not have one (need to maintain the angles). When I try connecting them they end up sharing a phong which won't work. How can I connect these but maintain the shape of each? Thanks!
  12. Tola, are you just asking how to import the voice track to your c4d file? If so, there are a couple ways of doing it, none of which are particularly obvious. The one I use most often is to select an object to "attach" your sound to (can be anything, even a cube), then open the dope sheet (shift + f3), then click on create > add special track > sound. Next in the attributes panel for the sound... Click on the three dots next to "sound" to navigate to your sound and attach it. The rest of the options are pretty straightforward.
  13. Just a note to anyone else having trouble with the size of meshes created with atom array... I've found it's much better to turn the plane into an editable object, then select all edges and perform and "edges to spline" function, then sweep the splines. Final size is about 1/5th. Big difference if you're export to a file like DAE for web use. Thanks for the help guys... D.
  14. Hey Caliburn, thanks for that... it does a great job except that my final goal is to export as a DAE object and when I do that the spline doesn't show... I guess because it's not really an object? (Can't export splines to DAE?? -- not sure!) Thanks for any further thoughts!
  15. Cerebra, thanks for the thoughts... unfortunately this project is not for render but for export to DAE so I don't think sketch and toon would do it. I fear what I'm looking for would be the domain of some other software. Thanks though!
  16. Hey there, I'm creating some DAE exports of topography and other mining infrastructure for viewing on a website. Some of the items become quite heavy when created in C4D such as mesh created with Atom array. I'd love to find a way to create it more like a vector type shape, like this: https://corebox.net/properties/patterson-lake-south Note how the mesh is not really a 3D object but more of a vector object... same with the distance scales. Any idea if this can be done (or similar) using C4D? Thanks!
  17. I can't seem to find the answer for this on the forum... I'm trying to create a boundary with a sweep spline but the corners are all wrong. Looks like the corners are inverted for some reason, and this is the best I've been able to get them to look. I'll attach the screenshot as well as the sweep and hopefully someone can get me on track. Am I using the wrong tool, or the right tool the wrong way? Thanks! test.c4d
  18. Thanks for the tips Cerbera, will give that a try. Cheers!
  19. Hey there... I use quite a bit of satellite imagery and I'm finding I've hit a brick wall in improving the look of the imagery from Google Earth. I use DEM to download the imagery and topography, but I'm a bit lost how to use displacement, dump and normal maps to improve the look of these. Which would you recommend working with to get more subtle nuances in the satellite imagery? Any tutorials you would recommend? Or simple rules of thumb? I'll attach a screenshot of the kind of image I'm talking about. Thanks! Doug.
  20. 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!
  21. 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?
  22. 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!
  23. 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
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