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Mash

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Everything posted by Mash

  1. The tutorial was probably right at the time it was made. I don't remember the exact sequence but it used to be something simpler to activate it, maybe just double click. But so many people were accidentally activating it, they added the ctrl modifier. Chances are the older tutorial was telling you to just double click.
  2. If the XYZ locks at the top are not locked, you may have accidentally activated c4d's second axis lock tool. If the object only scales on the x axis for example, try ctrl + double clicking the x axis in the 3d viewport. This will lock/unlock that direction. Nobody uses this, it was only added to trap and annoy people.
  3. Or just use the reliable aec export. Render settings > save > compositing project file Enable 3d data Click save at the bottom Import the aec file into AE
  4. Just because one character rig runs fine, doesnt mean another will. Its down to what calculations are being done on each rig and polygon counts. Though I will say, we currently use R26 at work because it does everything we want and none of the intermediate versions have added anything worth upgrading for (for us). We will be updating to the next release.
  5. If a displacement isnt moving, then 100% make editable or "current state to object", save a copy of the scene thats still live in in case you want to change your mind later, but absolutely get rid of those displacers where you can. the object count will only likely be listing items in the object manager. eg if you have a cloner and a model inside, c4d will say you have 2 objects, even though secretly there are maybe thousands of them.
  6. Send a scene and I'll take a look, but likely culprits: Number of objects. How complex are those plants and how many are there? For reference, c4d starts to get slow when you exceed 20,000 objects. By 50,000 you will only have a few fps and at 100,000 it will be miserable. In your screenshots I can count 50 flower tubs, if all the leaves and tomatoes and stems are individual, you could have 50... 100..... 200 objects in there. Multiplied by 50 tubs that could be 10,000 objects. Add the rest of the scene, the extra flowers I cant see and maybe you are well into 10's of thousands. If this is the case, flatten down the models and merge them together You say you have booles. Are they moving? If anything inside changes then the boole needs to endlessly recalculate. Even if it takes a fraction of a second, that could still set you down to 5-10 fps. Check nothing inside animates and consider making the boole editable. Displace deformer. Its notoriously bad for editor speed, it just sits there endlessly recalculating the displacement and it a common scene speed killer. If this is for rippling water then dont displace it, just animate a bump or normal map for some ripples, it will be many times faster.
  7. To edit an FFD, just switch to point mode, you can now use any selection and manipulation tool to adjust them. Regarding animating, a point morph tag is best but simple PLA mode will let you animate from one state to another.
  8. I guess the question is what method have you used to make the lower detail levels and what setup do you have in the object list? Hiding an object simply removes it from being visible, hidden objects will always continue to be calculated on the assumption you are using them to control another part of the scene. You need to use the green/red checkmarks on effects to full disable them from being calculated,
  9. They've done this in a few of the different worldwide versions and it always comes across as unnatural and scripted. Cowell can't sound natural whilst acting to save his life. They just record a bunch of scripted shots of judges reacting and the audience reacting then splice it together with footage the 3D department has comped their video into. As for what the audience sees, it will almost certainly just be using the background video wall to show a basic realtime version (what you see at 0:14). They then do a full render of the character on the stage with a standard offline render engine (skip to 1:04 then use the < > keys on your keyboard to skip through frame by frame. You can see the offline render engine buckets swirling around). Then it all gets edited together with the judges pretending they saw the performance and the audience pretending what theyre seeing is amazing. I don't forsee any unreal or realtime hair usage going on here.
  10. You just wrote down exactly why I made my reply. Uni's train people up for specific niches "because thats what the big studios ask us to do" But why? The big studios represent (pulling a number out my arse here) lets say 10% of the 3d employment options. What are 90% of the 3D employers supposed to do with a legion of riggers and substance painters? they're being trained up for jobs they're not going to get. Imagine if the colleges were pumping out thousands of mechanics who specialised in nothing but wankel engine design. Theres a few dozen jobs for these people and all the other employers are normal garages trying to hire mechanics to fix your uncle's 10 year old honda civic. But all the wankel engineers have never lifted a spanner or changed an air filter in their life.
