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    R18.039 Studio

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  1. Motion Tracking Help

    Hi Guys, I have used the Motion Tracker a few times now and have had great results for the most part, I thought I had that hang of it but I really struggle to rectify any issues when it doesn't quite work as expected. I was hoping someone could assist me here. I have a short clip which is a tripod pan of a household interior. I ran through the tracking process, reduced any bad tracks and then ran the 3D solver. I then added position, vector and planar constraints and dropped a 3D object into my scene. Initially everything looks great, the track looks solid and the coordinates of the 3D object are being updated as expected, but then for some reason towards the end of the clip the object starts to lean to one side, as if the camera has suddenly fallen out of level, which is completely disjointed with my footage. It is at this stage that I'm not really sure what to do. Is there any way to manually adjust the track or the camera to bring it back inline with the footage? Any ideas why it does this? The tracking points don't seem to be a problem anywhere but I can see that Y of my visible axis on the position constraint falls out of vertical towards the end (the real camera was fixed and completely level, so Y should always reaming completely vertical). As always, thanks in advance!
  2. Thanks Mark, that explains a lot! Let me know how you get on with your second GPU! I'm going to have a think about this one.. Yeah here's hoping with regards to the new Mac Pro, if we ever see it.. I really wouldn't be surprised if there's still no NVIDIA option, I mean look at the iMac Pro, it's like 'Ok, we've heard you, we've listened to the pro's, we understand how important CUDA cores are for you 3D and Adobe users.. so here it is, a Radeon Pro Vega!' ...oh good. Also based on the noise my current iMac makes when I hit render.. pretty sure an 18 core Xeon is going to melt the new one.
  3. Mark, thank you so much for the detailed instructions! Definitely food for though. Just a few questions;, you mentioned you need an 8 core to start with, what if you have a 2009 or 2010 6 core? Is that a no go? I'm guessing the boards differ or don't have a second CPU socket? Trying to figure out if its worth saving some cash and picking up a 2009 and following your instructions, or just paying a little extra to avoid the headache. It looks like you can pickup a 12-core 3.46 2010 with 64+ GB of ram and an SSD for around £1500. Can the 2009/2010 handle multiple GPU's or are you restricted to one? Impressive score, my iMac gets a pathetic 685 with 84.7 fps. Nice to know the 12 core would be 2.3 x faster! How come your 1080 shows up as a 120? Thanks again for your advice!
  4. Hi Mark, Thanks for the info, very interesting indeed! I am extremely tempted, how much of a pain was it to upgrade those CPU's? Are the 6 core's you're referring to the X5690's? I've spotted people selling sets of 2 on eBay for £220! I would love to know more so if you ever get the time to post your process here I would really appreciate it! Thanks
  5. I'd love to know, when it comes purely to render time, how something like an eGPU + Octane compares to say adding two PC's (both with 8 core / 16 thread CPU's) and using Physical via Team Render.
  6. I think in that setup you'd have to either work on the PC itself and get the most out of Octane or work on your Mac and then send it over to the PC for rendering, but you'd then have to convert all of your materials etc. which might get a bit messy. I think the biggest downfall of having a separate PC for Octane purely for rendering is that you won't see any benefit on your Mac in terms of that realtime feedback in the viewport. I'd be curious to know how much you'd have to spend on processing power, when building a Team Render setup for Physical, in order to come close to the reduced render times of GPU+Octane. Check out EJ (eyedesyn.com) he's running a trash can and recently went eGPU + Octane. I think he has the Sonnet breakaway box with an EVGA 1080Ti so you'd be looking at about £300 for the enclosure and £750 for the GPU in the setup. He seems to be really pleased with the results, although I think you do take a 15-20% performance hit due to the Thunderbolt bottleneck as you mentioned. He recently tweeted the following which you might find interesting: eyedesyn Who’d be interested in me doing a live stream all about my Mac Pro + eGPU box setup sometime in the future? pic.twitter.com/QY1YLozgzC 2 Nov 2017 at 16:44 eyedesyn Converting Cinema 4D Physical Renderer Scenes for Octane Render eyedesyn.com/tutorials/hdri… pic.twitter.com/N0yJvCpIGx 28 Oct 2017 at 16:30
  7. Hi Tim, I too am looking for similar advice here. Ideally I would like to remain in the OSX environment but reduce my render times significantly. Thanks to Apple pretty much turning their back on 'Pro' users this looks like it might be a last ditch effort before jumping ship to Windows. I guess the options would be as follows: 1) Buy/build a PC with some serious CPU power and use it purely for Team Render (Physical). 2) Buy/build a PC with NVIDIA GPU's and run Octane remotely. 3) Purchase an eGPU enclosure with a single NVIDIA card and run Octane locally. Really interested to hear how other Mac users are setup!
  8. Dense fog/haze

    Thanks guys, really appreciate the quick responses and advice. I've been playing with fog using the Environment object, can anyone explain the 'Environment Strength' setting? Is this simply a colour overlay for the entire scene? I'll take a look at Physical Sky settings next. Do render times take a significant hit when using either of these two methods in Cinema? Is it always preferable to add this as a post effect in AE as recommended by @Mjohnny Thanks again
  9. Hi Guys, Is it possible to create a similar fog/haze effect, as per the attached example, in C4D with the standard or physical renderer? Or would such a thing only be possible with a third party renderer? I believe these were created using Arnold (© www.mvsm.com) Thanks for your help
  10. Cinema 4D: The Shadow Catcher Shader

    Yeah I thought that would be the case but it's on a transparent background and I didn't think that was possible pre shadow catcher?
  11. Advice on business card texture

    Introduced some GI and knocked the specular back a little:
  12. Advice on business card texture

    It's getting there.. dropped it into my scene. Looks like the AA issues are no longer visible
  13. Advice on business card texture

    Ah great, thank you! Just out of curiosity, if I want to scale the texture I have made, for example reduce the size of the halftone, is it acceptable to simply scale it in Cinema or would it be better practice to make a higher resolution texture in PS, effectively having more pattern in the texture and thus smaller dots when applied in Cinema? Hopefully that makes sense..
  14. Advice on business card texture

    Yeah that stock image would certainly add to the realism, I might swap out to that at a later stage. I'm back at this edge issue now unfortunately. I have it set to Cubic and Seamless but no matter which way I rotate the texture I seem to have this break on the outer edge in the same place each time.
  15. Advice on business card texture

    I think @deck might be onto something here. I just made a texture in PS using the colour halftone effect and dropped replaced the noise in my color channel with this. See what you think: Unfortunate side effect is the now visible aliasing issues, but maybe these will be improved when I bump the render settings.