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krivi

Regular Member
  • Content Count

    13
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About krivi

  • Rank
    Cafe Junior

Profile Information

  • First Name
    Ivelina
  • Last Name
    Ivanova
  • Location
    Sofia, Bulgari
  • Website URL
    www.vimeo.com/krivi

Hardware | Software Information

  • C4D
    R20 Studio
  • OS
    Windows 7
  • CPU
    Intel(R) Xeon(R)CPU E5-2640 0 @ 2.50GHz (2 processors)
  • GPU
    xeon x5 12 24 gtx 970
  1. There was a similar thread in the forum before and I tried asking for help there, but I got no replies, so I thought I'd make a new thread for more people to see it. Old topic: https://www.c4dcafe.com/ipb/forums/topic/109853-pose-morph-keyframes-not-animating/ So, I've got a mixamo rigged & animated character and I want to do some facial distortions. The character design and animation workflow is as follows: 1. rigged and animated via Mixamo 2. Marvelous Designer clothes 3. Imported to C4D as alembic The problem is the following: when I set keys on eac
  2. Hey there. I have the exact same issue. To be honest, as a C4D newbie, I am quite unfamiliar with how layers work. I am not working with layers, so when I go to the layers tab, the section is empty. Which makes me believe the issue in my case must be something else. Here's my project file: https://u.pcloud.link/publink/show?code=XZ5ONakZpY8zlSVCrAugO6gidjQS8VsKwRv7 The character design and animation workflow so far was as follows: 1. rigged and animated via Mixamo 2. Marvelous Designer clothes 3. Imported to C4D as alembic Now I am trying to distort the face. I am no
  3. You are right. Should have thought about trying it with refreshed render settings. Now I finally see a displacement. The IPR and Bucket still show quite different results, but I hope it's a matter of adjusting the geometry settings under the redshift object tag or possibly adding some displacement to the RS shader until they look good. Thank you!
  4. So from what I understand my only possible way is to use C4D renderers for the displacement to show?
  5. I am not animating the displacer deformer's strenght. The animation comes from a png sequence in the texture. I just haven't uploaded the full sequence to the scene, but just a frame from it, as otherwise the file would become too large. And yes, Dan, if I understood you correctly, you've got the problem. The displacement, which is not a shader based dispacement as it comes from the displacer deformer, is visible in the IPR, but in the bucket renderer it appears as a flat surface over the base mesh rather than drips. I tried activating the tesselation and displacement of the RS object tag wi
  6. Thanks a lot, Dan! I tried it with a RS material too and it still didn't work. Maybe I haven't set up the RS material right. Looking forward to hearing back from you.
  7. I have a scene in which I am faking dripping liquid simulation via a displacer deformer linked to the luminance of an animated texture. I initially worked with the standard renderer and ran some tests and the dripping liquid animation was working. Then I switched to Redshift. Initially, everything seemed to be working fine, until I did a test render to the Picture Viewer and I realised that it looked fine only in the IPR preview, but the truth is that Redshift does not read the displacer deformer for some reason. I tried switching the luminance material to an RS material, but that didn't
  8. Thought I'd drop by and share the solution I used, in case anyone in the future encounters a similar issue. My workaround was using animated textures in AE for displacement deformer. I duplicated my sphere and used the bottom sphere as my base texture and the top one for the drips. I UV unwrapped the sphere and imported the UV map into After Effects. In after effects, following the map's guides, I animated a b&w image of drips. Then I used the exported animation as a luminance shader. Then I made a deformer controlled by this luminance shader so that the white parts of the image pop
  9. I am trying to achieve something like this: A cutout sphere with liquid simulation pouring down from a part of its surface. I am having a lot of trouble with simulating dripping liquid. I've tried numerous methods with no good result. From everything I tried so far, it seems like if there is a way to pull this off without plugins, it most likely involves soft body dynamics + some mograph. I was wondering if anyone has done something similar before? For reference, I am attaching my scene below with some fragments of my latest attempt. https://we.tl/t-AgAiGcuHqx Looking fo
  10. tried that too with no luck. thanks though!
  11. Hm. It looks fine on your machine indeed, but I still get the transperency on mine. It is probably some R20 bug. Thank you for collaborating!
  12. Hi, guys. Thanks a lot for the quick replies! I've stripped down my scene to just the character, hair and lights. I've removed all other objects and materials. Here's a link: https://we.tl/t-krYJqkuFOx The characters are not in a glass box. And as I've mentioned before, I ran a test on a completely new scene with just a sphere, a new black hair material and some lights and I got the same result. I've put hair light tag on my lights and I got the same bug. So I also tend to believe it is most likely some Cinema R20 issue.
  13. Hi there! I'm fairly new to Cinema and C4D Cafe has been of tremendous help for a lot of issues I've encountered throughout my learning, so thank you for the wonderful community! And now the time has finally come for me to join the forum and post a question myself. My scene involves a dark-haired character. For some reason, when I render the scene with Standard Renderer, the hair is transperent (screenshot of render region below). When I render it with physical render, it renders fine. However, as my scene is quite complex (two rigged and animated characters, hair with dynamics, lights
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