Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Community Reputation

3 Noble Beginner

About gaetan

  • Rank
    Cafe Ronin

Cinema 4D Information

  • C4D Version
    19.053 Studio

Hardware Information

    3.5 GHz Intel Core i7

Recent Profile Visitors

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

  1. Fair enough, thanks though. I wouldn't mind changing manually all 256 textures in the multi-shader once, but I want to test a few of them... ugh!
  2. Many thanks for your response. You're right, that would work. Unfortunately, and that's my fault for omitting this bit and not describing my project appropriately, but my 256 textures are actually all in one single material, under a multi-shader. If I select all of them in the multi-shader and change the sampling value for one, sadly it only applies the change to that one.
  3. Hello, My scene is simply made of 256 cubes, each with a different (but similar) material. All 256 textures are set to MIP sampling, but I don't love the result and would like to try SAT and other modes. Is there a way to change them all at once, or do I have to go into each of my 256 materials to change the texture sampling? Many thanks.
  4. Thanks a lot for your suggestions J, much appreciated. I will give these a shot and update here.
  5. Hello, My scene is simply 128 planes, each used to display a different, small video set on the luminance channels of separate materials. There are no lights, no other objects, no camera movement, no keyframes whatsoever, no GI, no AO... Just this grid of screens. The first frame takes about 30 seconds to render, by the 100th a frame takes a minute, by the 500th it's about 5 minutes, and so on... If I close C4D and start rendering again from any frame, it starts again at 30 seconds per render. My animation is 10k frames long. I can't afford to have frames eventually taking 30+ minutes to render, and would rather not sit around the computer and restart C4D every 2 minutes to stay on a 30-second/frame render time. Any idea of what could cause the problem? I've researched this problem extensively but it always seems to be due to GI or AO, which I don't use. My render settings are the most basic, default ones. Many thanks.
  6. Sorry to necropost, but I'm having exactly the same issue and this is the only thread I found about it. I have hundreds of images that need to be imported in alphabetical order in a multi shader, but no matter how I name the files (A01, 001, 1... A02, 002, 2...), they are always added in random order. Manually rearranging them in the correct order inside the multi shader would take hours if not days.
  7. A quick update. Basically I realise that I was looking for a miracle solution that obviously doesn't exist. I have huge materials with 8k textures and displacement, and this always takes hours to render. I've had little luck with a displacer deformer which just doesn't seem to come close to what I had initially, even with more subdivisions. I think I just have to compromise and, as suggested, remove the displacement on objects that are further back. Thanks again.
  8. Many thanks both for your suggestions. I will try them tomorrow and give an update. Much appreciated.
  9. Hi, I have a simple scene: a desert, a few rocks and mountains, and a couple of TVs in the middle. I'm using high resolution textures for all of these, which make my rendering time go to 2 hours per frame, for a 3 minute 60fps video. If I remove all the textures, a frame take 2.5 minutes to render. Apart from the TV screens and one basic camera pan, nothing is animated throughout the whole video. Is there anything I can do to "avoid" these textures and their displacement being re-calculated for each frame, since their position, lighting etc. do not ever change? I'm still a beginner at C4D, and this is my first post here. Many thanks in advance.
  • Create New...