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Boomba

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About Boomba

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Michael
  • Last Name
    Fischbeck
  • C4D Version
    20.057 Studio
  • CPU/GPU
    Threadripper 3970 / RTX 2080 Ti

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  1. So an architect gave me a 3D file of a building, and I need to have it "grow" on top of footage I am going to shoot the location of with a drone. The issue is that the site is not completely flat, so the model is not flat either, meaning the bottom of the model does not sit flat on the ground (there's a basement and some side rampds and things that take the geography of the land into account). But for the purposes of my footage composite, however, I DO want to have it be flat. What I want to do is have the main support beams grow from the ground up, then some floors appear, and gradually over 3-4 seconds the whole building sort of "grows" in place. I originally figured I would use a Boole to hide any parts below "ground level" like the basement and such, but the model is rather complex, and the boole just chokes, and I have a pretty good machine I just built. So is there some way to more or less create a "clipping mask" from a plane, so that anything below that plane will not render, and I can just have things more or less animate up on the Y axis to look like they are building the building? Thanks for any help - Mike
  2. My material is a transparent PSD with the color set to use that and the alpha also set to use that
  3. @DasFrodo I can't seem to get that to work. I turned off OBJECT SHADING in the render settings, and my material is a transparent label that renders OK without Sketch and Toon. Is there anything else I should be doing? thanks
  4. Hi there, I want to model a simple cartoon test tube/science beeker, with the gradation hash marks/mL numbers on it. Is there a way to be able to use the sketch and toon material, but still have it be transparent so you will see the marks and the "mL" on the side, but if you fill the tube you can still see the liquid? thanks for any help.
  5. Thanks guys, I ended up just building it myself, which is not my strong suit but it was good practice. thanks!
  6. Hi there, my client wants a car to be animated with a wireframe look, and the meshes of the car models I am finding are very dense. the reduce polygon tool isn't really working great. is there any other way to get a dense mesh to look more like a uniform grid look? (attached) Aside from building one from scratch which I don't have the time for. thanks!
  7. so in your setup the 2080 is doing the interface? I would think you'd do it the other way, I'd think the 1060 can handle the screen, no? and the 2080 would be a faster renderer? or do you notice the 2080 is smoother when working?
  8. @Rectro do you find the one 2080ti is enough to meet your needs? I may start with one card and then add if needed
  9. thanks for the replies guys! @DasFrodo is there a setting in c4d to split graphics cards (ie half of one does rendering and OS, the other 1 does full rendering?)
  10. no, I made a grid of pegs then added a random effector, so they were not spaced mathematically. You also have more slots for them to fall into than I did, which likely helped keep them from bunching up at the sides when they hit the invisible side walls I put to keep them from rolling everywhere.
  11. so let's say my company is building me a new machine for C4D/After Effects. We are going with the 32 Core Threadripper AMD just announced and 64GB RAM, but undecided on the video card. What are your thoughts on a GPU for C4D? I am coming from the old Mac Trashcan, so I never had the Nvidia option and everything will be an upgrade. I see the RTX Titan has 24GB of RAM. I was thinking of getting 2 RTX 2080 Ti (11GB RAM each) I have not used Redshift yet, but now that I will be able to have a GPU renderer, I am excited about the idea, but don't know whether there are any speed advantages to splitting the workload between cards or not? I hear SLI-linking the 2 cards is not worth it anymore? Any help would be appreciated, I am a total PC newb, this will be my first. Thanks
  12. not off topic at all, that's what I made originally! unfortunately it doesn't really seem to work that way. The balls tend to pile up on the edges too, although I guess maybe if you make the thing crazy wide it could work. But I also need to be able to somewhat control which slits the balls fall into.
  13. Hi there, I have a bunch of pingpong balls falling, and when I used the hdri studio from GSG with the seemless floor turned on, I get nice soft shadows on the ground and you really only see them when the balls are about 3 -4 inches above the ground, which is what I want. But I want to composite these balls onto a white background in After Effects, so I turned off the floor in the studio rig, and just made a plane with the shadow catcher shader applied. This is fine and works except the shadows appear the whole time, so if the balls are falling from 10 feet up you see the shadows on the ground way before they hit. What would be the best way to mimic the "soft shadows when close to the floor" look I was getting? thanks for any tips. -Mike
  14. Thanks guys. I did I version of @daddycoull 's suggestion, and I think I can sell it. @Asd your method sounds interesting, but I would need to find a tutorial that was pretty close to what I want to do I think for me to figure it out in time. I can't quite imagine how the balls would all fall into their slots in order so that one that needs to get lower in a slot won't be stuck on top of another once they are all jumbled up. Also I'd like it to look fairly natural, not like they all decide to sort themselves at the end. As always, you guys rock, thanks for taking the time to help those less knowledgeable than yourselves!

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