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McDev

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About McDev

  • Rank
    Cafe Ronin

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  • First Name
    Kevin
  • Last Name
    Scheitler
  • C4D Version
    20.059 Studio
  • Location
    Germany

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  1. Hello. I got a plane of spheres that I want to react to an audio source. My idea is that the audio file generates an impulse that shall travel through the spheres, for example along the Z axis. One way of doing so could be a delay, say that the first row of spheres always samples the current frame of the audio source, while the n-th row samples the audio from -1 second or so. I already think about making only one Row of dots that I use in another CLoner Object and use X-Presso to apply delay the position of each dot, I only have no idea how to What I have currently are two shader Effectors with noise that use a Sound Field a Falloff. But that looks pretty bad, the sound field only scales the noise but it doesn't look dynamic enough. What does the Delay Effector/Field actually do? I tried to smooth out the sound effect and it kinda works but at some point I still get some sudden jumps.
  2. Just tried it, didn't seem to work and it seems that I need one shader field for each material? All this is more of a burden and I need a quick workflow before I export, especially when I may want to make changes to the meshes and materials. I'd rather have the source to be materials, the vertex colors I only need for export. But I learned now that disconnection isn't necessary if the vertex mode set to Polygon Points. Maybe I can try to just use vertex colors from the beginning, the main downside is that they do not show up in the editor unless the tag is selected. The downside would be that there is no clear connection across multiple meshes, the color needs to be the same and a material guarantees that. Otherwise I need to do some color picking that can be wrong on occasion.
  3. In order to bake highpoly models vertex colors are the best way to define material IDs across multiple meshes. I could not find a way to set that up easily, other tools like Modo seem to have such a feature. So what I need is a tool that draws the vertex color based on the material diffuse color. The tool should also disconnect the mesh selections as otherwise there are no hard edges and in some situations the colors can not be applied correctly like shown below. The command should apply to the current selection of meshes. If there is no solution and you think that you can do that may PM me.
  4. Disable Displacement if possible. But in that regard there is a kind of automatic LOD. If that wall covers the whole screen there are more pixels and details requried to render those areas as if it only covers a few pixels in the backgrouond. It might take as much time per pixel but we talk about a few hundred pixels in the distance vs. millions on full screen. Apart from that renderers might do other simplifications like automatically reduce the tesselation/subdivision in the background. But in general, if you can for objects in the distance, try to disable everything you can if you want to improve render time. This can be shadow casting, vissibility for AO, GI, Displacement (subdivision), refraction or simply polycount. Texture resolution on the other hand should not have an effect unless your RAM starts to fill up.
  5. We get R20 soon hopefully, this shall fix it ^^
  6. Does not help, in fact it seems to be worse, in new files it is now also 2 cuts, even after deleting preferences again :(
  7. Deleting prefs fodlers worked. I tried the middle mouse button but it did not change the settings permanently. It makes sense if I hit it accidently and it chagned the setting somehow. But yes the setting is greyed out when you have not clicked. EDIT: OK, it seems that this issue is persistent in the file, when I create a new file it works as intended.
  8. Whatever I did, when I select the loop cut the numbers of cuts is set to 2 by default. Very annoying. using R19.
  9. Yes it is possible using the Bake Texture tag. It is a bit tricky as the correct alignment of Texture Tags is important, especially if you work with different uvs and polygon selections, but it works. So what you need is your target UV to which you want to render all the textures. But from my experience the result is always washed out. Even if you render a texture 4 times its size it is still blurry.
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