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Marc Trzepla

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    18
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2 Noble Beginner

About Marc Trzepla

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Marc
  • Last Name
    Trzepla
  • Location
    Jersey City

Cinema 4D Information

  • C4D Version
    R21
  1. 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 wrong settings (material/renderer) to achieve this overbright look? Marc
  2. This is the scene that made the motion blurred yellow dot render above. Thank you, Marc Overbright Test 03.c4d
  3. 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
  4. Oh, that is so much better. Thank you very much. Marc
  5. 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
  6. 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
  7. 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.
  8. 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
  9. 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 undercut issues) so I could then slap them on the High res as Spherical? Thank you, Marc
  10. 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.
  11. 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?
  12. C4D has a another render region that's different than the interactive render region? Or are you referring to the Redshift render region, below?
  13. Ah, bummer. I was treating it like the render region from my Softimage days, where you could mirror render quality settings between the region and the final render. I was looking for an alternative workflow to the Redshift Render View, (I've been playing around with the trial) but I could never get the IRR to look as good as the Render View result. Thought it was a Redshift issue, but it's the same way with Standard and Physical. Thanks, Marc
  14. I'm trying to track down why my IRR, even when set to 100% Detail, still looks soft and low rez, regardless of renderer. This test is with Physical, but I experience the same with Standard as well as the trial of Redshift I downloaded. I see that the IRR slider on the right does not affect any of the Render Setting values, that it's limited to the IRR Detail slider alone. (I tested worst-to-best IRR and none of the Render Setting values changed) Here are 3 picts showing my issue: 1st - IRR at the lowest Detail setting. 2nd - IRR at the highest Detail setting. The render looks soft, and a zoom of an edge shows the antialiasing to be wide and chewy. 3rd - last image is of the same shot, but rendered to the Picture Viewer. Notice the edge is crisp and the antialiasing is tight. Possible note-worthy clue: the camera label (Perspective) is soft, even though the rest of the C4D interface is crisp and sharp When y'all use IRR, are you able to get a test render that looks just as good as Picture Viewer / final output? Thanks, Marc
  15. I have a hair sim, and my Guide and Hair Count values keep changing from -my- values to some much lower, seemingly random values that I then cannot change -back- to my original numbers. Example - I wanted 1000 Guides .. successfully entered 1000 .. later came back to hair settings and the Guide Count is now at 9. I then cannot type in a number larger than 9 and the spinner doesn't allow me to go higher than 9. Workarounds have included making a new Hair simulation and re-entering my values from scratch. But at some point the Guide / Hair Count values change again - always different numbers, too. Anyone else ever experience / fix this? Had this in R20. It still does the same thing in R21. Thanks, Marc
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