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Cerbera

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Everything posted by Cerbera

  1. Please upload working screenshot. Until then, check FFD selected in OM, points mode active, Axis mode OFF. CBR
  2. Er... no. Once editable it is a spline path, no more, no less. But you can try screenshotting it and uploading to something like this, which can usually find these things... CBR
  3. I can totally see why they might use LIDAR for the landscapes. And if they've dragged a rig out there (assuming it wasn't just 'something on their phones' (!), then maybe it was 'might as well do the car as well' sort of thing ? But especially in the case of the first one, where there's loads of stuff in it and attached to it (canoes etc) they might have thought they'd get better / quicker results by scanning than by trying to rebuild that, or do it with stock models they'd probably have to customise. In that first one, can see that topology wasn't on their list of priorities though, as it probably didn't need to be, the car being out of focus for most of it.... For the second spot, that pre-squashed car is very nicely modelled, and looks properly built, and indeed they don't claim LIDAR for that one until it re-emerges as what seems to be a different model. At that point, the more interesting question becomes not 'why did they LIDAR that', but more 'How the diddly f**k did they get a real half-squashed car to scan' ?! You'd think that sort of thing wouldn't be in the budget of a TV insurance ad either, especially as plastic deformation is a relatively easy and realistic thing to get done in 3D... CBR
  4. Those are separate splines right ? If so they should work in loft if you disable the caps, like so. CBR
  5. There you go - fixed both issues πŸ˜‰ tuto sol mouvant youtube the collision deformer etape3 CBR Fix 2.c4d CBR
  6. Oh - forgot to say - to avoid those initial 2 dents in the surface just select the 2 objects in the emitter and move them up a bit. You might also to want to look at and redo your collider geometry; generally speaking the pit surround meshes shouldn't be the same object as the floor, so that they can have independent dynamics settings. Nor should they overlap each other as yours do in places. I have to pop out now, but it should be possible to adjust things so balls can't escape the colliders. CBR
  7. No no, you've made that a lot worse !! πŸ™‚ Now there is movement commanded by one thing that is overridden by unnecessary dynamics tags so nothing moves ! Also collision Mode wrong - that needs to be 'Outside'. Also no need to duplicate dynamics tags on objects AND their parents. Lastly emitter needs to be under everything else in the Object Manager so Cinemas order of execution is correct. Have a look at the attached, which I got working for you... tuto sol mouvant youtube the collision deformer etape3 CBR Fix.c4d CBR
  8. Couple of things wrong with that. 1. Your collision deformer does not have any collider objects listed under its Colliders tab. I haven't got time to watch an hours tutorial but I presume the emitter should go in there... 2. Your Floor (and any other objects you don't want to fall) should have a dynamics tag, as it does, but you need to turn dynamics off in the tags, so they are merely a collider, and don't fall with gravity. CBR
  9. Those surfaces are much more complex than you may be imagining. All of them have the traditional fine grooves and reflections that are best handled with radial anisotropy maps but several of them have fine hammered tone-bumps as well, which will also affect how light reflects from them, and will need to be present in either the models (seems unlikely) or the texture maps. You will have to find a way to acknowledge both these surface qualities in order for renders to start to look right. I can see why you just whacked metalness to full, but that may not be the answer. I suspect you will actually need several layers of masked reflectance types (variable roughness and color tone primarily) to accurately describe these sort of surfaces - they are rarely uniform reflectance all over the model. You will also need to make sure that your scene is full of things for the cymbals to reflect, probably including a skydome with HDRI. Also remember that cymbals are rarely very shiny - they are actually quite dull and worn metal usually (as we find with any metal surface regularly hit with wood), except when brand new, and some despite that ! Modern artisan-style cymbals tend to look pretty duffed up right from the factory - to the point where we often used to joke with our drummer about him finding his cymbals in the local skip ! πŸ™‚ So that's the general qualities you need to address, and the reason why your current ones don't look right, but I am not the person to tell you how to do that in RS, which isn't my first choice of renderer... however this thread may be some use... Oh, and I see you have Substance Painter. That might help ! πŸ™‚ Ex-C4D leviathan John Dickinson below, to help with an answer over there... CBR
  10. Yep, this is the sort of thing Save Incremental is designed to avoid... CBR
  11. Cerbera

    which laptop?

    So which versions of Cinema and RS is this for, given that R16 Student edition listed in your profile hasn't been possible for about 8 years ! CBR
  12. I just tried to recreate those circumstances, and the new tool bars I add don't disappear, either when I untick Edit Palettes OR close the Command Manager. Which makes me wonder if this might be something to do with importing the layout from a previous installation. I have previously had some issues doing that in versions upwards of 23/24. So I think I originally created a brand new custom layout for S26, which is the only thing I can think of that might explain the difference... oh, unless it is something to do with dynamic menus, which I have turned off in my custom layout. CBR
  13. I think that is the plan, but isn't here quite yet, and hasn't been the case before... CBR
  14. Very interesting analysis of the art and environments of Dune from Aesthety... and as if that wasn't enough - here's a 1 and half hour deep dive on the VFX on that Absolutely VAST VFX team on that - 84 TDs ! CBR
  15. Yeah that is scary hot - solder melts at less than double that temperature ! You're in the territory of sudden CPU over-temp power-downs there. I agree with Mike; that suggests something must be wrong in the cooling system. Usually it's the heatsink connection to the processor. CBR
  16. If the object disappears when you do that, something has gone wrong, and we'd need to see the file to know what it was. CBR
  17. You can bake the frontal projection to UVs, but of course if you then move the camera at any point the texture will look wrong. But if you are fine with that then proceed as follows: 1. Delete any existing UV tag on the object. 2. Select the Material Tag that is using frontal projection. 3. Right click that tag, and choose Generate UV coords. New UV map will appear, mode will change to UV mapping, and that will contain your frontal projection, which will now be static. And then tell me how many hands and mouths I'd need to play that instrument ! πŸ˜‰ CBR
  18. Welcome to the Core πŸ™‚ Please complete your profile before asking questions so we know what version you are working with, which is crucially important to this sort of question. That's not right. What is the physical size and power of that light set to ? CBR
  19. I've been using WinRar all this time. Nested in windows menus, does zips and rars - quick, easy, free. CBR
  20. Yeah, Phong break selection (U,N) will do it. Or you can just live select really roughly and quickly over any of the wrong ones, then do U,V for Select connected. CBR
  21. Ah excellent - I was really hoping you'd get some examples up over here πŸ™‚ Good man ! CBR
  22. Yeah, my main point was that is a serious step up from what we had... and I honestly think it is ! I should also add those weren't the only examples I was referring to - still awaiting permission on uploading others ! CBR
  23. Right then - you want some simulation stuff ? - Here we go, courtesy of, and with kind permission to post from Yan Ge. sim tests_yan_ge.mp4 sim tests_yan_ge 2.mp4 CBR
  24. I am in the process of asking the people involved if they are happy for me to post their work ! I've been too busy rinsing and testing the modelling stuff to get massively into the cloth, but I have seen properly majestic things from the people who really focused on that... CBR
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