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BigAl3D last won the day on January 11 2013

BigAl3D had the most liked content!

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About BigAl3D

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    Respected community member.

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  • C4D Ver
    17 Studio
  • Location
    Near Washington, DC
  • Interests
    3D of course, Motion Graphics, Character Animator Wannabe, Realism

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  1. I'm trying to get the AO Cache option working in my scene, but it only appears to be partially working. It is creating an Illum folder and there is a 15 MB .ao file inside. Great. Problem is, when I go back to the Cache tab, it still shows "0 Records, 0.0 MB." I've tried hitting Auto Load, Skip if Present, custom location for the Cache files, but same render times as the first one. Am I missing something? At this point, I could have rendered my animation, but my brain needs to know. In future versions of my scene, I may only need to change a material so this would speed things up. Any info is greatly appreciated.
  2. Illustrator file to C4D

    One note about Illustrator files, which I assume is still the case with r19. You have two options: 1. Export your Illustrator file as v8, otherwise C4D can't import it. 2. Sign up for a free account at Cineversity.com and download the CV-ArtSmart plugin for C4D. This will allow you to use any Illustrator file without having to save to an old version.
  3. Has anyone tried importing a .aec file into the latest AE release (CC 2018)? I'm using r17 to export a .aec file so I can get the camera and 3D layers into AE for comp work, but initially, AE won't import. I have to change the dialog setting to Any File and then manually choose Cinema 4D from the list. But even then, it only brings in a generic camera and none of the other assets. Do I need to update something? I can't imagine the AE plugin isn't compatible with r17. Thanks. UPDATE: OK so the problem was the CC updater did not migrate the C4DImporter.plugin into the new install folder. Just copied this file into the Formats folder and all is well.
  4. Big Al's Cycles Testing

    Ah, good to know. I did two more tests. One with 32 size buckets at 27:30 and the other at 16 size buckets which went slower at 27:55. Pretty small reduction in render time. For giggles, I tried Branched Path Tracing. Yeah, I'm gonna turn that back off. That will take hours for this one frame. I thought I read somewhere that option might be good for outdoor scenes I think.
  5. Big Al's Cycles Testing

    @Igor Those were simple JPGs exported for web from Photoshop. Don't know. Here is another test, but I have some questions. So in this next render, I've simplified the wall and floor and just concentrated on the cars. In particular, the glass. I like the glass now, but the ender time for this frame was 28 min... ouch, this is not very practical for animation. This was rendered on my Mac Pro, so I know it's not the latest CPU tech out there. Still, I was hoping to get down to the 6 min. range. I have a very fast render box, but since Cycles won't let me send a single frame to Team Viewer for faster testing, I just test on the desktop. The renderbox cranked this same setup out at 6:53 min. That's still 10.5 hours for only a 3 sec clip. I would also have two Mac Pros in a final render so it would be a less than that in reality. The settings are pretty much what I need to have in order for the headlight glass to not render black. There are also a fair amount of splotches going on as well. 14 is not a ton of samples, but was wondering if there another area I can adjust to help with that issue. I also posted an overview of my scene setup in case there's something I can change with the lighting. Any and all feedback is welcome.
  6. Big Al's Cycles Testing

    Wow, the colors really got flat after posting.
  7. Just wanted to post results of my efforts to learn Cycles 4D. Getting there.
  8. So I finally bought Cycles 4D and have been trying to learn the lighting. I also got the starter pack. There are several car paint materials in there. Perfect for me. So the image below is pretty simple. Large square room, a bunch of area lights in a cloner up top. The car on the right uses a material that a user here made, I believe @fastbee but don't kill me if I'm wrong. I originally thought it was a deep material looking at the nodes, then realized none of them were connected except one... the Principled BSDF. The car on the left uses a the same red color, but that material is from the Starter Pack and has at least 10 nodes doing the work. What the hell? I figure it has to be a Fresnel issue, but after tinkering for some time, I gave up. If I flip the cars, there is more true red that renders with the Start Pack red paint, but still the faded paint look. Any clues as to how to adjust those materials so they're useable? A shame to have to dismiss 10 materials that should be ready to render, but clearly, not for me. Thanks.
  9. OK, but how did you get the gray tones in the Object Buffer for Window?
  10. Just wanted to post this image just to be clear. Now of course, this introduces my next dilemma, I need the reflections back on the windows.
  11. Odd Results

    Ahhhh! You got me on that one. I started with a cube and made it editable. Totally forgot about the normals. I usually have them off on-screen so a heavy scene doesn't get too busy.
  12. Odd Results

    Thanks @Fastbee. The scene file is attached as well. Yeah, the walls and ceiling are off-white. The trim below is bright white and the floor is wood planks. Even more curious is the color in the reflection is only on part of the reflection. I'm baffled. OK so I dropped the IOR for the wood to 1.0 and the color is as expected. I don't understand how IOR works in these PBR engines. The color is back, but the reflection is gone. I hope the manual is good at explaining the functions. We'll see.
  13. Thanks for the idea @ABMotion. It's an extra step, but it works fine. I guess I should know that a buffer is just for the "cutout" of an object. The alpha channel would hold this type of information. Suppose I could set up a separate Take with only the screen and windows and save out an alpha, but that seems even clunkier.
  14. So I finally bit the bullet and bought Cycles 4D. I just set up a simple scene to mess with lighting. Set it up in real-world scale. I dropped a chrome material to emphasise the issue. For whatever reason, any material I put on the floor only renders in gray except in the center of the reflection of the sphere. There you can see the wood floor in all it's color glory. I know I'm new to Cycles, but seems this should work without too much difficulty. Any ideas what could cause this? Cycles Testing.c4d.zip
  15. OK, so the image I've attached explains everything, but in a nutshell, I need the buffer for an object behind semi-transparent glass to render as dark gray instead of pure white. What's the trick to get this work? In the past, I've had to hack my way with a keyframed shape in AE to fake it. Thanks.