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jamslut

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  • Content Count

    12
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1 Noble Beginner

Profile Information

  • First Name
    Mike
  • Last Name
    Petersen
  • C4D Ver
    19.053 Studio
  • Operating System
    Windows 10
  • CPU/GPU
    Threadripper 1950 / 2x1080ti
  • Location
    Canada
  • Interests
    Motion graphics, guitar, south america
  1. Okay I figured out what the problem was, thanks to an older post by @3DKiwi. At one point during creating this animation, I wanted to get more randomness on the bump map on all the tiles and the only way I could figure out how to do it was to duplicate the clones 10 times and input different numbers in the UV offsets in the material tags to randomize them. So I didn't notice this glitch at first. I just tested to verify it by deleting the 9 other objects under the cloner, did a mograph cache and rendered the same 2 frames. The positions were the same as the previous but the glitch is gone. It's unfortunate because it really needs the random bump maps but according to 3DKiwi, it only works with simple material setups and just one object. Something else to note, when I did a hardware render test, there was no glitch, so what is being seen in the viewport doesn't match the picture viewer. So I guess if I really want this to work I'm going to have to disable render instances and wait double digit hours.
  2. I did some tests and created screengrabs. (i didnt' realize that you don't have to recache when turning on and off "render instances") So it's confirmed that render instances solves the problem but increases render times tremendously. Checking Fix Clone works but then my bump maps went all wonky. One frame they're not showing, then the next one they're there. (next test I'm going to try using Redshift's displacement instead but I'm sure it will increase in render time) None of the "Fix Textures" options work. I'm providing screengrabs of the cloner panel and the renders in the picture viewer so you can see what's happening and the differences in render times. The only ones that matter are the jpgs that say "render instances off, render instances on". I only rendered frames 64 and 65 with render region activated. Any help would be appreciated and thanks for the replies so far. cloner help.zip
  3. Sorry, no nothing changed. I'll have to get you the screenshots later.
  4. 19.068 doens't appear in the dropdown, it only goes up to 19.053. I'll send screengrabs when I get a chance. The scene file is 1gb with the cache. The cache takes 30 minutes so I doubt you would want to bake it.
  5. It's R19.068. Can't afford to upgrade to R20. Could that be it?
  6. I have an object cloner with an object count of 20,000 animating to a sphere with 1 plain, push apart, delay and two random effectors. The object has 120 polys so that puts it at 2.4 million polys. About 5 times in the animation some objects appear on the sphere out of nowhere and it looks glitchy. I tried to disable Render Instances and re-cached. I did a hardware render and it seemed to work, but now the full renders take twice as long. So if I want it to work, I'll have to wait 14 hours for the animation render. I have 2x1080ti, Tthreadripper and using a licenced copy Redshift so it shouldn't be so slow. Here's the order of the effectors from top to bottom: Random.01 Plain Push Apart Random.02 Delay Any ideas?
  7. I'm trying to build a library of my own materials, but I don't want to bog my startup drive with gigabytes of texture maps. I noticed GSG's Redshift material .lib4d file doesn't contain these maps, which is why you have to manually point to a location in the preferences after installation. But when I drag my material into the content browser, it seems to save the maps automatically and I can't seem to find a way around this. I can right-click on the saved material and select "update texture paths" but nothing happens. I spun my wheels long enough on this, and the MAXON Help file on this subject seems to be a little thin on info. Any help would be appreciated. Cheers
  8. Ohhhh, I didn't realize my profile said lite. Better change that!
  9. 3D Quakers got back to me really quickly: When purchasing Forester, you get both PC and Mac versions to download and install. If you are using the same Cinema 4D serial on both your PC and Mac, the Forester license key you get after purchase will enable you to install Forester on both. If you want to use Forester on another machine with another Cinema 4D serial number, then a new Forester license purchase would be required.
  10. The site says: Forester for Windows is compatible with Cinema 4D 64-bits R14, R15, R16, R17, R18 and R19. Forester for Mac OS X is compatible with Cinema 4D 64-bits R16, R17, R18 and R19. But when I get to the shopping cart, it doesn't seem to give you the choice, you just buy it. Does it come with both platforms?
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