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Dannyx

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Everything posted by Dannyx

  1. Here's the render settings at default, with nothing altered. Reflection depth was not at 15 though, it's at 5. I dropped it even lower, to 2. Let's look at the scene. Again, probably many things wrong here, but I did it "by eye" rather than "by rules" so to saTy. Camera starts off at the far end of the corridor, zooms in, door opens and we're in...let's stay outside for now :)) I found the best trick for creating the corridor without creating enormous planes was to use the "floor" object which is infinite, regardless of its actual size (image 1 viewed from the default camera). I slapped those on either side of the door, using the coordinates manager as much as possible to make it seem as professional as possible. The end result looks like this from the camera's view.... Those ceiling lamps: didn't bother too much with them. The "fixture" itself is nothing more than a poly and I placed a light above it. To avoid using a cloner here I used the "duplicate" feature. The effect looks OK to the untrained eye, though I'm sure that's not how you model a light in C4D...practice, practice, practice. I actually like the slight shadows cast on the ceiling there - that was a bit of an unexpected result, but all the better :D The door: It's a print-screen captured from the IRR so that's why it looks pretty awful, just to give you an idea of what's going on. It's not supposed to be black like that - it's supposed to be brushed steel....yeah, whatever, I know, I tried :)) It looks way better when fully rendered, with all the fancy settings "turned on", but again: VERY slow - would take, I estimate at least a week for those 10-15 seconds of animation, it's silly :)) Seems to go slightly faster with just that one change I made, so let's keep going. Yes, I too admit that I'd like to get it to look absolutely gorgeous, but I probably bit off more than I could chew, or rather more than my machine could chew....anyway. Cheers and thanks.
  2. Ok, now we're getting somewhere :D I shall mess around when I get home, see what results I get.
  3. Yes, I am a native Romanian and I can only thank you back for your praise, what can I say ? :D On a side note, I DO have a major in translation, so it's somewhat of a requirement to have above-average, if not professional English skills! I don't work in the field though, which is why I embraced computers and modelling instead...true, there's no way I can be thinking of a career in the field of modelling at this stage, but you never know. Practice makes perfect. You're also right about the community being very helpful and friendly. I WILL digress a bit here, but it just so happens I also work as an electronics technician (again, the polar opposite of what I should technically be doing) and I often turn to forums for help with various issues. I noticed that locals tend to be very cold, dismissive and even rude in their responses, making them sound way too professional and make you feel bad for asking (even in the beginner section), whereas foreign forums (wordplay :)) ) are MUCH MUCH more friendly and helpful. Ok, enough digressing, back to the matter at hand. I turned off GI while modelling to speed things up (with the intent to turn it back on when I'm ready to render), so something else is killing it. Lots of cloners - those ARE resource hogs, no doubt about it. I also have blurry reflections going on here and there, so again we have a hog....it's a bank vault I'm trying to create: a corridor leading to a vault door and the interior of the vault itself. The interior has lots of drawers either side (those cloners I mentioned). It's animated too, so the camera moves in from the far end of the corridor, stops where the door is, the door does its thing and opens and the camera moves inside. I'm pretty sure the texture on the door itself is SMASHING it, since if I "disable" the door model, it seems to render faster. I'm by no means an advanced C4D user, I'm just getting started, so I probably did many things wrong, though I believe in the end I SHALL post my scene nevertheless so you guys can have a look at it....what could possibly go wrong ? :)) I would've done it right now but I'm traveling and don't have access to my local PC. Cheers and thanks. Keep in touch.
