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Mash

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  1. Mash's post in PC build for C4D + Redshift + After Effects + Houdini was marked as the answer   
    PSU: Youve specced an SFX sized one, thats smaller than a normal ATX size and will been needlessly more expensive, go for a cheaper atx size.
     
    ram: it will work, but may I offer an alternative. Ryzen systems love ram speed, it can give 10, 20, 30% more performance. The problem with your 4x32gb 128gb kit is that ryzen cant run 4 slots of double sided ram at full speed, so even if youre buying a 5600mhz kit, the motherboard will run it at 3200mhz. The ideal sweet spot for modern ryzen systems is 6000mhz, thats the fastest 1:1 sync speed you can do with the cpu. What I would suggest is sacrificing a bit of ram capacity and instead go with 2x 48gb sticks for 96gb total.
     
    Dont bother with the 2070 gpu, it will be a waste of time, sell it and cash in its value.
     
    SLI is dead, ignore it, no consumer gpus are made with the connectors anymore. Multiple gpus can be used, just plug them in, no SLI is needed. However, keep in mind the space and power requirements. Most 4090 cards are 3-4 slots. Does your case choice provide the 8+ slots of vertical space needed? We run dual 4090 cards as render nodes in older corsair 680x cases because theyre one of the few cases with the vertical space needed.
     
    1 large ssd is fine, I would just pair it with a cheap 10+TB hdd for storing archived projects and running system backups in the background.
     
    For the case, personally I would go with a simple front to back airflow case. Sheets of glass are not friendly to system temps, nor are 90 degree corners. Im a fan of the corsair 4000d airflow. cheap, looks decent, very nice performance (disclaimer, i work for them)
     
    Noctua D15 is a great cooler and will cope with the 7950x perfectly fine. Little point overclocking the cpu as its already running up against power limits by default. AIOS are fine if you want to pick them, but go 280mm or 360mm, Ignore 240mm and lower.
  2. Mash's post in Converting Basic Colors into Materials? was marked as the answer   
    What can I say except, you're welcome.
     

  3. Mash's post in Add Cubic Projection on existing UVW map on Football was marked as the answer   
    Like this?
     

     
    Disable tiling
    Change your single cubic map to 3 flat maps, all rotated 90 degrees as needed (this fixes the issue with the seams)
    Add a new plain white material underneath to fill in the new gaps you will see in the corners
    Under the object manager, select object > bake object
    Give it a file path to generate a texture, enable "keep uvs", select a resolution
    Click bake.
     
    Your flat projected circles will now all be baked down onto your existing uvs
    balls.zip
  4. Mash's post in Replace low poly car with high poly car in dynamics was marked as the answer   
    Theres no need to mess around with mesh deformers. Just go to the rigid body tag, then under the collisions tab you will find a 'Shape' option, set this to 'Another object'. You can now drag your low poly car into the box below and c4d physics will use the collisions of the low poly car to move the high poly one.
  5. Mash's post in How is this possible ? - Bucket size effects render times was marked as the answer   
    If I ask you to go to the supermarket and give you a list of 100 items to put in your trolley, it might take you 20 minutes to finish the shop.
     
    If I give you the list but tell you you're only allowed to use the hand baskets and have to checkout each basket one by one, it will take you longer. 
     
    If the shop has trolleys (24gb gpu) then it makes sense to use the larger more efficient capacity, but if they only have baskets (8gb gpu) then you're stuck doing the task bit by bit.
     
    tip: for octane users, this is what 'parallel samples' does. If you have spare vram, crank it to 32
  6. Mash's post in Uniform scale of a polygon object in one click&drag in the viewport was marked as the answer   
    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.
  7. Mash's post in Experiencing Low FPS on a Simple Scene in Cinema 4D was marked as the answer   
    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.
  8. Mash's post in Copy camera movement to multiple scenes was marked as the answer   
    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
  9. Mash's post in Importing textures into Cinema 4D was marked as the answer   
    Edit > Preferences > import/export > wavefront obj import > invert transparency
  10. Mash's post in Rendered without setting multipass image save folder- how to retrieve the passes was marked as the answer   
    File > Save Image As... ?.....
  11. Mash's post in Rendering to a 360° was marked as the answer   
    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
  12. Mash's post in Trouble Rendering Liquid in Glass. Any help? was marked as the answer   
    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.
  13. Mash's post in what is this command ? was marked as the answer   
    this is the sds weight tool, it blends between curved and boxy. full stop = period for the americans
  14. Mash's post in C4D 2023 Creates a folder with almost 40gb of .b3d files ?! What is it for ? was marked as the answer   
    Thats 99% likely the picture viewer cache. It should empty after you close the app, so maybe you had a crash. If you open your prefs and go to the memory section, you can see the path and the max file size.
     
