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Everything posted by Mash
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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.
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this is the sds weight tool, it blends between curved and boxy. full stop = period for the americans
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Spoilers....
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Move camera backward while keeping the camera movement animation
Mash replied to Citania Cit's topic in Cinema 4D
I would go down 1 of 2 routes here. First go for the FOV route, just select your camera, take a look at the focal length, then reduce the number. This will optically zoom out, giving you a wider field of view. If that doesn't work for you, then Add a second camera, place it inside the animated camera in the object list, activate this new camera, then navigate backwards in a straight line. The first animated camera will now drag the second camera around with it. Just be careful you dont back up into a wall. -
The simplicity of a scene in this case will actually be working against you. On a complex scene, each cpu core picks a chunk of the image and spends time working on it before stitching it together. By rendering just a cube, the render buckets finish quickly and then move onto the next bucket more rapidly, increasing the chances of the error happening. For a similar example there have been problems recently with gpus cooking themselves when the game they're running is too simple. Instead of doing some heavy lifting on a complex scene at 4k and managing say 60 fps; they get to a blank loading screen, there's no geometry or textures to process and the fps suddenly ramps up to 9000 fps. Im simplifying here, but the bit of the card in charge of timing things can't cope with such a high frame rate and the gpu ends up blue screening or physically breaking. You have the cpu version of this. Your cube scene render buckets are getting processed so quickly, that it is showing up the instability of the timing part of the cpu that juggles the various threads.
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Different tasks will be hitting your system physically in different ways. Your physics sims will be ramming 1 cpu core at 100%. Video editing will be hitting ram bandwidth, standard c4d renders will be loading up the FPU of the CPU across all cores. You can absolutely have a system that is stable for gaming and general system use which then falls over as soon as you start a c4d standard or gpu render. eg an overclocked gpu which fails during a game might manifest as a single pixel turning the wrong colour for a moment, but if it fails during a CUDA 3d render then it kills the entire app. Clock watchdog timing out is basically telling you that the cpu tripped over its own shoelaces whilst trying to juggle tasks across the cpu cores. This can happen if the chipset drivers arent installed and you just have the standard MS OS drivers, especially with newer high core count chips. Or it can be a more fundamental bios problem, again, most likely a newer cpu on an older motherboard bios. Or lets be honest, entirely likely overclocked too far. You havent said which cpu this is, but these days theres very little headroom for overclocking on most cpus and gpus. Most chips are already auto overclocking themselves under the guise of turbo boost anyway. Unless you have exotic cooling in your system, the heat generated will usually be your limiting factor even without overclocks.
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Its just you. install latest chipset drivers update mobo bios ease off the overclock It will be one of these.
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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
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Just guessing here, but the support could just be free subscriptions as prizes, which essentially costs them nothing. Also, if youre going to spend money, spend it on people you want to become your customers, not people who already are.
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You can, but don't. You should virtually never export h264 video from directly from c4d. If you spend 5 hours rendering, but the compression is too high or too low, then you're 100% screwed and will need to render the entire thing all over again. Continue doing exactly what you were already doing, render an image sequence (png is the simplest option without getting into the details) And then use premiere or after effects if you need to do work to it (editing, colour correction etc) or go straight into adobe media encoder. The quickest option is media encoder. Select File > Add source. Click the first image of your sequence and make sure the "file sequence" checkbox is enabled. You will then see the preset should default to "match source - high bitrate" Play around with exporting to high, medium and low to get a feel for how the file size vs quality changes and use whatever works best on the website If you want to use premiere; make a new project then select File > import and click on the first frame of your image sequence. You will see a small "image sequence" checkbox below, tick this. Now right click this imported thumbnail and select "new sequence from clip". Lastly you can export the video: File > Export media, use the presets called "Match source..." and select high medium or low as a starting point. If none of these is what youre after in terms of file size, you can come back, unfold the video settings and adjust the target bitrate then re-export.
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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
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Legal question regarding NDA and a use of an animation in my portfolio
Mash replied to hyyde's topic in Discussions
You think a client is going to maliciously upload your demo reel to get revenge for a high quote?.... jesus, remind me to never work with your clients.