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noni

New Member
  • Content count

    10
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Profile Information

  • First Name
    noni
  • Last Name
    b
  • C4D Ver
    R18.041 Studio
  • Location
    NYC
  • Interests
    Fine Art, Animation, Design
  1. THANK YOU so much, Cerbera! Once again, you save my life! :)
  2. I'm back... not sure if I should start a new thread or if this is related, but now that my model is set up to 40 miles long, I tried to add my camera, and it comes in about 80 miles long, which is unworkable for this model. I looked in the camera settings, and see no way to edit the size. I saw an old thread from 2008, and it said you could change it from 2000 to 200 in the Attributes Manager. Assuming that means the focal length, I tried that, and it doesn't change the size of the camera. Is there a way to change the size of the camera? Thank you for your help!
  3. Hi Cerbera! Thank you so much for checking this. You have a lot of experience and knowledge, so I'm confident in your result. I will report it. Thank you for your help! :)
  4. I have project for which the logical unit of measure would be Feet (it's a room interior), however when I go from the default Centimeters to Feet, I can't zoom in very far without clipping, no matter what clipping level (Tiny, Medium, etc.) I set in the Project Settings. In the past, as a work-around, I've always set the unit to Miles, and just used 1 Mile = 1 Foot, which works fine. But it seems illogical to me that the default Centimeters works fine, yet using the unit of Feet causes problems, whereas using Miles does not. I'm sure it must be something I'm overlooking. Could anyone enlighten me? From my experience, this happens even when starting a file from scratch and setting everything to Feet before modeling a thing. But my other question is, what is proper procedure for converting a model from Miles to Feet? When I do this, the model shrinks, which makes sense, but then my axes are huge and the clipping problem happens. Thank you!
  5. Analyze the form and break it down into identical sections which can be duplicated. For example, you may be able to use a series of diagonal planes with atom arrays, then connect them all with skinny cylinders through the sphere the other way diagonally. Or, you might be able to get what you want by nesting a series of diagonal cubes, small ones inside larger ones, each in an atom array, then you'll still have to connect them with skinny cylinders and add a few more around the outside, for which you could use skinny cylinders and spheres. For that part, I would build one corners structure and instance it, or use another array or clone it to arrange it around the structure. Or, you might be ahead to just create the parts with spheres and cylinders. It's hard to say without trying it, but I would try those approaches. I hope this helps.
  6. I would first try the Atom Array to make the lattice, along with some Spheres.
  7. Have you looked into the Sculpting tools in C4D? I use Z-Brush occasionally, which is great at digging holes in objects, and I've read that C4D has similar tools, though I've not tried them. Perhaps google about that?
  8. Thank you for your reply, Cerbera. I ended up finding a simple way to fix it within the spline attributes. Adjusting the Intermediate Points from Adaptive to Uniform solved the problem. So, I didn't have to convert my Extrude object into polygons.
  9. Hi, I'm using C4D r18 on Windows 7 and having problems with extruded splines going wonky when fillet caps are turned on. The spline vertices are all aligned, but when fillet caps are turned on, the caps look twisted at one vertex. Attached here are pictures of: 1. the spline with the Extrude turned off, 2. Extrude with caps (looks fine), and 3. Extrude with fillet caps (looks twisted). Does anyone have any advice about how to fix it? Thank you for your help!

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