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    R17.055 Studio
  1. Hi DeCarlo Many thanks for your response. I was able to solve my problem using a MoGraph solution, on the advice from another forum (thanks Luke Letellier - if you happen to be on this forum.) By simply parenting all of my geo objects under a MoGraph Fracture, I'm able to treat the array of objects as I would the clones in a MoGraph Cloner. After the parenting, I apply a Color Shader to the Alpha property of each material, and then apply an animated Plain Effector to the Fracture which takes care of turning on the alpha opacity for each object as the Plain Effector moves along. In addition to the Plain Effector, I apply a Random Weight Effector to the Fracture and this takes care of randomizing the total effect.
  2. Greetings all, I'm posting this question on more than one thread as I have a situation that's not quite a newby-question, though hoping to get some advice or guidance on something specific that I imagine may require an Expresso setup, though perhaps it’s possible to achieve by other means. What I’d like to do is animate the visibility (alpha value, but not the Transparency property) of a group of 50 or so discreet geometry objects so that they go from fully invisible to fully visible one by one. Each object should fade from 0 to 100% opacity over the course of about 6 frames, though randomizing slightly this per object would be optimal (some could take 4 frames, some could take 8 frames, etc.) I’d want to make the fade-on time of each object based on its y-position value, so that objects at the bottom of the pile appear first and objects at the top appear last The total animation will need to be about 4 seconds, so at 0:00, none of the objects are visible, but at 4:00 all objects are visible The objects are already placed and I don’t have much flexibility to change this The 50 objects don’t all have the same material. There are 3 discreet materials applied across the 50 objects (but none of the objects has more than a single material applied to it.) The brut-force way to do this would obviously be to set up more materials than I already have, apply them to the appropriate objects and manually animate the Alpha property of each material. Kinda trying to avoid this, since object count is fairly high.I imagine this could be approached something like the following ( though don’t have much experience with Expresso or other scripting to know if this is a wise approach). Get the points of an Array object or MoGraph Cloner to conform to coordinates of the pre-placed set of geo objects Use some animatable property of the Cloner to drive the visibility or alpha property of each object. Any advice here would be massively appreciated!-NpF
  3. @ABMotion - I really appreciate your reply and thanks for the tip! Cranking the scale setting way down did the trick. From MAXON's documentation: It's not obvious to me how this works - seems counter-intuitive to me that a scene who's dimensions are small (like Chad's coffee-bean scene) would warrant a larger scale setting, though I'd guess it's like this: In the case of using the Camera Space setting, I'd suppose that the luminance value of each pixel is rendered based on distance from the camera's node point. I guess the Scale value multiplies the distance span, yielding a more visible gradient by compressing the span of the gradient into a smaller distance, so smaller number would yield an apparent shorter span. Or is the opposite true? Does the smaller number spread the distance of the gradient outward rather than inward? Also, a hypothetical question: is this Scale setting an absolute setting, or is it relative to the scene's units scale? Just thinking out loud here, so don't feel obligated to respond unless you feel like it. In any event, thank you again! NpF
  4. Hello all! Trying to up my compositing game and followed Chad from Greyscale Gorilla's otherwise excellent tutorial for getting proper motion and vector blur in an AE composite. https://greyscalegorilla.com/tutorials/your-depth-pass-is-wrong/ For non-artifacting edges (glowing/flaring) in a depth blur, the tutorial suggests using a non-anti-aliased depth pass, but rather than rendering this as a separate pass, the suggestion is to render a PostEffect/Position pass and extract the blue/Z channel from it to generate a non-anti-aliased depth pass, since the Position pass won't pick up whatever you have setup in your anti-aliasing-settings. I've set up a test scene to mimic Chad's file though my Position pass looks nothing like it ought to. Rather than resembling a depth pass, like it should, what I'm getting instead are some large color fields for each frame (see attached .exr file). Trouble-shooting options I've tried thus far: I assumed it might have to do with Position Pass's scale setting, though I tried some incrementations from a scale of 0.1 to a scale of 100, and none of those made any difference. I also tried switching between Standard and Physical renderer though that made no difference Finally, I gave a few of the OpenEXR file output options a try though this also made no difference. The setting suggested by the tutorial is "Lossy, 16 bit float, zip, in blocks of 16 scan lines". I'm a bit stumped, I don't believe there's anything obstructing the camera, but there must be some setting somewhere that I've missed. I should add that I'm somewhat new to working with OpenEXR files. Hoping someone can point me in the right direction. I'm attaching a my C4D file as well as single frame from the Position Pass. Many thanks!! NF zdepth-blur-test.c4d zdepth-blur-test_positionpass_1_0000.exr
  5. Hi CBR Thank you for the response. I've updated my profile to show current version. I took you advice and copy/pasted my all of my scene objects to a new scene, then set up a new set of takes from scratch. That worked - at least for a little while, though eventually I experienced the phenomena again (non-stick keyframes) but fortunately only occasionally. I'm still on alert for its cause, and still can't say for sure there's a definite correlation between keyframes being non-adherent and the presence of Takes. If I figure it out I'll be sure to post something. Thanks again for the reply, NpF
  6. Help! Keyframes won't stick to timeline. Very frustrating! Greetings all! I’ve encountered this problem before, but it was months ago so I don’t recall what the fix was. I have to imagine that there’s a single hidden function somewhere in the UI that I’ve activated or deactivated by accident. In any event, I’m trying to animate a camera by - selecting it in the Object Manager window, -making it the active camera in the viewport, - Moving the timeline marker to the desired frame - setting to red the circular toggle buttons to the immediate left of position and rotate fields - Moving timeline marker to the next desired frameUsing the viewport controls to adjust the position and rotation of the camera - Setting again to red the circular toggle buttons on position and rotate This workflow was working well for me for several days on my current project. Now, out of the blue, this is what happens when I try the same order of operations: -Select camera object and make it active viewport -Move the camera and timeline into 1st desired place -Set keyframe using toggle buttons - toggle buttons turn red -Move the camera and timeline into 2nd desired place -Set keyframe using toggle buttons - toggle buttons turn red -when I scrub the timeline backwards to check the motion, the keyframe toggles turn yellow, -the position/rotation values at 2nd key remainthe position/rotation values at 1st key are now the same as 2nd key - I should mention that I’ve created many Takes within my scene, as I suspect there’s a chance this might be related to my problem. However, I’ve taken care to always set the Main Take as the active Take when creating and animating new cameras within the scene. I’ll also mention that I’ve tried to replicate the problem in a brand new scene file, though when I go through the steps above, I have no problem getting the keyframe values to adhere wherever I set them in the timeline. Any help is hugely appreciated! Thanks and best,NpF
  7. Sketch Mat behavior inconsistent Greetings all, Nube question here, as CD4 is mostly all new to me. I'm playing around with settings in the Sketch material, and notice this inconsistency: despite having exactly the same parameter settings, an array of spheres will render showing the outlines of objects behind other objects, while an array of cubes based on the same Cloner with the same shader applied, will render show the lines hidden. Links to screenshots are to illustrate: https://gyazo.com/46134e1ba389598cfa07c57524cdcd1a https://gyazo.com/0c38183b6d0f2fb00a5db7c09a346733 Thanks ahead of time for any help!