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southpaw last won the day on August 27 2016

southpaw had the most liked content!

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38 Noble Beginner

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  • C4D Ver
    19.024 Studio
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    Birmingham, England
  1. Multipass issue rendering PNG's

    I've just tested on my PC, AE CC 2018 seems to import both the object buffer and rgb image fine, regardless of Bit depth/file format. I know you're on Ae CS6, so that might be the problem. Although as I mentioned earlier I had the same error importing a greyscale photograph in Ae CC 2108. I think as a work around, look at creating an action in Photoshop to convert your greyscale images to rgb, and run that action on a folder until you find another solution .
  2. Multipass issue rendering PNG's

    Just tested on C4D 19.053, rendered a cube with Object buffer and it imports fine into After Effects CC 2018, running an old macbook pro. The object buffer was greyscale as you pointed out earlier. The test was rendered using the standard renderer, rgb image and object buffer where set to 8Bit png. Will try on my PC when I finish work, as the Ae error occurred last when I was using the PC. Not sure if that helps.
  3. Multipass issue rendering PNG's

    I had the same error message in Ae when importing a greyscale provided b a client (Although it was a photograph not a render). In the event that you do need to convert the images manually in Photoshop, you could always set up a Photoshop Action to convert the Object Buffers from greyscale to RGB, then run the Action form the Batch command in Photoshop on the whole folder containing the Object Buffers. Not ideal, but saves you having to go through all the png's converting each one, or rendering in another format.
  4. Leaving C4D-Land.

    Ah OK, thanks for the clarification. Think it will be apprentice for a while to evaluate.
  5. Leaving C4D-Land.

    Does the Indie licence work the same way as Adobe's subscription model? Whereby if you stop paying the annual fee you can no longer use the software? Or is it similar to MAXON's MSA.
  6. Ah OK, sorry, I misread the first post.
  7. I've attached a screen grab with the setting I use. Do you have "Automatic Mode" enabled? Also if you select objects from the panel from the left, they should select the correct curve in the timeline. Hope this helps.
  8. You could try playing with the Collision Deformer to deform the pink sphere as the cloned spheres push out. (hidden at render time.) Then on a second sphere sphere with a cloth tag on for tearing and a child Mesh Deformer which references the previous sphere's deformations. This way you could set the limit of stretching before the second sphere tears, but it's shape is driven by the first (hidden sphere's Collision Deformer). I haven't tried it, just a thought.
  9. From what I've read in the documentation, the PMatterWaves Node from Thinking Particles can use a light or texture to control the emission and scale of a particle. I think you need to use a Matrix object in conjuntion with Thinking Particles. Set the Matrix object's "Generate" drop down menu to "Thinking Particles". You'll need to read up on that in the first page of the Thinking Particles documentation, see the section about baking particles/Thinking Particles.
  10. @Teknow, Yeah I know what you mean, I think with the development of all the new renderers/plugins/software there's going to be alot of questions, so I guess people post wherever they feel they'll get an answer. I don't get into the arguments of x over y software, waste of time. The hair xpresso files you posted are interesting. If you ever get the time, you should screen record your process, maybe explain your thinking along the way and post it somewhere on the cafe. I think they may get some positive feedback. Though they might prove to be a headache for you, as i'm sure you'll get allot of follow up questions. Speaking of learning, have you tried the TD Master Section videos by HSrdelic?, they look pretty good, teaching xpresso and python set-ups.
  11. @Teknow, Good to see you're still around and helping people out man :)
  12. Vertex Map To Thinking Particles

    Here you go. it makes more sense if you read Teknow's detailed break down above. Vertex Map To TP.zip
  13. Rotate separatly object into mograph

    Scene file attached for you. The weird rotation happens because your cube was not at position 0,0,0 within the cloner. So the Random Effector had an unexpected result. I have set the coordinates of the cube's position to 0,0,0 inside the Cloner and this appears to have fixed the problem. I needed to the camera's z-position back and reduce the cube size slightly to view it all. Now the cubes rotate individually. Last note, if you put your lights on a layer and hide that layer from the viewport, it will be easier for you to work as you viewport will be less cluttered. squares_0001.c4d
  14. Rotate separatly object into mograph

    Did you de-select the Position parameter when you added the Random Effector? If your cloner is set to Radial, and you select only the Rotation parameter in the Random Effector, the cubes should stay in their radial positions. If not, check that the cubes axis is at it's centre.
  15. You can use the hair brush tool with its mode set to vertex paint, to paint individual points which will generate a vertex map, this can then be used as a map for hair dynamics tab. Check the documentation on the hair brush tool, that explains it better.