  11. If I may be so bold. In my experience, a lot of universities running 3D courses seem quite myopically blind what the real world demands are of 3D artists. They look at what the most exciting things are for students, predominantly working in the movie industry and seem to blindly target that as if it will be getting their students a job at the end. The reality is that the vast majority of 3D jobs are for generalists, people who can model, clean up cad, texture, light, animate, render, post produce in AE + PS. For every person spending 2 years working on animating Groot's left nut, theres 100 more working at a less prestigious company creating every day artwork. Product renders, adverts, previz, theatre shows, projection shows, town planning, architects, packaging visualisers.... We recently went to some university recruitment days looking for new staff, and honestly the experience was quite miserable. Maybe 30 stands from employers looking for people and perhaps a couple hundred students handing out resumes and virtually everyone who we spoke to was unsuitable. More or less all of them had chosen one single specific niche, looking for a job at a studio. I need someone who can take a client's idea and run with it from start to finish. Instead all we found were 20 people that want to do nothing but rig characters, 20 texture painters, a dozen modellers and a random scattering of uv layout people, simulation engineers and TDs / scripters. Not one of those people could produce anything from start to finish.
  12. what version of c4d are you using?
  13. Depends on the poly count. For our main product hero videos, we have 1-3 million poly assets so they can cope with 2k video and 8k stills. For a product 3D web page where the one item is all you see, we do lower 50,000 - 200,000 poly imports of the cad, clean out the interior polys and sometimes remodel parts in cleaner geometry. For game asset versions we need to target 500-2000 polys, those involve remaking the model from scratch and slapping renders of the high detailed product onto the low poly assets. It just really depends on what your target polygon count is.
  14. To be honest these are 2 fairly rubbish options, I'd go back to your IT team and tell them to put some actual effort into finding a decent machine. The Xeon is an old outdated pile of garbage, are HP really trying to sell you a new machine with 7 year old cpus in it? The 5696 xeon system wouldnt be any faster to us than your current system. It would render faster but thats it. Unless this thing is sat in a corner gathering dust and theyre just offering you someone elses old system? The i9 system would be much faster to use as a workstation, though again, this system is 3 years old, this must be your IT team offering you old scraps, they cant be buying these systems new can they? Either way, it would be faster to use, but half the speed for actually rendering. What you should really be looking for is either an intel 13900 or a ryzen 7950x. Either of these would render faster than your current system and would be roughly 4-5x faster for you to use for everything else.
  15. filter > animated only Otherwise your timeline will be filled with empty and duplicated tracks
  16. In your prefs turn on layer colors, now you will be able to colour code objects Add a new timeline window (top right, either a plus or an export type icon depending on c4d version. Now drag and drop objects, materials etc into here for a custom timeline of certain items. You can reset this behaviour in any timeline by going to the bookmark menu and selecting Default Bookmark Rename tags and shaders so you can see what youre doing. eg if Im animating 20 gradient shaders in a scene, all I see in the timeline is Gradient, Gradient, Gradient.... Go to the basic tab of the gradient shader and give it a new unique name so it shows up in the timeline NEVER use linear keyframes, they absolutely suck and make all adjoining bezier keyframes work like arse. Instead just click the two "zero" icons (zero angle, zero length) This gives you a linear keyframe without screwing up other keyframes.
  17. Joe Alter and Nigel Doyle? 😜 ps. all the similes seem to have broken image links
  18. I try to get myself kicked off the beta by being overly blunt at least once or twice a year, hasn't worked yet.
  19. Default hair objects have 50,000 hairs. You have so much hair you cant see the gaps. just reduce it down to 100 or so.
  20. I've got 2198 bug reports from the past 20 years Some are not reproducible, so there's no way to test if it is fixed Some happen so rarely... people just have better things to do with their time Some are in parts of the app which are scheduled to be replaced so there's no point Some are limitations of the app and will never get fixed Some just randomly stopped happening one day and nobody knows why And the other half are Octane crashes BaDumTsss.mp3 The number of bugs will always exceed the number of bug fixes until the heat death of the universe.
  21. They can't. There's a reasonable chance this is just one of the new terms and conditions required for including certain third party assets as part of the asset libraries.
  22. Render a greyscale z depth buffer, crank up the contrast in post then multiply this with your stone mask. This will make your stone mask turn white for one depth and black for another. Note you may need to specify the depth in 3d for black and white before rendering
  23. But you'd need to render everything 4 times?
  24. Just reduce the camera focal length and increase the resolution. eg. a 36mm camera rendering at 1920 x 1080 is going to be the same (within a pixel or so) as a 30mm camera rendering at 2302 x 1295
  25. I'm surprised they're still trying to drag developers into the office, what's the point? All that does is cut off 99% of the talent pool.
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