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bezo

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Everything posted by bezo

  1. In case you want to use later SDS, you could adjust mesh different way for correct result in SDS...
  2. If you don´t do that, result will be like this ...and if you only use command remove n-gons, resulted bevel will be like this
  3. You need to optimize your object first. If you have separated objects, bevel will not work on "opened" edges. When you use current state to object or connect objects + delete, you get single mesh which to be optimized (for welding edges, adjusting polygon normals etc.) Then you could apply bevel on selected edges... When you see careful on result. these inside polygons are converted to n-gons for correct bevel result... Scene_bevel_issue_0001.zip
  4. Only disadvantage of this command is imposibility to set line thickness... (default is 1 pixel I think, in case you create 2k or 4k texture and work with fullscreen, it´s almoest imposible to see UV mesh layer) Outline polygons make the same job, but you can adjust line thickness what I see as advantage against Create UVmesh layer command.
  5. You could add new views with locked camera objects for each view restricted with parent constraint to target object and in another view you could work with object, but I´m not sure it´s what you´re looking for...
  6. scene file : LogoTower_WIP_0001.zip
  7. You could for example use scale factor for multiplying positions of spheres... (in my example are spheres separated objects)
  8. You could try adjust phong tag angle or break/unbreak phong shading for specific selections etc, but this changes are not enough in case mesh is too dense/triangulated...
  9. I think it's good that you found your own solution, I hope my example was helpful a bit...
  10. It could be done maybe with just few xp nodes, in my example it has more because I want to reset values, clamp entering values over spline length etc., but all that waste you could remove and adjust xpresso to your needs
  11. Here is example, just fast idea, maybe you´ll find something useful. scene file : XP_real2percent.zip short video explanation : https://www.dropbox.com/s/optdvkhuz45bnq8/A2S xpresso.mp4?dl=0
  12. It´s ok without opengl? (I don´t have R23, but yes, there´s a lot of changes with UI in last versions)
  13. Yes, it looks like driver issues. Go to Edit/Preferences/OpenGL and disable OpenGL and you could immediatelly see if viewport changed...
  14. small example with added chess... updated_palette.mp4
  15. update - undock primitive palette by clicking on upper double dot edge of opened palette - right click on on some icon and select "Customize Palettes" command on the bottom - in opened window to the "name filter" input field enter name of your plugin - from filtered view select your plugin and drag and drop into primitive palette to place where you want - in undocked palette right click and select "Fold palette" command - double click on original primitive icon palette to remove it - drag folded palette to place where was original primitive palette
  16. - undock primitive palette by clicking on upper double dot edge of opened palette - right click on on some icon and select "Customize Palettes" command on the bottom - in opened window to the "name filter" input field enter name of your plugin - from filtered view select your plugin and drag and drop into primitive palette to place where you want - if you wan tot keep it in layout, you need go to Window/Customization and save layout with "Save as Startup layout" or "Save Layout As".
  17. When I remove all sketch materials from objects and use just new material with standard setings applied globaly on whole scene, (also softened geo with SDS), outlines are rendered "relative" fine. There´s a lot of dependencies(angle of camera, object distance from camera, "softness" of geo itself etc.), but globally should looks fine. Your objects have mixed more materials which influence each other etc. I htink the best way is disable/remove them from objects and paste back one by one with IRR enabled to check immediately result... In places where is "imposible" to
  18. What kind of renderer it is? Don' t look like build- in renderer. Did you tried with standard c4d material? Maybe it' s refresh issue if IRR/IPR active in viewport
  19. Can you post scene file only with hair and it´s material?
  20. When you switch from component mode (polygon) to model mode, still can not adjust? Because when I open your scene, was in polygon mode... In model mode adjusting works just fine in R21
  21. Just a small idea. Which format is your audio? If not sound in "aac" format, try to load some soundfile in aac format if it work...
  22. Problem is in "YEAR END" object placement. (hard to say if accidentally or caused by disabled kerning) If you enable kerning (option "Show 3D GUI"), you could immediatelly see shift in position of this object. I just enabled this option and move this text object to the center (as you could see on screenshot) When you disable enable "plain-YE" effector, you could see letters jump to kerning positions...
  23. If you carefuly look on my screen, you could see all "unnecessary" parts (thickness and inside box polygons) are scaled down a lot or placed on part of texture with pure white color. In case you need inside part only single color, you can fill these in your texture or you could create polyselection and apply new material just on this selection...
  24. I think Jay simply select polygons, extrude up/(Ctrl_Clone), scale to 0 at the top, add support edge loops at the top and bottom of extrusion... base polymesh should look like this
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