Jump to content

Seano

Regular Member
  • Content Count

    101
  • Joined

  • Last visited

Community Reputation

2 Noble Beginner

About Seano

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Sean
  • Last Name
    O
  • C4D Version
    R20.026 Studio
  • Location
    East Coast, USA

Recent Profile Visitors

1,837 profile views
  1. Thanks for the comments. So I take it that the claim that 'Cinema 4D's lights do not scale down properly for small products and scenes" would be completely incorrect? Even for projects not destined for hyper-realism, I try to maintain workflow practices, such as keeping measurements to scale, that would support realistic renders, and would like to continue with this unless there is a really good practical reason no to.
  2. I have tried to work to real-world scale for some time now, since it makes working with models sourced from CAD as well as custom models easier to compare to real-world measurements. Many of my 3D product models are relatively small, i.e. between 6 inches and 6 feet. I was under the impression that scene elements such as lighting in Cinema 4D were independent of scene scale, but recently read (in a discussion elsewhere) that Cinema 4D's lights do not scale down to small product size. This claim wasn't refuted by the respected, knowledgeable OP in his reply to the comment. Am I missing something, i.e. would I get better lighting and render results if I scaled up small scenes?
  3. Sounds good. Some input on how much time/knowledge is needed or how involved it is to convert materials to the new node system, and whether these materials need to be further modified for e.g. ProRender. Also, would be helpful to know whether the new material structure is a step toward learning and using a third-party GPU renderer?
  4. Console gave me this error when I tried to send a job through that does not have any ProRender profiles. (Error) Render-Job failed: Several plugins used in this project are missing. Saving may cause loss of plugin data! Plugin 'ProRender' (ID 1037639) There are no other plugins missing, and the other machine is up-to-date, and ProRender does work on it when editing (though it did have a 'no openCL' issue until the Nvidia driver was updated). After a lot of trial and error, I found that deleting all of the render profiles was the only way to stop this. That and being sure that your cameras including the default camera have NOT been 'ProRender enabled', even if ProRender is not the profile in use. R17 keeps complaining about the ProRender plugin being missing, and again, the only way I could get rid of the error message was to delete all render profiles. I really think ProRender should not be marked as 'a plugin in use' unless there is a ProRender render profile. Even the fact that the default camera or another camera has been set to 'ProRender enabled' and then had the render profile changed really should not cause Team Render and releases before R19 to error out as if one is actively using ProRender. Otherwise, still need to give ProRender a try, when I get some new graphics cards.
  5. Hi , Can you upload rBoole plugin please , I cant find any link of this plugin.

    1. Seano

      Seano

      Do you still need this, I can upload it?  Missed your message somehow.

×
×
  • Create New...