PBR Renderer
PBR Renderer

Piebaron

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About Piebaron

  • Birthday 05/02/1988

Profile Information

  • First Name
    Nick
  • Last Name
    N
  • C4D Ver
    18 Studio
  • Location
    London

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  1. awesome!
  2. you may want to check out the Reference Shader, its not native though.
  3. are you trying to view the handles in the time line? if so just select f-curve mode . if you want to adjust handles in viewport, turn off autohandles classic in your timeline window: https://www.dropbox.com/s/1ijmx2rufyclqw0/autotangents classic.jpg?dl=0
  4. maybe this scene file will help,, check how i set up the random effector to control time effector strength: https://www.dropbox.com/s/eeb1r6di5qyjm0w/random effector.c4d?dl=0
  5. it depends what you want to do with it, how many of those w/e-hedron things you need to create and how accurately it needs to adhere to the Weaire-Phelan style. i.e. if you need to make some huge structure with full adherence and accurate / complex animation etc, you probably need to use science software or houdini.. However if its something more simple you may be able to get away with fluking it in c4d, but the approach would be completely based on exactly what you need for the end shot.
  6. The introduction of the takes system has saved me a lot of time, I use it a lot. There's one small issue I have, and I was wondering if anyone else felt the same way about this; The choice to have render settings parameters not be included as part of the scope of the take system. I think its excellent to be able to set different render settings per take. But often there are situations where I want to use the same render settings but only change the frame range, for example, or something trivial like that, in which case it starts to feel unproductive to make multiple render settings which are identical except that one parameter like frame range or fps etc. Ideally, I would like to have the option to include render settings into the scope of the take system, so you use the render settings from the parent take, but are able to override specific parameters. After writing all this I realised the capability to use hierarchical render settings, which basically solves this problem , in a way its like the take system..
  7. I wish there was a more in-depth analysis of this issue available..
  8. Hi Abyss, I am realising now I should have made a better example, if you enable distort on the thick/semi transparent stroke material you will see the issue returns with a vengeance, also, check what happens if you try this with more objects overlapping, the issue quickly returns again: https://www.dropbox.com/s/aecbjk0jwenrzsw/SntAlias2.jpg?dl=0 distort on the stroke: https://www.dropbox.com/s/eri8o8kjicmousi/SntAlias3.jpg?dl=0 The original scene where I first spotted this problem, uses many more tags and objects, so there are overlaps everywhere. Maxon have said this may be a bug, but I'm sure I've seen complex SnT renders with layered strokes without this issue before..
  9. Something very strange is happening, I was hoping someone could help me out. I've made an extremely basic scene to try and isolate my issue. I have two tags, one which is non-opaque, when they overlap in render, the opaque stroke is overblown/distorted. I have tried so many different settings, but I can't get the strokes to work together as expected. here is what I mean: https://www.dropbox.com/s/drjxrr4vzyvuelc/SntAlias.jpg?dl=0 the scene file: https://www.dropbox.com/s/pp4gzydio6lobty/sketchnToon_test3.c4d?dl=0 I've been trying to figure this out for 2 days now.. emailed maxon and they don't get it either.. so far.. which is extremely disconcerting.
  10. wow, Ramon, that spline rigging script sounds awesome. I will try it out soon, looks like the perfect solution for you?
  11. thanks for the heads up, didn't know about this, hope to see something interesting soon.
  12. Hi Ramon, I'm glad you found it useful! Keep in mind, python nodes input and output ports are type specific, so make sure to delete the standard ports that come when you create a python node (unless you are just dealing with floats) and create new ones based on the data you will be feeding into it, e.g. in our case, "link" I just checked the dropbox file and realised (now that I have a tiny bit more scripting exp.) why its not updating the spline after modifying the tangent, the object needs to be sent an update message, in this case, the spline object is Input1, so just need to add this line of code: Input1.Message(c4d.MSG_UPDATE) if this was a script and not in the python node in xpresso, you would additionally need to add this line of code c4d.EventAdd() This also applies when using the Python Tag, I think automatically sends this message every frame. Also, I know earlier I said you need an Object Index node to pass the reference into the python node, I don't think that is the case, I think you can directly feed object into the inlet. So no need for the Object Index node in the example scene file.
  13. woah this is a cool feature! I didn't know about it.. When you say they "don't come out right" can you elaborate? when I do it it seems to work fine where the spheres are, but the flat surface seems to act a little strangely, especially with the light directly above, the flat surface looks like its lit from an angle:
  14. I tried one time before with QMC + QMC and got same problem, good idea re: ray depth, my options were all set to default (attached)
  15. I'm rendering an animation with physical render and GI, I have attached settings for both, using Irradiance catche and QMC. Some seemingly random solid black artefacts crop up, It only happens on some frames, around 1 to 5 every 100 frames. I've attached a frame with the aforementioned black artefacts. Is this a know inssue? maybe the settings I'm using aren't meant for animation? Using r18