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Showing content with the highest reputation on 02/17/2024 in all areas

  1. Which view are you looking through? ie you have 4 standard views, F1, F2, F3, F4 etc. These are usually perspective, top, side and front, but technically any of these windows can be any camera angle. Personally I set the third view to be a second perspective view so I have F1 as my real camera view which will render, then F3 so I can look around the scene without screwing up the render. The white box next to the camera name switches your render view to use the camera or not. The text menu switches the camera for your current view' which may or may not also be the render view. Press F5 to view all angles, youll probably find some other shot is switching every time you click the black/white box next to the camera object.
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  2. These from Stuz0r (Stuart) got me started: I also like Thaddeus : https://youtube.com/@azielarts?si=GgFDgeHBoi3JeNXp Josh is good too: https://youtube.com/@JoshToonen?si=YPei9zJoppzdZWDV
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  3. I'm learning it now (started a sketchbook in the Unreal section here on the forum) and it's a different mindset than Cinema4d for sure, but working in real time is addictive, especially for animation. Building in Redshift or Corona in cinema feel slow to me now. There is a quality loss, but I've found it to be minor so far and I'm rendering 1200 HD frames in about 3 minutes on a single 4090 with volumetrics. So I can rerender or even add another sequence or camera angle and have the clip in a few minutes. It's the most fun I've had in years on a computer.
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  4. The answer, as ever, is "it depends". Architects will export their work into the unreal engine because it means they can either produce animations where it only takew a few seconds per frame for a nice image, or so that clients can do realtime virtual walkthroughs of the properties with Vr headsets. Web people will texture and light their scenes then export them for realtime web viewing so you can look around a product on a website, or I believe in the case of Tesla, let the driver navigate around the car systems with a realtime 3D model. And yes, some people will be exporting them for games. OR go take a look at how they make some Mandalorian shots, the backgrounds are realtime game engine graphics Just keep in mind that there are limitations, not terrible ones, but some things which lose some realism. Here for example, skip to 1:32 and watch the edge of the grey chair. The realtime engine will struggle to work out how to handle strong DOF effects with strong silhouettes:
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  5. I would guess that the stacked booles and the various modes chosen therein, in combination with an incredibly small voxel size in the the VB are what is breaking that. I remain confused about why there is any boolean action needed here at all when using the volume builder, which viably replaces all of its functionality ! Here is what happens if you simply put the Cube, and Right and Left 'Big Circles' directly under the VB with no booles required... now your rotation segments have an actual effect on the smoothness.... After that, you can start to subtract other operands, also children of the VB, which is how I removed the small circle block on the left there, and could go on if so minded to complete the whole model using this sort of approach, which is how the Volume Builder workflow is meant to work... To get the result above my stack is simply this... Now, as you have seen, booleans can be used inside VBs but I have not yet found any circumstance where doing that helps the workflow more than confounding / obstructing it, or making it needlessly complex and even more calculation-full ! We could also talk about whether VB is the best approach for this kind of object - and I would say it is, IF the primary focus for the project is massive speed at the expense of polygon efficiency ! If you had a bit more time to throw at it you could model this via regular Sub-D modelling (no booles) quite easily and you'll get a nicer overall result, with about a 1/100th to 1/1000th of the polygons required to do it the VB way, and it would also be eminently more suitable for easy UVs and any subsequent animation, were that to be required... just a thought... Hope that helps CBR
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