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spiralstair

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spiralstair last won the day on June 18 2018

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  • First Name
    Paul
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    S R
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    19.053 Studio
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    London

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  1. Hi @Cerbera do you use spline patch in your modelling workflow? I’ve been lost learning Houdini where coons mesh is very common.
  2. Actually the claims for RTX are still somewhat unsubstantiated. In some situations it can potentially provide big increases but as yet there has been no confirmation as to what kind of scenes will benefit. Much like the bridge between cpu and GPU rendering (think: vray) there are many tools that GPU cannot yet support, yet its lighting fast at other things. Therefore the common wisdom is that RTX technology is still very much a work in progress and it may require the next gen of nvidia cards to make the pipeline more stable. Likewise Render engines are being cagey on how or when stable releases will be available. Seemingly a 2080ti is currently a good investment, but don’t rule out the possibility of a next gen family of cards coming out sooner rather than later. Even just a scant reading of the literature shows that from high end to low end users, the Rtx family is currently on borrowed time.
  3. Ideally the motherboard should have capacity for future expansion. 1 x 2080ti is currently a better future proofed investment than several 1080ti’s. If possible a dedicated GPU for monitor, but it’s not necessarily a good idea to buy a cheap card for this. 2070’s offer the best current balance of cost for performance. For rendering the fewer higher powered GPUs offer the lowest heat and power consumption costs compared to render output, but of course your build must include a PSU which is able to support the hardware power requirements. There is a lot of hyperbole about the promise of RTX, very little of it is yet in use in stable production builds, but it’s undeniable that the potential could be harnessed within the near future to dramatically outstrip the GTX models. one thing to be aware of is that within a short space of time Nvidia tested Volta technology, for a short window the Titan V was the most powerful GPU and then the entire idea of Volta was seemingly scrapped for RTX cores. Literally within the space of a few months. And so be aware that within the product life cycle there will be a shift beyond RTX in the not too distant future. I would give it 5 years before the next major upgrade happens.
  4. Thanks @Cerbera yes that’s what I thought. Surely this is something MAXON could/should think about adding to the pipeline. There’s been many moments in the last few months where it would have been useful
  5. Hi - do we have any tools beyond motion tracker to bring video footage into the viewport in c4d? im trying to rebuild some moving objects in a video for the sake of dynamics interactions and find motion tracker does not work in all situations any workflow tips would be much appreciated (ideally without leaving c4d)
  6. unfortunately not - forester is procedural and so cannot interact dynamically with other geometry assets. If you were working the other way around you may be able to get this to work by exporting the tree/flora as alembic and then potentially c4d objects could interact with it. But in this case the tree would drive any simulations. And the alembics that forester produces are so heavy that it would take a very powerful CPU to make it work.
  7. Only that if you set / apply a material and define UV mapping before you simulate it should already be correct after the simulation. TBH I don't know if that also applies in MD but it does in C4D, say if you were using its own cloth system. CBR Marvellous Designer attributes UV's to all MD generated geometry before any simulation takes place. The UV attribute doesn't automatically transfer to your export geometry (.obj/fbx/abc) and so you need to manually select it in the export options dialogue in MD. Don't try and (re) project UV's in c4d onto MD geo - it may appear to work at first, but eventually you will see distortion especially for shell objects which contain more than one part.
  8. Hi All can anyone help me figure out a mathematical problem regarding frames per second. I am preparing an animation sequence to go onto a render farm. I have animated a character and camera - which all looks good - except that when I did a hardware render I decided the clip should be half the speed. Now I can't quite work out the best workflow for this. Normally I just leave scene FPS at at 25 and change the render FPS to 50. But the render farm I am working with cannot accept variation between these two and so I need to bake in the slow motion. With camera it is easy - just to scale the time x 2 in the animation timeline. But the character was originally made using an FK rig converted as an alembic into the sequence in order to keep the scene preparation times down (for the sake of speeding up rendering on the farm). How can I slow down an alembic? or How can I export an alembic at half the speed? so that when I bring it into a 25 FPS sequence it will effectively be playing 50 FPS? Thanks
  9. Is it possible to link a null to the moving coordinates of a specific point on an animated mesh? in fact I would like to link several hundred to different points on a moving mesh, but guidance for one would be fantastic. thanks
  10. Don't mix c4d procedurals inside a vray shader as it will cause vray to be unstable and is often the cause of crashes. It also can cause unpredictable results with DR. If you use a power shader you cannot use one of the c4d shaders inside it. Adv bitmap gives enough options to be more powerful than filter, for layers you have Tex Layer Max. There's little reason to use fresnel filter as the inbuilt fresnel options are excellent in vray. The most common limitation with vray shaders is the noise - which are far less developed than native c4d. You can in this case texture a model then bake the noise and import to vray as an adv bitmap
  11. Hi All I have an alembic animation that I have built in houdini - simple question - I would like to include several (render) instances of the same animation within a scene but each offset to start at different frames. I see that its not possible to manually modify instances - but I was wondering does instancing actually matter with alembic? since it is always referring to an external file? it's a heavy file (2GB per frame) and for the sake of rendering I am trying to keep my geometry loading times to a minimum. Is there a way around this?
  12. @Havealot perhaps you could also help me. Using your R20 file - for a separate situation - how would I go about keeping the exposure/time constant (say 50%) and then simply letting the noise animate?
  13. Hi all i have an animation sequence which includes a cloner object set to grid with 4,000 clones. The clones are static - camera moves through the clones like moving through a cloud. is it possible to randomly animate when each of these clones appears as on in render? so in frame 0 no clones appear and in frame 100 500 random clones appear and in frame 250 4,000 clones appear. By appear I mean off for render view and then on for render view next frame. once on clones remain on. im rendering in vray 3,61 and so ideally for compatibility this needs to be done in R19. I have R20 and if fields will be useful then I will move up to vray 3,7. thanks

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