Jump to content

mikoian

Regular Member
  • Content Count

    148
  • Joined

  • Last visited

Community Reputation

6 Noble Beginner

About mikoian

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Mircea
  • Last Name
    Goia
  • C4D Version
    19.053 Studio
  • CPU/GPU
    Xeon/nVIDIA Quadro
  • Location
    USA

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I know photography as I am amateur photographer since some time (amateur means I don't make any money of it, not that my photography is bad ). But how do you solve this? If you camera doesn't move much (does some panning or it is even fixed) and has like 1/30 shutter speed (as it is the default in my C4D project) but the helicopter rotor does a lot of movement (and thus the motion will be appeared blurred in real life)? I don't want the whole scene to get blurry (which would happen if I lower the shutter speed), I only want the rotors to get blurry (and maybe a little bit the helicopter as it moves), like in real life, no?
  2. I have an helicopter and I want to add motion blur just to the rotor blades when flying. Not to the whole scene. I tried the Motion Blur tag applied to the rotor but it doesn't seem to work. I use the Physical renderer and I know I can activate Motion Blur there but it applies to the whole scene (and is slow as hell). I can also add motion blur in After Effects using ReelSmart Motion Blur but again it applies to the whole scene, I think. Any ideas?
  3. I am trying to make a mountain. That mountain should have some grass scattered (but not on top of the mountain and not at the bottom...somewhere in the middle) and also some different trees and flora. For the grass I used Hair from Cinema 4d (1 million hairs) and for the various trees I used the Forester plugin (I used several Multicloners+trees). The mountain is a regular Landscape object from Cinema 4D with 1000 segments and 3500x3000x3500 cm. After all these my viewport is slow like a snail. I want to use Connect Objects and Delete to make one single object from all these...but it's only half working. I get the mountain but I only get very few hairs as grass and none of the Forester multiclone trees. See the image attached (on the #1 you see how it looks before applying Connect Object and Delete...on the #2 you see how it looks after applying Connect Object and Delete...and above all these you see how the objects look in my viewport before and after applying Connect Object and Delete (the mountain object, the Hair and Forester multicloners). My question is how do I make all these one object so I can work with it and won't bring the viewport to a crawl? (I intend to add an explosion with Turbulence FD)
  4. I found this video of Bodypainting UV and I will try and see how it looks.
  5. I have this situation where I want to have a mix of two materials on a single object. It's a mountain and I want the top half of it to be covered by one material and bottom half by another material (see the image). And in the middle to blend in. Both materials are using Displacements for a more realistic aspect. I tried using one material and then use Terrain Mask (layer mask) with two layers (one have one texture I want in the top of the mountain and another layer having another texture which goes in the bottom half) but it seems it doesn't work with Displacements.
  6. I have a scene in Cinema 4D which I exported as multipass in order to composite in After Effects. It's an explosion basically, combined with live footage. I have this sequence where I have to have some leaves (which are shot in live footage) going in front of the explosion, not behind. That's means masking/rotoscoping. What is the easiest and fastest way to rotoscope those leaves? I tried the Rotoscope brush from After Effects and it is still a tedious process because I have to remove the content which are in between leaves, not just at the margin. Also I tried Keylight to key out the blue from the sky but I still have some green artifacts at the edge of the leaves (although the color which was keyed out was blue, not green). How do I get rid of those green artifacts and make the mask smooth and dandy? See the image...
  7. I am using the physical render and when I enable Motion Vector in multipass I have a weird situation, see the image attached. Basically the light I am using is not rendered in one frame (it appears only in one frame from the animation), and the model has a blue color rendered in one frame (from the same animation). I don't have any idea why this is happening...maybe you have a clue? Another weird thing is that I have other lights in the scene but they persist more than a frame...and those are rendered when Motion Vector is enabled.
  8. Did someone encounter this issue when playing an animation in the viewport? See also how it looks in the render. I don't know what could be the cause, until yesterday it worked fine (even if the animation is heavy on TurbulenceFD simulations). Even if I play frame by frame it still appears. I did copy the scene to another new project file (I even deleted some TFD simulation and remain with only one) but I still get this. I am using the generic particles here...and the physical renderer. UPDATE I think I found what the problem was...it's the compression of the simulation. I had it checked and I think that what was the cause. I did a simulation without checking the Compress Cache (in Container tab of Turbulence FD) and it seems this problem disappeared.
  9. That doesn't work too well because I have the speed of 1300 (it's an explosion, right)...see the image below. And if I put the distance also 1300 with 100% variation I get branches which are way out. If I increase the number of the particles I am afraid it will increase the simulation and render time, not?
  10. I am using Thinking Particles to drive a TurbulenceFD explosion...but I have this issue. See the image...there are two TP generators: one larger and one smaller (both circles). I am using PStorm for both in the Shot mode (but one shot has a higher velocity than the other).. I don't know how to make those puffs of smoke, shot by the one with higher velocity, be a continuous trail. Any ideas?
  11. 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!).
  12. Now I have to figure out how to make it fade out before exiting the screen....
  13. Sorry :) ...this looks even better.
  14. 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.
×
×
  • Create New...