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Rendercore Lab


Cafe Oldtimer
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  • C4D Ver
    R17.055 Studio
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    Vancouver Island

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  1. Ola Café, Going to dive into the Affinity software as soon as I have a few free days but was wondering if anyone already uses it and if C4D reads path files like Illustrator. I still actually save all my paths as Legacy v8.0 from Adobe to import to Cinema. Haven't bothered to see if its not needed anymore cause I'm just so use to doing that. /R
  2. Camera Viewport 2D Pan / Zoom

    A plane thats the aspect ratio of your footage as a child of the tracked camera but not the zoom camera would do what you want I think.
  3. Camera Viewport 2D Pan / Zoom

    Here's a simple rig that does what you need. Click open the xPresso tag and there is a node that has some instructions on what to do. Rock on. /R Camera_Buddy.c4d.zip
  4. Camera Viewport 2D Pan / Zoom

    Hey there, Film Move, Film Magnify & Film Zoom does what you want but I find these tools confusing sometimes. I'll make up a simple rig in xpresso that does what you need and post it shortly. I'll probably make use of it myself one day. /R
  5. Been trying to mess around with a rig that I can keyframe & swap different versions of an object using the instance object but my objects loose the jiggle deformer when used with the instance. I tried the jiggle as a child of the instance object and also kept it as a child of the object that gets referenced but neither seem to give the jiggle effect as it would be if just the actual object was in my rig. Any tips on how to achieve this? Thanks. /R
  6. Enable / Disable Range Mapper

    whoa ya fore sure, was't thinking about those but just checked it out and can see how quick setups in a main controller can one click turn on/off grid, light cages etc but also turn on action & title safe or what ever. Super handy. When you say Opening Project are you referring to the Project Settings tab? or something different. /R
  7. Enable / Disable Range Mapper

    Awesome, Thanks ABMotion. Ya I definitely wanted to do it via xPresso so I should have been more clear on that. Had no idea about the trick to drag the icon back into the xpresso window. I wonder why MAXON didnt just put all that extra functionality into the Range Mapper (and other nodes) under the Calculate fly out. But this is sweet, it's going to be so helpful using this with other nodes as well. Cheers. /R
  8. Hey Café Random question, is it possible to enable a range mapper node on & off. Cheers, /R
  9. Noseman pointed me in the right direction and all I needed to do was make sure I had MoGraph colour shader set from within the colour channel in the material itself.
  10. Hey there Café Forgive me if this is a novice request but I don't actually use the shader effector much. I am learning how powerful it can be so I'm trying to remedy my neglect of it. Anywho, I've been hunting the forum and other tutorials online to try and get answers to my set up, so far nothing has answered what I'm after. Perhaps Im just not understanding how this effector operates which is causing me to not get the results I'm after. I have a cloner grid , made up of have a shiny dark orange material I made in the material editor. I then have one instance of the Shader Effector used to scale up a chunck of the cubes. This chunk I want to apply a 2nd material I made which is a shiny light orange. Finally I have a second instance of Shader Effector inside the first one which is smaller and scales down the cubes and these cubes I want to apply my third material which is a shiny white. Right now I am getting the proportions of the scaling as I like it, but am not sure how my colours are the way the are or how to get them to the materials I want. The initial cubes are orange because I told my cloner to have an orange colour. If I drop a material on my cube in the cloner or on the cloner itself it makes the whole setup have that material but then I loose the colour effects of the two shader effectors. Inside the shader effectors I can set a user defines colour within the Parameter tab, but these light orange and white colours do not have the look of the materials I made which I wish to apply instead of just using the user defined colour mode. Also it seems that in the shading tab for both the shader effectors the way my cubes scale up and down is based on how I have things set. Right now I like the scaling and both are happening with a colorizer , input set to luminance then the texture set to colour shader with a black to white gradient. If I mess around in here or change from a colorizer to something else then the scaling of my cubes change which I don't understand why and in ways I do not want. I've attached a screen grab & also my project file for anyone who doesn't mind taking 10 minutes to help a guy out. Thank you kindly. /R Shader_Effector_Test_Stndrd_Ren_01.zip
  11. Ah right... didn't realize render viewer doesn't show 16 or 32 bit. All looks good when seen in AE or PS. Thanks everyone ;-)
  12. Scene file attached ;-) HDR_Simple_Setup_02.zip
  13. Hey Café, Any insight as to why I would have this banding in my Reflection pass? Cheers, /R
  14. Hey Cafe, Curious to know if there is a way to make an X-Ref permanent in the scene file that it was placed inside. I have a character animation that I want to no longer be an x-ref because I have done some changes to it in the parent scene. The original is still being used in a different scene file. Cheers. /R
  15. So I ended up using xPresso. First I remade my surfaces with new planes and made sure that the point indexes I wanted to target were 0-1000 on both planes and lined them up so the index of one plane matched the index of the second plane before any deformation took place. I then ran an iteration of the point position on the Surface plane and assigned those point positions to the Underwater plane. I've attached my simple scene file for anyone who wants to check it out. /R http://ryanhamilton.ca/Downloads/WaterMask_Setup.c4d.zip