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Everything posted by Mash
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Nodes in octane are completely optional. You can use octane as a standard classic c4d material with shaders etc or you can use nodes to connect things together. They both happen at the same time, so you can seamlessly switch between editing the material with shaders or nodes, they're one in the same thing. I spend about 75% of my time working with the old material editor then jump into nodes for more complex things.
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You've completely lost me. Are you trying to make a camera pan up to view an object, then immediately have the camera cut to a new location and do the same panning up motion but on a different subject? Do this: Null Master L Null Rotation L Camera Place the Null master in the centre of the object you want to view, say the cube. Keyframe its position and rotation. Now use whatever combination of the camera and rotation null you like to record the motion (I have all my cameras in a null to make it easy to orbit around products) Now when you want to replicate your panning animation on a new product; duplicate all the keyframes on the camera and rotation null further down the timeline, and just keyframe the Master null being in the centre of the new product. The Master is ONLY to be used to moving to a new subject, no other animation. The rotation null is only for orbiting around a product All other camera animation goes on the camera Project attached. copypastemotion.zip
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Octane is subscription only now whether you use the usb dongle or online activation, but that said, we havent seen their licence servers go down in 5 years of using it. Plus the subscription price is very low especially given the mountain of stuff they throw in with it; extra apps, GSG subscription, tons of kitbash content. The online licensing is also done very conveniently. If you log into a machine, it will just work, theres none of this "you already have a licence in use on X machine, log off there first" rubbish. It just steals the licence and boots the old one off next time it sees it online. The cost of the subscription is more than made up for the lower electricity bills from faster renders and requiring less hardware to begin with. I keep looking into redshift to see if its worth switching to the new official render engine and... we can't bring ourselves to do it. The cost is so low that its negligible and redshift seems to offer nothing but negatives for us. slower, more manual settings, less realistic, more expensive and clunky network rendering. In case youve never used it, octanes network rendering is amazing. Set up a node and thats it, every render you do will now use the extra machine's power. This goes for render queues, picture viewer renders, the realtime live view. Just hit render in any capacity and its there.
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3D models in seconds not hours or months with the Omnia Generative AI Tool
Mash replied to MJV's topic in Discussions
That is the least impressive video with the most overly dramatic music ive ever heard, -
Sorry, when I said to just send the broken part, I meant strip out anything from the project that doesn't need to be there so we can narrow it down. ie delete the oven, maybe the main body of the fridge and anything else that doesn't need to be there so you dont have to send gigs of confidential data. The file you send needs to show the problem you have. If theres no lights or cameras and the project renders pitch black, then its hard to diagnose a transparency problem which only shows up at certain angles.
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If you can send just the part thats broken we can take a look, otherwise theres too many options
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The answer is: It depends. It depends what you need the model to do. Do you want to animate the cable bending? Do you need toa animate the exposed fibres splaying outwards? Do you need to cutaway or make the outer sheath transparent so you can see the wires in the cable? (If not, why run these cables all the way along inside a rubber hose you can see through?) The simplest option is make the entire thing out of cylinders for the glass, tubes for the coloured wires and a tube for the black sheath. Make sure they have lots of divisions, then use a spline wrap deformer to pose the entire thing. If you need the splayed end, then instead just run splines, sweep circles and rings for the glass and wires, then manually splay the ends. But still use a spline wrap to control the entire wire.
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Have you tried upgrading your amiga to 1 mb of ram?
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I would just be grabbing a single giant hdd (10-20tb), unzip them all, enable drive compression. Screw swapping usb thumb drives for every project
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In theory it should work, but check which of your laptop ports support full pcie connectivity, some may be simple usb ports with no direct pcie lanes. Commonly only a single port will support pcie 4x.
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The cable isnt going to make a difference outside of >4k >240hz It makes no difference to c4d gigabyte isnt an offbrand, its a well known manufacturer what settings are you missing? 4gb of video ram is absolute garbage, what did you buy?
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Air should have an index of 1 Liquid is 1.3 Glass is 1.5 If the liquid and the bubbles both have 1.3, then it's as if they arent there, the light won't bend because they have the same index. You've made this: https://youtu.be/nn-ljXKbQBQ The simplest option is to select all the bubbles and invert their polygons so that theyre inside out (they should appear blue in polygon mode, not orange) Then merge the bubble mesh and the champagne mesh. This will effectively give you your volume of champagne, minus the area for the bubbles. Then apply a single champagne 1.3 material to the single mesh. This should now work. Keep in mind, you don't want your liquid and glass materials to have polys in the same place, scale the liquid a tiny bit larger so it penetrates into the glass to ensure all air pockets are removed.
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We seem to have very different experiences with rum
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If this were a real job, the first question would be how many names are there. Because youre going to need to manually map out links for every name, for every camera angle. Now if we're talking a 4 sided memorial, with 20 names on each side, and assuming a single height level for rotation (ie no up and down) and maybe a conservative 30 rotational steps. Thats 40 names visible at a time. But many of those angles will be so slight you cant read them, so no map needed. lets assume each side is visible for 10 of the 30 steps. Thats 800 url maps you'll need to create. By hand I would go back and say sure, lets do a 360. easy. null, camera, spin, 30 frames of animation, jobs finished. I would then offer 4 flat easy to read closeups of the names and just do the name links from those. Just use one of these, quicktime is dead: https://www.jqueryscript.net/blog/best-360-product-view.html
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I would ignore their channel and get on with my life. Nothing will ever be as bad as that guy who wrote and published 3d software books years ago on every single 3D app, despite not knowing how to use any of the apps.
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Boop: edit: lol, beaten to it
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Upload a scene, there's too many variables to go through.
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Ok, maybe lets get to the root of the issue. What makes you think Maya isn't subdividing the mesh to get the smooth result? I've got £5 here which says Maya is 100% subdividing the mesh exactly as C4D is. In fact you're probably pressing a shortcut called SDS...... SubDivision Surface....
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ive watched the video and read the replies but im still not sure what it is youre trying to do. Are you trying to set up the hoykeys for switching, or are you trying to get one specific view mode? Add a cube Make it editable (press C) Add an SDS Set viewport subdivisions to 3 or 4 Put the cube inside the SDS Select polygon mode Thats it. You should now have a low poly cube cage with a smooth model model inside. If you want to add the isoline overlay, select Display > Quick shading (lines). And then select Display > Isoparms.
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Make sure you're on the main take if using takes. If not, open the timeline, bookmarks menu, default bookmark. This resets everything.
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C4D has long had issues with system responsiveness during renders. The only engines which allow the app to remain responsive during renders are those which bridge out to an external app and then send the results back to c4d. eg Octane. The only way around this for cpu engines is to restrict the number of cores c4d is allowed to use. Hyperthreading complicates it a bit, but when using physical or standard I used to knock it down from 8 cores to 7 cores if I had an 8 core machine. Edit > Preferences > renderer > custom number of threads. For redshift gpu there may be some other priority setting but im not aware of it.
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"I only said what I said because someone said it was an American expression" Nobody sad that. "it doesn't and could never mean the period key on a keyboard." Except it literally is
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News just in: "America isn't the centre of the universe" You'll also be disgusted to hear the rest of the world uses the metric system, don't all drive on the right, speak other languages and don't have a school massacre every 30 minutes.