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Vizn

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    http://caseyhawley.wixsite.com/vzm3d/interiors

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  • First Name
    Casey
  • Last Name
    Hawley
  • C4D Ver
    R17.055 Studio
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    Phoenix-AZ, USA
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    3D - Games (Witcher Series, Diablo Series, Hearthstone, HoTS, Half-Life Series, DOOM Series) - Movies/TV (Animation, Dark Comedy, Sci-Fi, Fantasy, Anime, Documentary) - Music (eclectic - from extreme styles to reggae/dub to classical) - Semi-Healthy Lifestyle ;-) - Collector (Comics, Concert Posters, Music, Game Art)

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  1. Reset xForm ?

    Doesn't the FFD 'Fit To Parent' take it's orientation from the object axis, not the bounding box? The boot appears to be aligned to the world axis, so connecting it to a new object would work to reset the axis. Otherwise, he could probably just have used axis mode to zero out the HPB.
  2. Adaptive UV mesh

    Pretty sure that's a no. You can sort of get this with projection mapping, but only if you manipulate mesh points instead of scaling since the projection will scale with the model.
  3. Hello Cafe! Putting some feelers out.. I work for an award winning architecture and design studio in the USA and we are looking to outsource 20-30 renderings for an airport RFP. It's quite a lot for our 2 designers as these things typically have shortened turnarounds, so we're looking for possibly a rendering studio or team of artists in order to keep things consistent and efficient. A studio that uses Cinema 4D and VRayForC4D would be ideal. However, under normal circumstances we wouldn't necessarily need access to the design files, so the only requirement for rendering is the ability to do photo-realism at a professional level at or above typical for the ArchVis industry. If you are part of a studio, know of one to recommend, or are part of a professional collective with ArchVis experience, please send me a PM with website links. Thank you!
  4. I found that if Layers is marked off during export, I could at least re-arrange (move to front or back) the groups in Illustrator so it looks correct. It makes two groups for each object: one for the lines and one for the surface. So use a marquee/rectangle select method in Illustrator to make sure you're grabbing both before sending to back/front. This was made even easier when I simplified the pallete objects into 3 objects (top, mid, btm) If you're making a stack of these, you might consider exporting each separately to make fixing up easier, then combine them all into one AI file. Pallet5.ai
  5. That is the project scale setting. Check that you have the unit you desire set in Cinema's prefs.
  6. Windows 10 Networkin

    Hello! Not sure if you got this sorted, but I think you aren't able to set the network type because it's being shown as Unidentified..meaning it has no configuration info and thus isn't fully functioning. Here is a very clear walkthrough about how to set up a direct LAN connection between two computers. https://techwiser.com/how-to-connect-pc-to-pc-lan-cable/ The important things here are: on each computer, the 'Default Gateway' points to the other computer; set the DNS to 8.8.8.8; network discovery and file sharing is on; you have set specific folders or drives to be shared.
  7. Did you check the export prefs? There is an option for Z Order, so perhaps that will solve things for ya. Utilizing layers to 'stack' the objects in the order you want may also help.
  8. The normal map appears to be seamless. You could make a longer map if you must have it at 1 tile, but since the map is seamless it's easier to just tile the projection. If you want it to tile perfectly (as close to square as possible), calculate R x 3.14 / H and put that in the Tiles U field.
  9. You could spawn a second Objects list and set the filter so it only shows the object you want to see and dock it above the first. Be sure to save the layout as start up layout if you want to use it like this every time.
  10. Auto create points at intersections? Maybe a script can do it, but not the tools directly AFAIK. One option is to simply add points as close to the intersections as possible on both splines, connect them as one object, delete the extraneous points and join the intersecting points, as @joolsd suggested. You might also consider drawing your splines in AI since you are familiar with the tools there, then import them into C4D.
  11. I opened your scene in r17.055 and the mapping looks fine for what you have set. It does not appear like your example image, so something strange is happening. I could not test your original scene as it was missing the hdr files, so I dropped it into a new scene and copied your render settings. Perhaps try that.
  12. I meant for the 10x10, but I'm not exactly sure, which is why I posed it as a question. ;) Just noticed you provided the scene. The cubes are overlapping. I am 99.9% sure that is the cause of the glitching. Try making the floor cube in a manner that will tile in your clone array without overlapping. Making the cube size a nice whole/round number could help with that.
  13. Animated displacement map? Another possibility would be to make the 10x10 a single hollow volume, so all of the bevel detail is on the outside. Maybe it's already built that way, but if you have 10x10 separate cubes snapped face to face, that could be the source of the glitching.
  14. The most immediate fix that pops into my head is to create a separate wall object to hide where it glitches. Keep it out of the boole and place it very close to, but not touching, where the boole is.
  15. Randomize Scale of Instances

    Just wanted to offer another technique for full control of instance placement specifically using a Cloner. Create a plane with 1x1 segments and make editable. Delete 3 of the 4 points. Set the Cloner to Object mode, turn on Render Instances, and set the plane object as the target with Distribution to Vertex. Attach a Random Effector for a bit of rotation and scale shifting. Now you can select the single vertex of the plane object and Cmd/Ctrl drag it to duplicate for another clone! I like this method because it keeps my object list less cluttered and I find it easier than selecting instances in order to move them because in point mode you can't accidentally select a different object. When working with lots of landscaping, it's a godsend.

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