  4. Ok, let's fill in some gaps, since I overlooked some details. The CPU I'm using is actually a Xeon, though certainly not the most advanced version. It's an X5460 running 3.8Ghz (overclock). I used to push it even higher than that (to 4 and even 4.23) but it was so unstable it was almost unusable, though I could never pinpoint exactly what was causing the issue, since sometimes it would work just fine, other times it would crash regardless of load/task, so I backed up a bit to 3.8 which seems to be running OK so far. I'm not sure how CineBench works and haven't used it, so I can't answer that, though it would be interesting to try - how do I go around doing that ? About the scene: I was thinking of sharing it here, but then again it's probably got many things wrong in it, me being an amateur and all, so you know...slightly embarrassing must admit :)) Though in all honesty I AM aware as you said that there are virtually endless possible scenes you can create, so without seeing the exact one, you can't know for sure...will sleep on it :))
  5. Good day folks. As a beginner user, I didn't dare start this discussion in the rendering or hardware section, since I didn't want to get bashed with "professional" comments, so once again I'll restrict it to the beginner section. This discussion is mostly about hardware, though it could very well cover software issues. Having a...well, modest PC, it's no surprise that an overly-ambitious C4D project I'm messing with takes an awful lot to render. The "modelling phase" itself goes smooth enough, that is, the program is very responsive and handles well - no lags or anything that would make you pull your hair out. Things start going down the drain when it comes to actually rendering something, which is what all projects have to end in. For instance, to put it into perspective, I use the Interactive Render Region (IRR) a lot to see how textures look "though the eyes of the renderer" so to say, since what you see in the viewport doesn't correspond to the final result and the render time there is just....slow. The end result looks very pleasing for my taste, but I estimated that it would take approximately a week, maybe more, to render what I got going on :)) On a different note, it could be that the time is perfectly acceptable and it's my expectations that are too high. How's around 10 minutes for a single frame sound to you? :| I've got nothing to compare it to. Of course, it's a no-brainer that the more complex of a scene you've got, the render time goes up with it - no question about that. I'm not that much of a noob, but it all comes down to one simple fact: sheer PC power. Say I'm planning to invest in a workstation that's "optimized" for C4D and perhaps other modelling and video-editing tools, what exactly should I be looking out for ? Cores or clock speed ? There's probably no clear-cut answer to that as far as I read. Let's narrow it down even further and maybe trigger some people :)) Intel vs. AMD ? :)) No definitive answer there either, but the price difference IS significant, so if I could get away with a Ryzen as opposed to a CoffeeLake, the Ryzen is significantly cheaper than the Intel and also has more cores....which would be beneficial for rendering as far as I learned, though it's dependent on other factors as well. The GPU I got going on is...decent ? An AMD R9 390...don't know what to say about that. Seems to me that, and I said this before, C4D doesn't use the GPU for rendering as much as it taxes the CPU. On that note, I could be doing something wrong on the software side and not know how to configure it properly for maximum efficiency, so that's another thing worth discussing. I read that some of the resource hogs are stuff like Ambient Occlusion and GI, but in my case I would actually WANT GI in my scene, so I guess I'll have to either deal with it, or give it up - no solution there. Cheers and thanks for any input that would hopefully help me make a decision in the long run...no need to spend millions on something only to realize it's not what you expected and doesn't live up to the hype.
  6. Ok, that's what I did :D Website had been down for a few days now so I couldn't read or reply.
  7. Good day folks. Pretty straightforward beginner question I got here: say I modeled a polygon, made the polygon the child of a SDS to round it out and now it's time to texture it. I created my texture and it looks great. Where should I "drop" it ? Onto the parent SDS or the poly INSIDE the SDS ? Does it make a difference or is there no difference at all ? It seems to work either way TBH, since I obviously tried it, but is there a wrong/right way ? On a slightly different topic, still on the subject of textures however, I noticed that while I was messing around with my texture trying to get it to look like I imagine it, C4D assigned it to the same objects multiple times - the texture's icon appeared several times near some of the polys. Some of these polys are part of a group, but not actually "related" to one another....was that a simple bug or it DOES have some reasoning ? I removed the extra tags and the material still looks OK, so I'm not too concerned - just curious. I'm rather new when it comes to textures and I mostly create them "by eye". Since there's virtually an endless numbers of possibilities and combinations of textures and setting and sub-settings, tutorials only get me as far as learning the basics and then it's up to me to decide what looks best through sheer trial and error, so that's why I'm willing to learn "on the spot" here. My rig doesn't quite help me out when it comes to render time...anyway. Cheers and thanks.
  8. I was thinking of the plain effector affecting the functionality of "render instances" somehow, but it works perfectly...good job :D
  9. I have it the other way around: the polygon is the child of a SDS and then the SDS is the child of a cloner. Ticking render instances didn't seem to affect the "scene", but it DID seem to speed up thing a bit. Some of the clones are under the effect of a plane effector to cause them to move around....don't know if that affects anything or not.
