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  1. I have this strange situation and I can't figure what is going on... I had a Turbulence FD simulation on top of some dynamics (building destroyed by an explosion). But, when I try to render the whole animation (all frames) the Turbulence FD simulation is not rendering (and I do have Turbulence FD activated in the render). All the rest is rendering, including the dynamics. When I try to render using Current Frame setting in the render it does render! Why?? I am using the Physical Render in Cinema 4D R19. Below is the frame rendered using Current Frame setting in the render (you see the smoke and fire from the explosion simulated with TFD). Using All Frames renders everything except the explosion Turbulence FD simulation. Never happened this to me, because in the past I did other kind of simulations (fire, explosions, smoke) and it rendered all the animation. Did I forget a setting or something? In the Rendering tab of the container I did choose Density as smoke shader and Temperature for fire shader. UPDATE I found out what the problem is. If the TFD container is not enabled by default, from frame 0, (only enabled later) then rendering using All Frames won't render the content of the container. I didn't have it enabled from the start, only later when the smoke/fire started (thought I would save some headaches for my computer...instead I got the headache!).
  2. Now I have to figure out how to make it fade out before exiting the screen....
  3. Sorry :) ...this looks even better.
  4. I see you animated the refraction too. I didn't. And yes, I didn't know about hollowing the sphere :), but yeah, it would be logical. Thank you. Your example is what I was looking for.
  5. See the image. I tried 1.02 for Custom refraction and I don't see any distorsion. Also, I see the sky reflected (I think) and I don't want that (I use the Physical Sky as illumination).
  6. I assigned a material with Transparency mode only and tried the Water or Glass...but it doesn't look good. Where do I find Refraction and IoR?
  7. I want to create something like in the image below...a transparent shockwave animation which looks like a hemisphere (cupola) which distorts what's inside it (like looking through some kind of glass or a heat distorsion). Not sure how to proceed...in Cinema 4D or After Effects (I didn't find any tutorials showing a transparent hemisphere, only full spheres/circles and not transparent...and mostly in After Effects). Any ideas?
  8. Yes, it works :). Thank you so much for your help!!
  9. I am trying it right now and I will let you know about the result :). Thank you.
  10. It plays back fine for me too...I am talking about at the rendering time...after you render all the frames you don't see the baked dynamics taking place. You don't see the car flipping over, like you see it in the view port. It just sits there. That's what I want to find out, why.
  11. Here is the file: https://www.dropbox.com/s/nnkseuznll75pv8/car-flipping-testing.c4d?dl=0 (it has baked simulation)
  12. Yes, it has a custom initial velocity. It's not triggered by an invisible object. See the image below. But I do have an invisible object hitting it (but it's not a dynamic one...I use also Collision Deformer on that car so when it flips it shows like it's hit by something, it shows the damage). The dynamics is enabled at a certain point in time (after the Collision Deformer finished its job). Also, take a look at this post https://www.c4dcafe.com/ipb/forums/topic/106637-controlling-a-car-crash-animation/ ...see the video and the white car. That's is how the flip pretty much looks like (but that is animated, not dynamic - I did that video before doing the dynamics, as an example of what I wanted).
  13. Yes, it does. 30 FPS for both. That's one thing I am taking care right from the start when I start a project.
  14. I have a scene where a car is flipping over (see my post here https://www.c4dcafe.com/ipb/forums/topic/106637-controlling-a-car-crash-animation/ ). Because other dynamics are involved (windows smashing, buildings crashing down) which affects how the car is flipping I have baked the car flipping dynamics (Bake Object and I included the Collision Data too) first so it won't interact with other dynamics (windows smashing, buildings crashing). But when I come to render the scene (all frames) what was baked (the dynamics of the car only) is not rendered...the car is sitting still and I don't understand why. See the image below. Any ideas? (I am using the Physical renderer)
  15. Now I have another issue....it works great if there is no other Dynamics associated with it. I have the following situation...I have those windows separated from the car and applied a Voronoi Fracture on them. I want them smashed. Now the problem I see is that the Dynamics from the windows are interacting with the one from the car...and now the flipping doesn't happen as I wanted. Everytime I run the simulation the flipping is different. No control over it. Because probably the fragments from the windows are interacting with the body of the car in different ways every time. How do I stop the windows interacting with the body of the car? If I switch of the dynamics of the windows right after smashing the fragments disappear. UPDATE The solution seem to be baking the dynamics for the car with the voronoi fracture for the windows deactivated. Then reactivate the fracture.



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