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Everything posted by McDev

  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
  2. 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
  3. We get R20 soon hopefully, this shall fix it ^^
  4. Does not help, in fact it seems to be worse, in new files it is now also 2 cuts, even after deleting preferences again :(
  5. 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.
  6. Whatever I did, when I select the loop cut the numbers of cuts is set to 2 by default. Very annoying. using R19.
  7. 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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