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Fritz

Maxon
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About Fritz

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Fritz
  • Last Name
    K
  • C4D Version
    R21
  • Website URL
    www.MAXON.net
  • Location
    Germany

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  1. Hallo DasFrodo, You can just drag the volumebuilder into the fiel list in the field force. It helps to either add a normalize layer in the volumebuilder or to normalize in the field list in the direction tab if you activate remapping. The default volume vectors are quite short. Regards Fritz
  2. I wouldn't either. Except you really really need the extra memory.
  3. Hi TreeW, I assume you exported the meshed volume to an alembic (so a polygon mesh), so backwards compatibility based on volumes not being in R19 should not be an issue. The alembic version might be newer in R20 and causes problems in R19. Is your memory really filled up or does he just claim you are out of memory ? Regards Fritz
  4. Effectors have an option called "visibility" which let's you control exactly that through any effector.
  5. Using the connect object offers options on how to merge different "Phong tag" settings. After that you can make it editable.
  6. Hi ToDo, I am afraid you will need to write a proper python plugin to be able to do that. As far as I know neither python tag nor python generator can implement the draw function. https://forums.cgsociety.org/t/a-few-python-generator-spline-primitives-wip/1551988/7 Here somebody explains how to write a python plugin. Regards Fritz
  7. Looks like you are missing a Phong tag.
  8. If you are on R19 SP2, try upgrading to SP3. There was a bug introduced with SP2 that had wrong results on the illustrator import if you had a "join spline" option on. Not sure what the exact name of the option was.
  9. Hi asiejenski, put a material on the first version and decrease voxelsize and I would say you are pretty close. You won't get the same, because Arnold is volume rendering the data, which none of the inbuild renderers support. You could try to add an SSS material which will come closer to the soft look of volume rendering. Regards Fritz
  10. Hi Visionlux, Yes. The freeze layer has several grow options and also a subfield to control the look of the grow. Regards Fritz
  11. Hi TimW, I am not sure, but I believe the statue is in the content library. Make sure you are on R19 SP2. There were some important fixes for detailing in that version. Nothing for your issue however. Regard Fritz
  12. Hi Tim, the detailing option can be a bit challenged with higher poly meshes. The issue here is, that the original mesh created my the breaking algorithm on the inside faces isn't very homogeneous in his tesselation. You can see that by turning off detailing and turning off the ngon Creation in the "object" tab. What would help is to reduce the "maximum edge length" in the detailing, but that increases complexity and it will take a while to compute. Even that will not fully solve the issue. Regards Fritz
  13. That is R19 SP2. Do you use the same version on your work computer? Can you post a simplified scene? I could then have a look on Monday if I can reproduce it.
  14. As soon as you render it, the displacer in emulation mode is turned off and what you see is just the material displacement. Are you maybe on 2 different versions? Material layering for the emulation mode was broken and I fixed it for R19 SP2.
  15. Hi carlosdivega, I can't reproduce the camera issues. It always renders the camera that is selected for all renderers (the quare in the object manager is white). If you don't have any camera selected it will render the top left view. For the hardware OpenGL renderer it is normal to render all the helping lines, but for Prorender it is not. Infact I would say it is impossible that ProRender does this and something seems to fail and it falls back to the hardware OpenGL renderer instead. No other renderer can display the handles and helping lines. Regards Fritz
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