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About JBlack

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    Cafe Ronin

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  1. Hi all. Earlier I had a problem where the frame range I had selected to render was not was actually rendering. TLDR? go straight to the Bottom of Post For e.g. this Animation was 6601 frames long and in the Output settings I was selecting for render frames 825 to 6601. However when I hit render in the picture viewer or via the render queue it was trying to render frames 1031 to 8225. I'm like "WTH i don't even have that many frames". I tried a bunch of things, then search google and the Cafe for answers. I found some archive posts but no one had the solution. Or at least it wasn't the same problem. then I figured it out. So i thought for Archive purposes I would share the solution to my problem. My project uses GSG's City Generator and its Project Setting (Not Output Settings) called for 24 Frames Per Seconds. But A Rigged and animated character I built and then merged into the scene created with GSG City Gen was created and set at 30 FPS. This meant that my output settings had 30 FPS and the Project settings had 24 FPS. I simply Changed the Project settings to 30 FPS and problem was solved. I Probably could have changed the output settings to 24 FPS instead (But I prefer 30, esp if there's much motion or fast motion) Sadly though it meant two things: It meant that the 824 frames I had already rendered had to be tossed into the Recycle bin (Other wise the characters speed would have changed when I stitched all the 24 FPS frames with the later rendered 30 FPS Frames in After effects or Premiere etc. Its not too bad as this is about one nights render time @ about 1 min to 1.2 mins per frame. the down side is on an animation this long I will now have to render around 8250 frames or something instead of 6601 Oh Well them's the breaks. Hopefully its worth it in the end Hope This Helps TLDR: Make sure both your Project settings and Output Settings match. if they are different i.e. one is 24 FPS and the other 30FPS you will get strange things happening with the Rendering of a frame range.
  2. same issue. I have always (for many, many years) always assumed it was something i was doing wrong. Glad to see im not alone. However I cant find a fix anywhere. For testing purposes I just used Standard render with no AA (to make a fast test to compare). I rendered out 500 frames with 33% Decay and 500 frames with 100% Decay. Observed absolutely no difference. However, in the view port it definitely makes a difference. just not in the render. I cant believe more people don't notice this and comment about it. If I do manage to figure it our I will return and post about it /me sighs
  3. or....perhaps I have hit the up or down arrows while that panel was active, perhaps after hitting Tab for something too. I often have multiple programs running at once, but sharing the screen, i sometimes get muddled as to which is in focus, and.. yeh, things can go wrong lol.
  4. oooh, ok cool. Thank you for telling me what it is. I searched help file for it and found what it does. Turns out, it may well be very useful for what I am doing right now. but I struggled to figure how to Toggle it on and off. I am using R19 right now and I found it in the right-hand panel's options that are displayed after clicking on the "live selection" tool. It's in the Dropdown menu of "Mode" It now says "Normal" instead of "Soft Selection" So, Thank you so much Cerbera. It must have a hotkey attached to it, and I have accidental hit that hotkey (happens all the time to me). Because while I often change the "Only Select Visible Elements" setting. I have never touched anything else. (Except Size lol).
  5. Just working on a project (Its junk, but for learning) I'm using Sub Div Surf on a ship hull. Earlier, I could just select polygons in polygon mode or points in point mode, and it was fine. but I apear to have hit a hotkey for a setting that turns on some kind of highlighting. it seems like it should be for disability enhancement or something to aid people with low vision ability or something. I don't like it, it's making it harder to see what I am selecting. Does anyone know how to get rid of it? Thank you :D Below is both a Screenshot and a Video Screen Grab THANK YOU!!!
  6. OK, its not exactly what im after but I have discovered you can view the Wave Form of a track within the KeyFrame Timeline. The Dope Sheet looking one. not the NLE looking one on the viewport (wish you could put it there as well)(Perhaps that would be a good new feature in the futures). Viewing the Wave Form within the timelines, sould, in theory, make keying easier. Im having a crack at it right now :D
  7. Because I made the song myself, I can render separate audio tracks for each instrument in my Audio Workshop. I might try doing that, then use the Sound effector along with the Color Shader or colourizer (i don't remember which). But ill have to nut that out a little. I've only worked with those shaders a couple of times. So I'm not sure what effect that will have or how well it will work. but while I'm waiting for any potential responses to my request for help, ill try to see if I can get a good result with that method.
  8. Hello everyone. I'm currently working on a project that aims to make/control flashing lights (in this case just fluoro tubes) to the beat of the music. Sound Effector is out because it's just not sharp enough. there's too much "Noise" I also need more precise control. So, For me, with my knowledge, I have had to try to use keyframes. Boy, that means a helluva lotta keying :/ I could use the Beat Shader if it went above 200 BPM, but it does not. The song is 125 BPM so for double time flashing I could have used 250BPM, X4 = 500BPM, and so on. Then just switch that material or object on and off as required. If I was more skilled in Programming, scripting and formulas I could probably make my own kind of beat shader. But I can not do that. I do not have the knowledge. So, can anyone help me out by thinking (or knowing) of a better, more efficient way? Here is a demo of what I have done so far, Its very basic, just a proof of concept type thing. If I have to stick with keyframes, the only thing I would do differently now uses the Luminance intensity at 0% or 100% to switch on and off. Instead, I actually used the enabled switch in the Basic Tab. I can not add Tangents to those keys to ease in and out. With the basic tab its just on and off. Either way, I'm really hoping there's a better way to do this. Oh, I own R16, but also have regular access to C4D R19 on a friends machine (maybe R20 by Xmas :D) Anyway Here is the Demo video:
  9. Thank you for your efforts there Emir. m just looking now
  10. I probably should have added ion this discussion that I have made a glass material before that when global illumination was switched on for rendering would self-illuminate. but I can't remember how I used to do that. It's likely that I used a glass preset from the library and then added a luminance channel. I think there were some glass presets that were transparent in some other method from the regular transparency channel. perhaps it was this that allowed a self-illuminating glass. Or maybe I dreamed it and just think its part of reality. lol. I actually do that sometimes. lol.
  11. Would you believe I have not stopped researching this since I made the OP above? I have not figured out how to do this material (let alone animate it in sync with audio). I am actually starting to think it will require a plugin. It could be using the Formula Effector (in which case I am Stumped and Stuffed). The only other workaround (but I'm pretty certain it won't work very well) is to create an image in photoshop and somehow animate it with keying and mograph cloner/sound effector
  12. I'm not 100% sure if this feature is new and exclusive to R19 or not. But, how do I first make this material? then, how can I animate it with sound? Actually, scratch the last bit. I'm familiar with Mograph effectors. Slowly getting there with expresso. After being able to make the material, I will probably have to come back and ask for help with the expresso part. So here is a screenshot of the material I am trying to recreate. This screenshot is a video grab. It is from a tutorial floating around, but it makes no mention of this material. it just uses it as a demo/mograph in the tute. So if anyone can tell me how I might make a material that can place a hexagon within a hexagon object. I've been tinkering all morning. Ive got some interesting results. however, none are what im looking for :D Thank you in advance and I can't wait to hear your suggestions :D
  13. Yes I got that while trying to make the comparisons. I was sure I used to make self-illuminating materials that way before. but clearly, I did not :/
  14. Edit: I made a mistake. Moderator (kiwi Hi) Please Delete

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