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Marc Trzepla

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About Marc Trzepla

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    Cafe Junior

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    Jersey City

Hardware | Software Information

  • C4D
  1. Thank you both - that Trigger Velocity Threshold hit the mark. I completely overlooked this variable, Do-Not-Pass-Go'ing straight to the Deactivation group instead. Marc
  2. Thank you, good to know. Often I assume I'm just not clicking the right button. I'll definitely send in a suggestion for it. Marc
  3. I have one scene that has separate Takes, each Take with a different dynamics scenario, but the animation benefits from a single scene file. Is there any way to turn off the interaction of dynamics from layers that have had their viewport and render visibility turned off? Even when I cannot see them, the items on 'off' layers still influence the layers that are 'on'. My solution has been to uses Takes to manually go from one Rigid Body tag to another turning them off, but wish for a higher-level control similar to the Visibility. Thanks, Marc
  4. I have a rotating cube being hit by a sphere. The dynamics on the cube is set to Collision (not immediately) but it tears itself apart even before the sphere hits it. I thought I needed to change the Angular Velocity Threshold for deactivation, but a) no values improve my issue and b) the manual says that the object dynamics only deactivate after the criteria has been met for at least 2 seconds, which doesn't happen in my animation. Any suggestions on how to keep the cube from spinning apart before it gets hit by the sphere? Thanks
  5. Thanks for taking a look at my practice scene. Old dog, new tricks. I guess I'm just not quite getting how a self-illuminating material doesn't look like a 4th of July sparkler when motion blur is turned on. Here's another attempt .. I put a color bars on a card at 100% brightness and then closed down the aperture to dim it a bit - but you can see the yellow ball is still 'yellow' because it's Luminance is set to 1,000,000%. (!) But once again, when the motion blur is turned on, the intensity / brightness of the ball looks nearly ignored. Am I using the w
  6. This is the scene that made the motion blurred yellow dot render above. Thank you, Marc Overbright Test 03.c4d
  7. I cannot get Physical Render to produce the over-bright results I expect when Motion Blur is enabled. Here I've put a material with some yellow in the Luminance channel on a fast-moving sphere. The yellow is set to 1000% brightness. Why doesn't the motion blur look like what I expect to see with a long exposure of an over-bright material? Similar to the stock image after my example. Thank you, Marc
  8. Oh, that is so much better. Thank you very much. Marc
  9. I'm looking to add a keyframe at current time similar to adding a point to a curve in Illustrator - point added, curve shape doesn't change. Maybe I'm using the wrong tool, but when using the Q key to add a keyframe to a selected curve at current time, the curve goes wackadoodle because the old adjoining keyframes preserve their handle lengths. Any suggestions on how to preserve the original curve shape when adding a new keyframe? Screen captures illustrating my issue. Thanks, Marc
  10. Anyone ever have the RGBA render the lighting inconsistently from one frame to the next - local machine, not even Team rendered - when the Motion Vector pass is enabled? Frame after frame with Alt-R render region .. fine. Rendered with Motion Vector Pass ... messed up. Disable Motion Vector pass .. back to fine. R21.207 Any suggestions? Thanks, Marc
  11. These didn't work for me, but some things I also tried that others in similar situations might have more success with were.. - Mesh -> Sculpt -> Project Mesh - The Shrink Wrap deformer ..trying to get the textured Low res (after many iterations of subdividing) to reshape to the High res meshes.
  12. Thanks so much for your reply. Digging around I had even run into the post, "Convert Uv Map To Another Projection Type", but the answer wasn't quite the result I was looking for. It's almost like there's a second half of the tool that's missing - the one that re-shapes / bakes your bitmap for the new projection selected. Ah well. Thanks again, Marc
  13. Is it possible to take the UV projection from a textured Low res game model and apply it to an untextured High res manufacturing model? My experience with UVs is "Flat, Spherical, Cylindrical,.." Looking at the high res in UV Edit view .. it's like spaghetti and random and messed up, looks nothing like the unwrapped UVs of the game model. Understandable. If it was one part, I'd clean it up by hand, but there are over a 100 parts. Worst case, is there a way to convert the UV projections from the Low res model to perhaps Spherical, (knowing there'd be underc
  14. I shared my issue with MAXON Support .. . turns out this is a bug related to high DPI displays. It has already been reported - hopefully some day it'll be fixed.
  15. Bezo - thanks about the Render -> Render Region. Learned something new today. And I saw that adjusting Render Settings affected the quality. But ... my viewport test renders continue to be sub-par, no matter which render technique I use (Render View, Render Region, Interactive Render Region) So let me ask - when anyone else does a test render in the viewport, any render engine, do your renders suffer from quality issues?
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