  10. Good day folks. I'd like to discuss something I noticed ever since I started using C4D, despite being pretty sure it's one of those "deal with it" situations with no real explanation or solution per-se. It's about cloner objects putting a lot of load on the machine. I'm sure it's perfectly normal, so again I'm aware it's not one of those "right way or wrong way of doing it" situations. It's entirely down to the machine's performance at the end of the day, but would there be a "workaround" to this ? The object in question being cloned is a drawer. I'm building a file cabinet with 20-30 drawers, so I modeled a drawer and naturally used the cloner object to make several more exact copies, all spaced out nice and even. The issue is that the whole thing lags like crazy now....for instance, when I try panning around in the viewport, it takes like 1 second for the camera to respond to my dragging. The only solution I found to temporarily overcome the annoyance is to disable the cloners while I work, but that won't help with the final render which I can't help but cringe at the thought of how long that will take...are there any tips ? I'm no pro, but from my limited experience with PC hardware, it seems to me C4D doesn't use the GPU to render stuff, but the CPU. This is an issue in my setup, since the CPU I've got (an Intel Xeon X5460) is outdated and inferior to the AMD R9 390 graphics card I got, which could probably do the job a bit better, but I could find no options related to this. No hurting in asking, right ? Cheers and thanks.
  11. However, speaking of the sphere, since I WILL need to use one after all: how do I obtain a hemisphere and ensure it's "perfect" ? Some time ago, I learned about setting the "TYPE" menu of the sphere to hexahedron, though I'm not entirely sure that was the one....there IS a hemisphere option there as well, which is what I need right off the bat theoretically, but it's not ideal. I remember the last time I tried it, there was like a pointy "nipple" at the very apex which is understandable, since there's triangles there. Hexahedron seems the most fit for the task IMO, but looking good to the eye is not necessarily correct also, that's why I'm asking. Cheers.
  12. The sphere was just thrown on there as a reference object. Something that would definitely be in the middle, so I could visualise stuff better - it will not stay like that in the final project. Quads, gotcha.
  13. Ok guys, I BELIEVE I managed to fix it......and I don't even know what I did, but I got it, at least I think so, so if this turns out to be OK, I may be out of the woods even with my odd-numbered thing. Let me see if I can remember: the first thing I did was loop-select one of the edges, go to MESH>AXIS CENTER, chose "selected edges" and "execute". This moved the axis back to the middle of the model. Now the axis was back where it should be (in the middle of the model), but the whole model was still not in the center of the world (clearly illustrated by my little "helper sphere" there....bare with me :)) ) however it was now just a matter of zeroing out the X value under POSITION under the timeline and that fixed it. Again, the sphere shows me this and now the zero axis DOES pierce the center of the model as well, so I think I'm safe. What do you guys think ?
  14. Also, yes, the vid nailed exactly what happened to me. I'm still having trouble with the lingo thrown around and often confuse things because of it. This explains why my axis is off-center within the object itself - I didn't have it set to "object" when I scaled and moved stuff. Then the axis, on top of being off-center, is not in the center of the world either.....
  15. The problem with rebuilding stuff over and over is not so much the time it takes, since I'm not on a deadline or anything and it doesn't have a final goal, it's the feeling I get that I got something just right and I may not be able to make it look that good again....
  16. I thought I HAD the axis set to 0 and it seemed so all throughout....All other objects I currently have on the "playfield" are alright in this respect (perfectly lined up)....it's just the main model that did this, which is most annoying and I don't know where I slipped up. I always try to work at "ground 0" so that everything new I create lines up perfectly. This time I'll be sure to make it properly with even edges and all while we're at it....
