Jump to content

Hey, you need a renderfarm? If that's the case, make sure you check this topic for more info! 


Stuggz

New Member
  • Content count

    10
  • Joined

  • Last visited

Community Reputation

1 Poor

Profile Information

  • First Name
    Steve
  • Last Name
    Duggs
  • C4D Ver
    19.053 Studio
  • Location
    London
  1. ...yeah I wanted to keep the swing, hence the hinges - the stretchiness I was talking about was the objects twanging further apart from each other, like they were hung from rubber bands! Thanks for your help anyway, I'll check out the pythagoras thing in a moment.
  2. Cool, yeah I'll try that too. Cheers Jed!
  3. HI there, I'm still pretty new and have what is probably a simple question for experienced users... but I can't find the solution maybe because I'm using the wrong words. Anyway, how can i totally smoothly make two objects into one!? I'm using Sketch and Toon, and whatever methods I try they still get outlined as separate objects even though they overlap and are on the exact same plane... Let's say for instance, I make an extruded letter 'l' with no bevels, duplicate it and rotate it on the z axis 90 degrees, so it's now a cross... then I want this cross to become a single object with one outline. I've tried connect objects, optimise, melt, etc... Any help greatly appreciated! S
  4. Thanks both! I sort of made progress with it - the project settings helped to a decent extent but hinges are still stretchy if pushed! I think I could get away with it as long as i keep everything slow so it's not noticeable... Hinge bounce has always been at zero. I think I may well end up faking it TBH as the hinges are being such a pain! I've attached the project file as far as I've taken it, if it interests you. pendulum test v2.c4d
  5. Hi there, relative noob here. I'm trying to build the moving parts of a construction crane that's moving a girder, like the attached diagram. The top block should be slowly moving left to right, and the girder at the bottom moves a bit behind it, the top bit stops and the girder slowly swings to a halt underneath. The strings can be rigid, they simply pivot. In my mind it made sense to use a set of four hinges (i only need the objects to swing in one dimension) but for the life of me can't get it even close to working! I got some success with a basic arrangement swinging very light and bouncy, but as soon as I made the girder have a bigger mass the hinges seemed to stretch, gaps appeared everywhere, and things refused to swing how I wanted them to... How would you experienced guys go about doing this? How would the parenting work? Which bits would have dynamics tags, all of them? Thanks for any help you can give! S
  6. Great, thanks for your advice both of you! I have another Q that might be a quick and easy answer I'm not sure: I wonder if there is a way, say if there was a big texture to be mapped on a fairly small object object, to do it almost like cubic mapping but with different parts of the (big) source image mapped to each surface? Either randomised or offset.... I know this can sort-of be done with shrink wrapping, but that kind of messes up on some shapes, and also with manually selecting faces and applying separate chunks of texture. I just wondered if there was a quicker less cluttered way! Thanks again, S
  7. Hi all, I'm a relative noob but plz bear with me! I'm very comfortable using photoshop, so have naturally got used to using quite heavy 'layer' shaders, for instance using an image file over a solid colour, with a big hatching layer, and a hue adjustment on top of that, loads of blend modes etc. Thing is it seems to slow the render down loads, compared to simple tiled image textures. However the 'procedural' (if that is the right term) textures give a much better finish overall, as some of the objects I'm rendering are varying in scale hugely, and tiled image files would entail loads of repetition. I was thinking of replacing the lot with a really massive jpeg but that's surely gonna be quite render-intensive too, right? How do you pros go about this - is there perhaps a way to 'pre-render' (in AE terminology) a texture the way you need it, so c4d isn't recalculating the texture layers all the time? Do you have a rule-of-thumb limit on the pixel dimensions of your texture files, or guidance on file format, jpeg compression etc... Thanks in advance, S
  8. S&T lines on Smooth Planes

    Right, cool, will do. Thanks for your help! I guess my instinct was to keep everything parametric for as long as possible... S
  9. S&T lines on Smooth Planes

    Hi Cerbera, thanks for your response. Yeah I've watched some S&T tutorials, and get some nice stuff but this one problem has grown really annoying! I'm starting to think I'll rebuild the roads with 3d objects as they'll be easier to work with....? Anyway I've attached that last file as a jpeg and a simplified project file now. Hope that helps! S junction.c4d
  10. Hi all, I'm fairly new to C4d and have found a problem that googling hasn't been able to solve thus far. I've made a simple road junction using two thin planes that intersect at the exact same height. Ultimately I want the Sketch & Toon render to show the outline only, and not any interior lines. No matter what I try, I can't get them to merge, and provide a render, in a way that doesn't either show no lines, or fill in the interior lines as well... as attached. In that case, the S&T material is applying strokes only to the outline, supposedly.... so that must mean my objects are still actually separate. How would you recommend I fuse them so their outline is only outside the road shape? Thanks!

×