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Jeff H1
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Everything posted by Jeff H1
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Depending on the shot as well as time constraints regarding re-rendering, you can hack it in AE. For instance, in your shot you could just draw a rectangular masks on the ball on the areas where it should be on the other side of the wall. It will mask out the other parts of the ball (or you could invert these masks if need be). This will give the illusion the ball is behind the wall and seen through the windows. Another hack would be to work on the wall itself. Create a dupe of the wall layer and put it over the other layers. Use rectangular masks to cut out holes where the windows would be. This would allows the objects to appear behind the wall through seen through the windows. You would then need a larger rectangle mask on that top wall larger to bring back the wall over the front.. below, the the mask 5 is in Add mode to bring back the wall over the objects with masks 1-4 as the cutouts to see the objects behind the wall. I've had to use both methods for some straight compositing jobs. using the wall in front with masks for instance is good if the objects behind the wall happen to be moving.
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you may need to check your color management settings. color shifts in picture view vs render view are typically color management issues. You can change the view transform in Picture Viewer if it helps:
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One other thing I realized that may have been tripping me up about the move tool and the "Keep Neighbor Components" checked is the move tool switches between the normal move attributes and the UV Edit move tool attributes when you go between the viewport and the UV Editor, unless you specifically toggle the button UV Mode:
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just an update. Here's what I was talking about regarding the Unwrap just not understanding sometimes. I was trying to redo some of the UVs. Granted, this geo is a rectangle that had a circle boolean which was applied (current state>object) and I didn't add supporting edges coming from it afterwards. You can actually see issues with the geo on the left size of the circle. So maybe unwrap is having problems with the geo. (Unwrapissues1.mkv) I went through and added some knife cuts above and below the boolean then ran some edges from various points on the circle to the edges of the knife cuts just to give it something. I then tried the same thing, selecting edges and unwrapping but it appears the same issue is happening although this time there's another error. I don't see my border edges anymore (still the same scene with the same View UV Seams turned on). (BorderEdgesMissing.mkv) Besides not being able to see the border edges on that mesh now, I also can't seem to select the individual UV islands by double clicking. If I double click it selects all of the islands. If I go to another mesh and try to double click to select an island it works. (UV Islands.mkv) EDIT: It looks like the video positions are reversed below. Also forgive the capture. I was using OBS and it wouldn't take the whole screen for some reason at first. Free software! 547072174_UVIslands.mkv BorderEdgesMissing.mkv UnwrapIssues1.mkv
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you won't find many related to C4D's motion graphics capabilities. Most seemingly discuss concept art, hard surface modeling of sci fi stuff, geometry node forays (akin to Houdini), and generic modeling. Ducky3D and smeaf may be the closest thing you'll find to motion graphics tutorials for blender. Not sure they're at the same level as many of the artists picked on the 3D Motion Show broadcasts though. Just my opinion.
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same here. probably a site went down.
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nice thanks for the tip! C4D has a lot of features that to some of us are seemingly tucked away because we sometimes get trapped in the way other apps do things. It's nice to even see the soft selection in those options too!
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Also, I'm going through this tutorial which is helpful in understanding some of the workflow, including the texel density which I mentioned above. Apparently in UV Packing you can Equalize Island Size. It's more of an automatic solution.
