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Fritz

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About Fritz

  • Birthday June 25

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    www.MAXON.net

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  • First Name
    Fritz
  • Last Name
    K
  • C4D Ver
    R20.026 Studio
  • Location
    Germany

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  1. Looks like you are missing a Phong tag.
  2. Fritz

    Spline isn't giving holes on Extrude

    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.
  3. Fritz

    Volume and Field

    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
  4. Fritz

    Volumes bug

    Hi janheylen, I might have found what happened to your installation. Did you by chance click "Set as Default..." in the "Edit" menu of the attribute manager? We just found out that this breaks all newly created Volume Builders by showing exactly your reported behaviour. This can be fixed by going to "Window -> Content Browser (Shift + F8) -> Presets -> Defaults" and delete the Volume Builder from that list. Regards Fritz
  5. Hi Visionlux, Yes. The freeze layer has several grow options and also a subfield to control the look of the grow. Regards Fritz
  6. Fritz

    Volumes bug

    Hi bezo, the Volume Builder is supposed to allow external objects to be dragged into the list. That is not the issue here because it also causes problems with having the objects childed. We could figure out what the problem is and what exactly broke, but we could not yet find out how this state was achieved. Regards Fritz
  7. Fritz

    Volumes bug

    Hi janheylen, we had a few customers now with this issue and we are currently investigating the reproduction steps. We are very sorry that you are experiencing these problems and I hope your reinstall will let you work as intended. Somehow you managed to bring the Volume Builder into a state where barely anything about the objects list works anymore and this sequentially allows actions inside that list that were not supposed to be possible. These unfortunately can lead to crashes. The only solution I have right now is to create a new Volume Builder, because this broken state is saved within the cinema file and cannot be recovered. I have some questions that might help us get to the root of the issue: Did every Volume Builder you created have this issue (before you reinstalled)? Did you install any R20 or try to install any R19 pluigns? Is anything about your installation customized, like layouts from previous versions? Do you have any idea how you could have brought the Volume Builder into that state or did it just happen with normal actions like adding objects, rearranging them or changing settings? Regards Fritz
  8. Hi @3D-Pangel We are aware of the issue and in contact with Nvidia (affects only Quadro drivers). My suggestion would be to roll back to <391.xx version (started there) or use the "g_threadedRedraw=false" as startparameter for cinema. The startparameter will however cost some performance, but resolves the issue. Your solution was as far as I know not known yet, so I will add the info to the bug report. Are you certain it resolves the issue? Regards Fritz
  9. 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
  10. 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
  11. 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.
  12. 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.
  13. Fritz

    C4D R19 OpenCL not rendering camera view

    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
  14. Fritz

    Material Editor Vs. Octane

    Hi Fauntail, If you are using a third party renderer, your contact with the inbuild materials might be very slim. Areas where I would think it is still useful: Shader Effector / Displace deformer With these you can sample shaders and materials in the scene and it is often useful to do this through a material (with texture tag), so you can better control the projection of the shader. For many cases however it is enough to use the "Custom Shader" slot directly. Non Photorealistic Rendering / Flexibility While most 3rd party renderers are great at photorealistic results with global illumination, they don't shine as bright with non photorealistic effects like what the inbuild Sketch&Toon tools can do. In general, if you want flexibility in your output and not only the nice photorealistic shiny balls, standard & physical can be better then many other renderers. Always the right tool for the job and sometimes this tool is one of the inbuild renderers. If you are only doing for example photorealistic product shots, this might not be important for you. Regards Fritz
  15. Hi smoresahoy, you can have the cloner set to "Blend" in the "Clones" setting and clone one light with 0% intensity and one with 100% intensity. With the shader effector you can load a texturetag (don't think octane textures work, so a dummy cinema texture would work) or a shader directly to control the blending. For that you need to increase the "Modify Clone" setting in the "Parameter" tab of the shader effector. This lets you control the blending of the clones between the one with 0% intensity and 100% intensity. Regards Fritz

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