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  • C4D Ver
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  1. Hello I'm in the early stages of a project that involves matching old photographs of terrain and urban environments shot from the air against newly shot aerial plates of the same geographical areas. The idea is that the old photos should seamlessly, where possible, fit in on top of the modern-day aerial shot. I can very easily take the old photo and lay it on top of a freeze frame of the new video plate but I would like to try and leave the footage of the new plate playing without a freeze frame while the old photo animates on and tracks to the footage illustrating old and new. I would also like to take things further and have the details of the old photo feel like they are in 3D space by using the old 2.5D projection mapping technique, obviously only where the speed of motion of the modern aerial and the geometry within the old photo allows for the rotation around and extension around the individual elements of the photograph. Hopefully the above describes the problem. In the past I have tracked stills to footage and on other projects created 2.5d animation of a still using the camera calibrator but I have never attempted a fusion of both techniques and there are very obvious obstacles in the way but I thought perhaps someone on here may have successfully completed similar projects in the past or have some thoughts on how to achieve the effect. Although the modern day aerial and the old archive photo have been recorded on very different equipment with very different camera/lens settings the modern day aerial has been shot in an attempt to match the perspective of the old photo so I think there should be a solution within C4d that helps me calibrate the projection mapped geometry of the old photo into the modern camera move. I am willing to accept that a perfect solution does not exist and perhaps some math might be the answer but it would be great to hear any other thoughts on this. Thanks J
  2. Thanks Voytech, i'll take a look at it when i'm back at the office tomorrow. J
  3. Yo! Is there a MoGraph effector that will adjust the position of clones while simultaneously swapping their material? I have a small box cloned over a plane object, it's 10 boxes wide x and y and only 1 box high... it's a simple plane of clones. I can use a falloff to adjust the y position of the clones. The falloff effector is animated across the length of the plane of clones and the clones ripple up and down on the y axis as the falloff effector passes through them, as expected. That much is simple. As the effector passes through each clone I would like the material to change; not just the colour but i'd like to swap one custom material for another. So as the effector moves across the plane the material change ramps across the whole plane of clones as well. I can see options within various effectors that allow colour to be changed but I can't see how two custom materials can be changed and how that change can be driven by the movement of the falloff effector. Does this make sense to anyone and is their a solution? J
  4. Thanks for your responses guys. Cerbera, Yeah I think the keys in the top of the two images look different and much flatter compared to the bottom, they look like a flat image texture that has been wrapped, kinda badly, round the horse model. Like you say, the neck looks a bit mushed up. The nonexistent topology of the logotype is definitely the big challenge here. Though after posting yesterday I messed around a little bit more with the project and discovered a couple of things which, typically I have never noticed, or needed to notice, before. I found in the Extrude Object properties that there is an option to 'Create a Single Object' which helpfully gets me round the trickiness if connecting the separate mesh parts produced by the Extrusion. Just noticing that one checkbox is a big help and I can't believe I missed it up till now. With that box checked I changed the polygons to Quadrangles and then noticed another checkbox below that had been hiding in plain sight.. 'Regular Grid'. With that option checked I am starting to get a bit closer to consistent topology. I've attached an image of where I've got to with placing clones on the letter 's'. There is obviously a few snagging points but I am optimistic that a bit of number crunching on subdivision numbers will get me closer. I'm using the vertex mode for distributing the clones so I can eliminate any rogue or inconsistently placed clones by setting a selection with the appropriated vertices deselected. Abyss, if all of the above does not offer up a tidy result then I'm definitely gonna try out that UV technique. That's a great shout! J
  5. Hey, I am looking to emulate the effect shown in the attached image. I would like to take a grid of cloned keyboard keys (with their own individual textures) and wrap the grid neatly and consistently around a logotype spline that has been extruded. The logotype features curved characters with round geometry, the letters s, e, o etc. The original logotype splines naturally feature more vertex detail on those curved areas and no additional geometry on the cap ends so when it comes to selecting a cloner distribution option none of the modes really produce evenly placed clones around the body of the text. I've been looking for alternative methods that might offer what I am after. I think there might be a solution in using UV maps but i'm not too experienced in using them. Has anybody created anything similar to what I am trying to do? J