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Here is the blinking I was referring to. It happens when using View > UV Seams or UV Connectivity. When using those options, they appear to turn on and off based on some sort of time out. If using UV Connectivity, it looks like a blinking Christmas tree. 2022-12-09 09-35-53.mkv
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EDIT: I'll preface it with the possibility that I'm expecting some features to work a certain way and the devs found a different way for those features to work. - Cut command. I don't want it to always "unwrap" for me. Also, sometimes the unwrap can get unruly. If I select edges and hit unwrap, it arbitrarily cuts other edges and the edges I selected were never unwrapped. - Selecting a poly in UV Edit mode and wanting to move it. I don't always want it to separate from the island. I'm forced to go into edge mode to move the edges (or points). - Weld options. With an edge selected show the associated shared edge of the other UV island it will weld to. Also, have the UV island MOVE and fit to match the UV island it was just welded to. Currently if you select an edge, you don't really know what it will weld to and the welded edges of the two UV islands are stretched to meet each other in the middle. - Relax and Optimize brushes (and separate commands too for all around adjustments of the whole UV set). On your golf club example I notice some tight grouping of some UVs (displayed in tinted red). Having brushes that allow to relax those would be helpful. Or in cases where UVs are completely screwy or flipped, having an Optimize brush can help to sort those out. - Texel Density. While there is an older free script out there to check and adjust texel density between 2 models, it's not part of C4D proper. Also, there's no ability even in that free script to adjust the texel density within the UV map currently open. For instance, you have hard surface model and you're unwrapping it. Ultimately after unwrapping certain parts you have UV islands that are way too big or too small. They need to be the same size for texturing purposes. Selecting one UV island as reference to get its texel density, then selecting the over/undersized ones and applying that density would be useful. - UDIMs. I'm not the first or the last person. 😉 weld who? oh welded that.
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right but the one that Maxon owns? Also, so far as I know, no render engine has an upscaler built in.
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wow that Blender head looks horrible. Dev should have done the cringe test before sending that one out. Also, Max was updated too.
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I can't seemingly zoom in any further on the UV Editor. Is seems to have a limitation on how far you can zoom in? Also, UV shells are all blinky and stuff just moving my mouse. 2023.1.2. I'd gladly beta any updates! please make the UV editor nice enough to take home to mama....
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draw a spline (or use a primative circle if you want). Throw it in a sweep with a circle as the profile. use a cloner (object) with a sphere or whatever you want to signify as the directional blips, drag spline in as the object . then key the offset.
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I'm not holding their feet to the fire but it appears as though they are releasing an update each month now since R2023. - Sep 7: 2023.0.0 - Oct 12: 2023.0.1 - Nov 9: 2023.1.0 - Dec 7: 2023.1.2 I'm just sayin......
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An interesting thing about some of this AI is how it's being used by its creators. For instance, are people's likenesses and information being harvested by these companies to help refine their AI model? Are these companies then selling the data to other companies? Without being fed data, AI wouldn't work as well. A lot of people are unknowingly feeding the machine.
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at least let it help fix problem areas. working with the UV Editor is a complete shit show. I seriously don't understand what UV Unwrap and Weld is trying to do some times or maybe it just doesn't understand how I want to cut edges here and weld edges there without it deciding arbitrarily it will weld things for me. Just gave up on it again.
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Command line in Administrator mode: chkdsk /f /r /x It looks like Maxon only has down to R21 on their site. I'm not sure if a support ticket could help you, or maybe someone from Maxon here?
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I'd love to see AI used by Maxon and others for things like optimizing render settings. It can sometimes be tedious to go through render settings and find the optimal amount of samples for each light or surface in order to squeeze out the best quality and minimize render times. Having AI calculate the optimal settings for you based on the materials, lighting and environment would be nice. I mean going above and beyond the autosampling or the basic mode of low/medium/high/very high. I could also see it being used to auto-scale rendered images. For instance, you need a 4K animation. You hit a toggle in render settings which has AI determine and recommend the lowest possible resolution to render at so it can intelligently upscale the image after it renders it at the lower resolution. This is all done by the renderer so no need for a 3rd party solution like Topaz. Maybe other areas could benefit too like the tracker, sims, scene nodes and so on.
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yeah.. I haven't decided to dig into it but it's a pretty cool concept! ADDED: I wonder how it would work convert old python 2.x code into 3.x code for newer versions of C4D? It could potentially resurrect some old scripts?
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Interesting use of AI. Helping create simple scripts to solve small problems or for repetitive tasks. I wonder how long it will take until AI is embedded into compilers to help check code for errors, make the changes itself or and suggest and make changes for optimization.
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Maybe it's time to open the forum again and bring back the ads?
Jeff H1 replied to No One's topic in Discussions
i know.. I made a bad joke. 🙂 -
Maybe it's time to open the forum again and bring back the ads?
Jeff H1 replied to No One's topic in Discussions
I paid and it still acts like I haven't paid (red banner at the top).