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About spiralstair

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  1. soft body basics

    great thanks @Fastbee - what kind of map is needed? An image map?
  2. soft body basics

    Hi all a basic soft body dynamics question: I have a "balloon" which is inflating through positive pressure. (file attached) How can I keep the bottom of the balloon tied to the floor? so that rather than expanding and bouncing up it continues to expand (as if glued to the floor)? without messing with the dynamics engine. edit - second question: is it possible to distort the mesh or the dynamics so that the object deforms (while expanding) in a non uniform manner - so that some aspects of the balloon have the properties of more thickness (and so don't stretch so easily) many thanks softbody1.c4d
  3. Why is Team Render 4x slower?

    It depends on the scene, assets and maps. And importantly it depends on your network connection. If it's a scene with heavy texture files then this will take longer to distribute between machines. also the key to any form of distributed rendering is to ensure that the cores on your cpus are equally as fast as each other. I have had experience - although in vray DR (but principle is same) - where like you the frames were taking far longer when using distributed rendering because the buckets are distributed to each cpu randomly and some bad luck can mean that the slower cpu receives the bucket with the glass window and the faster machine receives the wooden bench. Once the buckets have been distributed there is nothing you can do to influence it. If you have a network I reccomend either rendering individual frames on each computer if possible (depending on your licence) or reduce the bucket size. And then only network to machines with equal or greater cpu power to your primary machine
  4. MSA

    Will the speed of hardware render and live viewport depend on fast GPU? Is it an option which excludes those with macs with restricted GPU?
  5. Co-op with others in different programs

  6. MSA

    Come on @Cerbera, the newest version of Photoshop cc is completely different to last years version. the picture you see when you load it up is different and ... Oh yes I see your point. @Kima I'm on R17 and plan to upgrade to R19 on release. I have worked with a couple of collaborators recently both on R18 and there has been very little in the c4d toolset that I couldn't access in the scenefiles we share. this pro render thing is going to take a while to iron out all of its initial glitches. I'd save your 800 and buy vray or corona instead.
  7. Co-op with others in different programs

    There is a plugin by 3d for all - which theoretically makes the process seamless. I think it's worth the money. But when I say theoretically, I mean that it can struggle with complex scenes and I have had unexpected results with random objects being assigned random PSR coordinates. I would say it is a 'moody' plugin and can provide quite different results day to day. And it can take quite differing times to import to c4d. The big plus for me is that it 'theoretically' can translate vray materials. However this is again hit and miss and I tend to assume it will always miss, but it does assign the correct materials to the correct asset. And usually there is a slightly garbled mixture of the correct textures which takes time to resolve - but at least the right maps are linked in the to the right materials. Which can save lots of time. jurys out about whether you might consider it a solid export option, but it's ok. Also from max you can just export obj or fbx files. But again there can be issues if the max file contains proxies or instances
  8. pixellation in reflections

    Glad you are making progress it takes time to practice and you might find the vray for c4d masterclass useful it seems strange that the problem material would be glass - since we rarely use maps or shaders with glass. More likely to be a metal or plastic which is reflected/refracted in the glass
  9. Mesh creation rigs: how?

    I have used the scaffold generator which is probably quite similar to the pipes generator. they are put together in a clever way, which makes a slightly difficult job for people like me who want to fiddle with the objects when they have been made. in the case of scaffold each scene has a group of assets which is set to be hidden in the objects manager. Then there is a visible null which contains the xpresso commands to organise your model. The scripting here draws out the hidden assets and organises them according to set criteria that you have named in the xpresso ui. these may well be some parametric assets (sweeps and splines) but it may also include some Poly modelled assets which are designed to fit to specific dimensions of splines. the advantage of this method is that it produces impressive results quickly. The disadvantage is that it can be difficult to import these rigs into other scene files and in the case of scaffold rig, can cause quite a hit to the viewport speed when it's in place. it is potentially possible to extract the individual assets and rebuild a light version of the scene to your design, but I suspect to do this might take just as long as building the initial scene in the first place. so far, from using, I think the products are excellent, with the caveat that unless you can invest lots of time you should stick with the options within the rig as packaged. Which are numerous. there is a slight limitation when moving into a different renderer, I'm using vray and while it's no problem to convert materials or even replace them, it takes a bit more work to get under the hood to tune the material mapping modes.
  10. Advice on Recruiting Modelers

