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Showing content with the highest reputation on 02/13/2023 in all areas

  1. After playing for a few months with Unreal, things are finally starting to click in. This whole scene was animated and edited in-engine, using Sequencer and a Mixamo character. Aside from doing animation I work as a commercial DP, so what I enjoyed most was the real time workflow. It feels a bit like shooting live action on location, since you have the freedom to move the camera around the virtual environment in search of the right composition. Time to play with those metahumans...
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  3. A rolling triangle. Not perfect but quite close : ) Simple graph 185_Roll_Triangle.c4d
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  4. The emitter was a rolling object discussed in an earlier post to get that rolling cloud look I was after. That object was all quads and thoroughly mesh checked because those weird artifacts seemed to be matching the emitter's polygons. It ONLY appeared once the temperature was activated along with density. Notice that after the ship emerges it all goes away as I key framed temperature off at that point (thinking being that the ship was the source of the heat). While you may have liked the early attempts shown in a previous post, as the emitter rolled that geometric pattern and noise to the fire only increased much more significantly very late in the animation just prior to the ship's emergence in those attempts. Smoothing and playing with the dissipation rates toned it down a bit but it never went away. Plus, for every change you would make, you would have to cache up to 500 frames just to see if anything improved. So it was slow going. Plus, remember that scene was huge. In real world scale that ship was a quarter mile wide (and made to look even bigger by scaling the buildings down) and the voxel size was 100 cm. Getting it to finish caching was a triumph in itself. So it was meant to push both my machine and C4D. The final cache size was 352 Gb! Some frames cached in at over 800 Mb. I honestly never thought C4D or my machine would be able to handle it....and so quickly. 352Gb were cached in 134 minutes. Render times were 70 seconds per frame. My understanding and ability to manipulate fluids were the weak points more so than the hardware or the software. Next time, I will play with less massive subjects. Leave that domain up to Houdini experts. Dave
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  5. Shader Effector on the cloner or Shader Field in a Plain Effector should do the job, too. The UV information from the source mesh (plane in your example) should be transferred to the clones so they can be sampled correctly.
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  6. Well the moment of truth has come ...
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  7. Sorry, I can't speak English. Just look at the file. 8.c4d s.c4d sphere.c4d
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