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About bentraje

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    Cafe Samurai

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    Life in
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  • C4D Version
    20.059 Studio

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  1. RE: I want to set up passes where a specified objects primary rays are ommited from a render, but it still provides secondary rays to what is being rendered. Not sure if I understand. My assumption is that the "primary rays" mean camera rays and "secondary rays" are GI, AO, Reflection etc. In that case, just add a "Compositing Tag" and untick "Seen by Camera". If you are using a third party rendering plug-in, that will require other steps.
  2. I think the demonetization is temporary. Hopefully, it gets better in the coming months.
  3. Have you tried the Preferences>Interface>Insert/Paste New Object At parameters?
  4. bentraje


    @jed RE: "In programming you often need to loop output back to input. This is not allowed in XPresso, but can be done with user data." This was main problem in the previous project. I can't really do a: objA = Variable + objA because it has a weird behavior on a python tag or xpresso node. (i.e. cyclic performance since the python tag/xpresso node gets evaluated every draw) That monoflop node is really an eye opener to me.
  5. bentraje


    @jed Thanks for the file. Works as expected. The "writing to user data and reading it back" was certainly new to me. Thanks for pointing it out with the use of monoflop. Have a great day ahead!
  6. @Rectro Thanks for the suggestion. So, the performance on the 6M poly count on Cube (Sculpting SubD) vs Cube (Generator Subd) with the backface culling is negligible. Actually, the Cube (Generator Subd) is much worse since everytime I hit undo, it caches, which I am not sure why.
  7. Hi, On a Cube with 6 Million poly count, I am running on roughly 20 FPS. I was thinking by enabling backface culling would help be increase the performance. But it has little to no effect. Am I a missing a something?
  8. In R20+, if you go to the sculpt layout, there is a "Volume Mesh" command. This creates a new geometry from the existing object but redistributes the polygons equally. Well, at least more or less. It's not on quads though, but should be good enough for prototyping.
  9. bentraje


    Hi @jed Just played it. That was fun, specially when the object lights up when the ball hits. Just wondering, is there a way to have a counter on it? I was thinking of adding a scoreboard. So for every light up is a one point.
  10. RE: if it is possible to anchor/tether the last joint of the tentacle so I can move the first one around freely, I can't check the video. But based on the description above, yes you can. You just need to have an IK without the dynamics. If you wish to have both (with and without dynamics), you'll need to have three joint chain. One is the base. Two is with dynamics. Three is without. Then have the One parent constrained with the two and three. If you haven't done a set-up like that, try searching for IK and Switch.
  11. @Cairyn Thanks! Works as expected Yea, since the new theme, the code snippets are hard to read.
  12. @everfresh Just finished watching it. Incredible helpful. I really like the plasma cheat to simulate underwater lighting and using boole for the cross section. Hahaha
  13. @jed No worries. Will probably ask the plugincafe on this one. Anyhow, if you want some API stuff for modifying animation/keyframe. You can check this one: https://github.com/kattkieru/tradigitools/blob/master/README.md It jumps frames per API but it only works for frames but not necessarily by playhead.
  14. bentraje


    I didn't know that. Haha. Thanks for the heads up! @jed actually made a mini game also. Remember that character where you can control its movement in real time?
  15. Yes, yes @MikeA. That's what I was looking for I'm really looking forward to have the node editor API exposed so I can add it to a pipeline. RE: I'm just hoping it will be a point update for all R21 users - both perpetual and subscription If this is the case, I'm happy camper!

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