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  1. The fact you just don't go into your folder and check what frames have actually been rendered out makes me assume that you are exporting a video file and not a sequence, in which case my suggestion is to never do that again. If you were rendering a sequence and decided to interrupt it and even restart your system, catching up on where you left it would be no big hassle, but with video files...good luck.
  2. giangianni

    Physical - standard renderer Lag

    true, I myself am surprised I hadn't thought about it, although I must say that the engine problem was a bit deceptive and that is why I found your suggestion pretty smart.
  3. giangianni

    Physical - standard renderer Lag

    Man.... you deserve a nomination for solving the TOUGHEST QUESTION of 2018!!!! (with Cerbera's approval of course :-) ) Wow I just iverted the order in my object manager of the two elements in the attached screen capture and the problem is gone. I haven't checked if everything matches between the engines yet and neither have I for the frame rate issue, but the viewport problem is gone which leads me to think that all the other ones may be gone too. I'll do a check as soon as I can and let you know. A big thanks.
  4. giangianni

    Physical - standard renderer Lag

    I will. Luckly the environment just needs a wireframe look so it gets rendered out with cel and strangely enough the environment is not affected by the issue, (that's why I think the problem is actually linked to my align to spline set up), so then I do the bike with the physical which despite the view port issue renders out correctly, so it's just a pain while working in order to make sure the bike is framed correctly all the time throughout the animation (because the correct position of the bike is when the animation is not playing: closer to the cam) but the end result is good so...no big deal. Thanks as usual for support.
  5. giangianni

    Physical - standard renderer Lag

    Well...thanks Cerbera, at least I got one answer on this post ;) And now I am also sure that the silence on the other question is because mine is actually THE TOUGHEST ONE and an award would be just too obvious!!! :-))))
  6. giangianni

    Physical - standard renderer Lag

    Do i get a nomination for toughest question ?
  7. giangianni

    Physical - standard renderer Lag

    hey there, since I have not received any replies to my post and since I am still dealing with the problem, I've decided to submit an update. I had found a workaround to the issue but not really a solution, I am updating this post hoping that perhaps someone can help me out. Here's a short screen capture so that you can see the problem. When I play the animation, you'll notice a quick change in the distance between the motorbike and the camera. Now that is already rather odd, but what is worse (and here we go back to the main problem), is that that difference between when it's playing and when it's not is the very same difference between my physical renders and my standard ones. If you look deeper you'll notice that the change does not occur in the environment which stays the same during play and stop mode, it is just on the main subject, so I believe the problem is somehow connected to the align to spline set up which has some expresso driving it etc...(ok the prob may be there although I have not found anything wrong to be honest), but why the difference in the 2 render engines??? I just cannot figure this out. And the frame rate aspect that I posted initially is also freaking me out. It makes no sense. ScreenCapture01.mp4
  8. giangianni

    Render Farm uploading file pixelplow

    If you haven't payed the service yet you might want to consider another render farm, I generally use rebus renderfarm, and it uses a plugin that connects your c4d project with the renderfarm directly, so there is nothing to save and send, it just automatically checks if the scene is ok and you can evaluate costs based on your rendertime. When I found this renderfarm, I was looking for something cheap and this was suggested by a colleague as one of the best quality/cost render farms. I must say I have had some issues in the past with their custom service...but it was related to something very specific like heavy textures based on image sequences etc... but besides that all good.
  9. giangianni

    Sweep/Tracer render abnormality

    I get your point, for how I interpret this though, the tracer object generates a hypothetical spline and does not follow an existing one, so the spline options and its final shape are subordinate to the time and space given in order for it to be created. If there are no frames available to define the position of an object between 2 frames, then that position is just hypothetical and the moment you print out your frames the trail is optimised to match that frame rate, because the final defined spline never existed in the first place, it was just a possibility but was never actually "physical" and in that lies the difference as to why if you actually use a spline to sweep on , you would not have this problem. I find this whole thing very interesting as it resembles the dynamics found in the simulation theory of our reality based on quantum mechanics resarch, the basic concept is that reality is just information and the possibilities are infinite; these posiibilities based on probabilities get "rendered out" the moment we need need to verify that information, if you do not need that info ( or if does not have the space and time to be generated) it is simply not generated. Long live the tracer object and its infinite possibilities!!! :-))
  10. giangianni

    Sweep/Tracer render abnormality

    here's a quick test by just slowing the animation down to 50%. You can still kind of see the kinks but the more you slow down the more it improves. Test.mp4
  11. giangianni

    Sweep/Tracer render abnormality

    I think the problems is related to the way the tracer object works in combination with the speed of your animation and the frame rate. If you notice, the kinks occur on every very frame meaning that a linear trail is being generated and it changes direction on every frame in the attempt to create the path it's supposed to follow. The tracer object tries to keep up with the position of the nulls and becuase of how it works it keeps updating its trail on every frame and it traces a straight line between position A on frame 1 and position B on frame 2, these are basically your steps. If you slow down your animation these positions will be closer to each other so your "steps" will be shorter and the the path will be smoother. You could also try to change your project's frame rate to something higher (I'd go for 100 at least) and do the same in your export settings. That will be 4 times render time, but if your scene is not too complex you might want to consider that. I'd try some motion blur too. The alternative is a spline, you can generate one from your tracer perhaps using mospline and then animating yous sweep to match your wanted result. It won't be 100% the same as with the tracer, but I guess ou can get pretty close. A
  12. Hi everyone, I hope you can help me solve this. Premise: I usually tend to work with the physical renderer as my main renderer and I sometimes add some standard renderer passes which are faster with the SR or that are only achievable with it like a "Cel pass" for example. In the past I often used to do my time remappings in C4D either with timetracks or by actually keyframing the animation to match my final wanted result. Now I tend to do time remappings straight in AE, generally by making sure that I will only need to speed the time up and not down. Problem: I was working on a shot that definitely need some intricate timeremapping and since I wanted to have more control and avoid doing it in c4d, I changed my project settings to 50fps and exports settings at 50 fps so that I could have a nice and slow detailed export for more accurate timeremapping in ae. All good. Then I switched to the standard renderer for some custom passes and when I imported everything in ae I noticed that the standard render passes do not match the physical ones, meaning that there is a lag between the 2 exports as if the camera of one is a few frames late compared to the other one, or as if the camera field of view is a bit different (not sure which of the two it is). The strange thing is that if I render everything at 25fps ( the original frame rate of the project) everything matches perfectly but as soon as I change it to 50fps then this lag occurs. Any idea of what the problem may be? Thanks as usual.
  13. giangianni

    link object rotation to spline curve

    wow. It's an align to spline/cam morph on steroids! Super cool old school stuff!! Love it.
  14. giangianni

    link object rotation to spline curve

    Thanks Cerbera, I'll check it out now.
  15. Hi there, I have a motorbike running on a track (an align to spline set up) among the hills so with lots of curves. Any suggestion on how to link the bike's inclination (banking) to the spline's curves? I'll probably end up doing it manually since I guess I'll have more control over the smoothness when banking etc, but I know I won't get any sleep until I know how to achieve it with no keyframes. Thanks as always for your help.