  17. Good day folks. I noticed something which put me off while working on something and I think I screwed up....beginner here, so please bare with us :| It's especially annoying since I didn't notice it in time and now I can't figure out how to fix it and I thought I was almost done with the model I'm playing with, but now I have to to it again from scratch :( Pretty complicated to explain, since I have no idea how it happened. I obviously screwed up somewhere along the way. The problem is as follows: the axis of the model sort-of "drifted" in the X axis ("sideways" ) very slightly without me noticing and now it's off-center. If you look in the snapshot, the model is not aligned with the "zero" guideline, however the half-sphere in front of that IS pierced clean through by the "zero" line, so that one is aligned as it should. The idea was to have this "cap" sitting on that open end, but as I dragged it closer and closer, I noticed it's not aligning.... *Expletive deleted (mod). I must admit I do not know how to properly use the Position Scale and Rotation functions below the timeline....I thought I had it and it seemed to work flawlessly but I must've done something wrong along the way because not only is the model not in the center of the world, but its own axis (the three arrows that appear when you select it - plain English) are not in the middle of the model itself, so nothing is aligned here ! :( Of course, there are probably many other things wrong, like the model having an uneven number of faces which is a no-no as I've recently learned, but let's get the axis out of the way for now.....what's screwing up and what should I look out for in the future to avoid stuff like this ? As a side-note, I tried mucking about with the "Axis center" tool in the "mesh" menu....not entirely sure how to use that one properly either, so that could've also messed something up. Pretty sure it's not recoverable from this state, so might as well start again....this is the third time it's happening, but hey, that's part of learning...the only way to get it right is to get it wrong..... Cheers and thanks again for showing me the ropes - much quicker and easier than to read "dry" text from a textbook or manual or stuff. Truly appreciate it :D
  18. Is there a rule of thumb when it comes to how many sides a shape should have ? We've already established that it should be an even number, but is more better ? It makes sense to have more, since the shape ends up rounder, but this may not be true in practice I reckon. 8 vs 20 let's say.....
  19. ****..too bad there's no way around it now. The small pipe model is fine, since I'm just getting started on it, so it's not a problem to start from scratch. The real problem is the main model which is the same thing basically (started off as an extruded disc) but with many other extrusions and edges and stuff to it...if only there were a way to make a 9-sided object into a 10-sided one....which there IS (loop-cut straight through it), but I haven't tried it yet to see if I can "cheat" that way......probably not, it will mess thing up I reckon
  20. Yeah, it all comes down to the number of faces apparently, since I tried it myself with an object with an even number and it worked even before posting, so I just want to see if there's a way around it, since I don't feel like doing all that work again :)) The pipe is just a sub-piece of a larger model so to say, and the model itself suffers from this. I got a nice loop going all the way around (so it's "hollow" in the middle like you guys taught me everything should be), but I ran into this....one step forward and two steps back :))
  21. Good day folks. Pretty simple task at hand here, but it's not quite going how I want it to. I modeled the pipe in the picture and need to close off one end...sounds simple, but can't find a way to do it "perfectly". This goes for every other round object which I need to cap off - I get wildly different results depending on which tool I use but none seem to give me that clean look. I always end up with at least a triangle which we don't want. Close polygon hole doesn't seem to work for some reason: I don't get the white preview when I hover over the hole or around it...I'm either doing something wrong or it can't do that there. Stich and sew seems to get me the closest to what I want: I selected the inner edges, held down SHIFT and dragged across, from one side of the edge to the other. It's all triangles now, but going to "untriangulate" seems to solve the issue to a degree, as there's still one triangle it can't eliminate. Another uneducated guess is that when I originally created the object I should've set an odd/even number of faces. In this case it's odd: 9, don't know if that's an issue or not. I imagine there SHOULD be a way around this, right, because what if you discover you've created an object with an incorrect number of faces only after you're done modelling it ? I fear this may be my case, since I created another shape which has a hole either end which needs to be capped off in the same manner and I fear I may have to tear it all down and rebuild it from scratch which would be a disaster.... It can't come down to just that and have to do the whole thing over, can it ? :)) I'm sure it's something really simple, but I've been facing it a lot lately and need to find a fix. Cheers and thanks for any help.
  22. Changed the design a little bit and ended up with this. Not bad for a first timer, if I may say so myself :D Thanks again for the help. Keep in touch.
  23. Then I guess what I was doing wrong was not holding SHIFT, because other than that I tried it for like an hour and never got anywhere. In doing so however, I also learned several other things, so it wasn't a complete waste of time....will give it a shot to see what happens.
  24. Back on this project. I can't get the wall straight....it seems to be because of THIS edge I have selected right here, but I can't figure out how to align it with the rest of the face. I get confused with the Axis and Orientation options - it seems to be upside down...
  25. Yes, I think that's perfect - the shape of the head that is. The shaft of the rivet is indeed unnecessary for my purposes. The head however is perfect and it's precisely what I'm aiming for. The hole is a bit too big though now :)) Texturing is another thing we'll have to discuss later at one point or another and this has indeed crossed my mind, as the rivets would need to be of slightly different color and whatnot, so I did consider making them separately at one point, though I wasn't sure if this would be the right way to do things. I then run into alignment challenges and stuff...
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