    Basically youre safe to delete them
  15. Mash's post in BSOD While rendering a single cube in 8K - Clock Watchdog Timeout was marked as the answer   
    Its just you.
     
    install latest chipset drivers
    update mobo bios
    ease off the overclock
     
    It will be one of these.
  16. Mash's post in How to increase the brightness of a luminance light source. was marked as the answer   
    Material > illumination > Generate GI Strength
  17. Mash's post in Render Queue "Texture Error" was marked as the answer   
    The project assets inspector and the render queue annoyingly use different code to check for missing files. The asset inspector checks for which files are genuinely needed to render the project, whilst the render queue just does a dumb check for the mention of a material. So, if you have a node in a material that isnt linked to anything, the project asset inspector will say "yeah, not connected to anything, dont worry about it" whilst the render queue shits its pants, throws up a red light and tells you the world is about to end. Options:
     
    - hunt down the unused nodes and delete them
    - change the c4d prefs to ignore render queue errors and just render anyway
    - search your hdd and just copy the offending files into /tex so the render queue shuts up
  18. Mash's post in I need this Blender plugin for C4D [2023] - if still an issue. was marked as the answer   
    "problem: [R21] slow saving of .c4d file to network share"
     
    This was improved in R26, network saving can be >10x faster due to the new file handling code. Users report that on for example a 10gb network, saving speeds are around 500 mbyte/sec 
  19. Mash's post in Add Override Group? was marked as the answer   
    Go from the 17 minute mark. In short they're not massively useful.
     
     
  20. Mash's post in "all of a sudden" Cinema 4D renders a completely wrong section of the viewport was marked as the answer   
    Make sure "View > Use as render view" is enabled on your main camera's viewport.
  21. Mash's post in Problem in rendering C4D was marked as the answer   
    You have several keyframes all set to disable your arrow extrudes.
     

  22. Mash's post in Anamorphic Rendering was marked as the answer   
    It depends what you want to happen. When you set an anamorphic pixel aspect, it changes the composition. Did you set the anamorphic ratio at the start of your project and have framed up everything you want with it enabled, or did you do the entire project and then flick it to 2:1 at the last moment before rendering?
     
    The number you see in brackets is the equivalent size that it would be if you werent rendering anamorphically. ie. your 4608x3164 anamorphic project would take up a canvas in most editing apps of 9216x3164. It wont double your render time, if you look carefully in the c4d picture viewer as it renders, youll see that the horizontal resolution is only half of the vertical resolution.
     
    So, my question is, are you really intending to output a mega wide 3:1 image from c4d? This would only really be used for some sort of imax/planetarium or other unusual project, no movie is going to be produced with such a wide aspect typically. I suspect what you might actually be looking for is a 2304x3164 render which then stretches out to a 4608x3164 square pixel canvas whilst editing.
     
    In short, rendering anamorphic should halve your render time, not double it. eg if I take a sphere and crank up my render settings to slow it down. If I render 1:1 pixel ratio at 1920x1080, it renders in 18 seconds. If I switch to 2:1 pixel ratio and then halve my horizontal resolution to squash the oval back into a sphere (960x1080) then it renders in 9 seconds as expected.
     
    tldr; halve your horizontal resolution 
  23. Mash's post in Camera Film Back data in C4D was marked as the answer   
    c4d lists the width. The height is determined by your render setting aspect ratio. so enter 27.99 into the sensor size setting of the camera and then use a suitable render resolution with a 27.99:19.22 ratio. eg 3840x2637
  24. Mash's post in The workplane is twisted, the axes are poorly distributed was marked as the answer   
    Mode > Workplane > align workplane to Y
    View > Frame default
  25. Mash's post in Octane: Controlling node parameters with other nodes was marked as the answer   
    The input image and brightness both only accept images/shaders in both c4d and blender, you can see the green vs blue input port in the blender screenshot to show the difference between accepting images and simple floating values.
     
    You can add the octane colour correction material to xpresso to drive the numerical values such as gamma, hue etc
     
    Another option, octane allows osl nodes, just google for hue shifting osl script
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