    The remote setup works very well - I'm working with @Cerbera at the moment on a long term film and happy to provide a shining reference. I am interested why you were thinking to have someone to work with you in person?
  11. pixellation in reflections

    The response Stefan would have given you is the same as what I have told you - although quite often they will write in short sentences and I tried to flesh it out a bit to explain. there is no list of what you can't use, simply that for DR you must use all vray materials with all vray shaders/textures. To get an idea for this open a material and in the texture slot choose vray folder and you will see what is available. Vray power shader is the main one for generating any procedural patterns,noise, falloff,fresnel etc. For DR this can never be c4d mayerials the reason for this is that when you use DR you are sending a vrscene to the vray standalone application on each dr node. The standalone is the same as for maya, max etc and therefore cannot recognise native c4d information, only mesh properties and vray materials and tags. vray tools can be useful sometimes, but generally you will still need to go through and check each texture channel within a scene. Likewise the vray material convertor command and convert bitmap command are sometimes useful but not always as they can lead to reference links being lost to texture files. If you plan to use DR which is a perfectly good approach then you will need to plan for this when you build a scene. if you are using pre-bought models then most of the time the scenes are not setup for DR. I know that sirio produces and sells dr safe materials from 3drenderandbeyond website for vray for c4d. for example evermotion and cg axis rarely have scenes setup for native dr rendering.
  12. pixellation in reflections

    No, it won't tell you about errors - this is where you are required to spend a bit more work understanding what is and isn't 'legal' within the vray DR workflow. I previously mentioned gamma issues and this is the pixelation effect you are seeing it basically means that some image is being pushed into the scene and it's gamma is being interpreted differently by different machines - your main machine will have the correct gamma and the nodes will have uncalibrated results. a good thing to look for is any shader - anything at all even solid colour within your materials - you need to replace this with the vray equivalents within vray power shader. It could be in a light,HDR, or sometimes if you have a standard c4d material in the scene - for DR you need to set all materials as vray materials. You will find it eventually - look in specular channels for maps. Send me the file if you want me to have a look
  13. pixellation in reflections

    That looks like a vray DR issue. Are you using DR? Even if not - the issue here is related to one or more of the materials in the scene, assuming that you have installed vray correctly (which is worth double checking). so make sure all lights and cameras have vray tag and then drill down into all materials in scene to ensure that you have set images to vray adv bitmap - and that you are using vray compatible shaders - for example you can no longer simply use a c4d fresnel within a vray advanced material -IF - you are using distributed rendering. The 'pixelation' you see represents different gamma information on different computers. also in simple terms - if you ain't converted an image to advanced bitmap the asset won't be distributed to the nodes along with the scene file. it can be quite tedious to find the cause of these problems and I've spent many hours trying to track down the villain material - obviously it's most likely to be the material on the tv stand in this case - but in other situations I have found that a material reflecting onto a surface can cause these irregular buckets. And if like me you work with GI interiors there are lots of reflections. The correct vray workflow should include always preparing your materials with vray safe shaders
  14. Camera moving too fast!

    Picking up from @Cerbera cmd+d/crtl+d for project settings change project frame rate to something slower (60/100/200?) and then go to render settings and change this to match. Your keyframes will be remapped with exactly the same proportions but much slower hope this helps
  15. noise

    Without seeing the scene it's difficult to say. Note that you wouldn't normally aim to use AO with GI, GI alone should give you what you need. Also poly count is usually not an issue in vray, the main thing to look out for is transparency, diffuse light and refraction. Which would always be difficult in physical render anyway. with vray the primary brute force engine (similar to QMC) is now considered to be as fast or faster than irradiance cache. On most renders i find vray to be significantly faster than c4d AR using cpu. If you post some images of the scene it might help to give a clearer answer