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Hamish

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    Hamish
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    Logan
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    Berlin

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  1. Herzlich Willkommen Franziska! H
  2. Gotcha, well FYI I'm running on a 2012 desktop Mac holding 8 GB RAM - (NVIDIA GeForce GT 650M 512 MB ) which albeit is incredibly limiting without any chance of using redshift and the like, but can still produce good stills, if not animation - as I so desire. I'll probably catch you in another thread RE: computer upgrades and specs to invest in etc. Thanks for the explanation CBR, H
  3. Nice one. So 103 was original sample distance, cracked it down to 50 resulting in the same banding, 10 did the trick. I can't notice any other visible sacrifices made thereof, nor any drastic increase in render time. managed to punch it back up to 15, which in my scene banding could still go unnoticed. That might still be relevant for others dealing with a similar scene. As always CBR quick response and knowledgable on the matter - If you wouldn't mind assisting me further in explaining what sample distance is and how it affected me specifically here please? As I am struggling to find it as a clear topic anywhere. P.S. Couldn't receive your attachment for some reason, it just appears black. Kind Regards, H .
  4. scene - one VOLUMETRIC spotlight shines down creating a ray, using SHADOW MAPS (SOFT). In order to create a rippling effect as you would find from under the water viewing sun rays, I created a filter in front of the spotlight by applying an alpha channel onto a disc shape. In this Alpha Channel I use a Noise texture, set to an animated CRANAL. I achieve the desired light rays, but marks, which appear to dance in time with the CRANAL animation appear within the light rays themselves. looks a little like moiré. Spec - R17, mac Renderer - Standard. Hope that is enough Info and that someone can help H,
  5. Hi all, I'm considering taking on a job and would like to see whether its first of all possible in C4D R17. I'm also a complete beginner when it comes to joints / rigging in the program. The task at hand is to model an arm with basic joints - [ Shoulder>Arm>Forearm>Wrist ]. Then to apply muscles to each joint accordingly. Then to simulate a pad to move around in a selection of different patterns, which the hand will rest on and follow from its connecting shoulder joint. I haven't had much luck finding specific questions as these via Youtube tutorials. My queries are: How to allow the arm to move like an arm, for instance, allowing twisting, but not breaking past the elbow etc. And to make the whole arm engage in movement rather than just the wrist. second, how to attach muscles which will contract Thirdly, As this is the point of this proposed simulation, is there a way to apply an 'angle counting' tool to how the muscles contract, and how the joints are effected? (for instance, Should the pad move 30cm on the Y axis, and 20cm on the X axis, what is the best way to compile all of the angular value variations from each node?) unless that all has to be counted manually... I hope that is clear enough info, Any help would be very much appreciated in regard to whether any of this is possible in C4D and whether you have any useful start up tips with how to get started. Thanks, H
  6. Update: As we can see here, We've gotten as far as connecting the head to the cloner successfully. Now the next challenge ( Assuming I must now forget the handy 'magic' tool you found for me!) Is that of course, as you previously mentioned, this amount of objects makes for very slow manoeuvre. So, based on the fact my example is only of a 'surFACE', we have an excess of cubes to remove. The dimensions of the squares are 'okay' for my system to work with at these measurements, albeit with very quick render times. but in preparation to reduce them further as needed, I will have to figure out how to work only with, and, view/activate the surface 'face' layer. Perhaps there is a route to take by projecting a light , or creating a texture for the surface 'face' layer, which will help me navigate to removing the remaining 'head space' cubes, allowing easier movement / render / processing time? Regards, H
  7. indeed, but look! some progress! I've used your project and switched it to my head project. I'm assuming if I keep altering the measurements i should get work I'm looking for... If/When I complete this model, is there a way to just save that as an object for later use? dare I say, even to use again in my oldR17? Is that what 'Baking' is? A thousand thank you's BEZO H
  8. This indeed appears to be the solution to all of my problems, although now the plug in won't appear into my R17. i've imported the plugin as instructed, whole file straight into the plugins folder. I even have another plug in: "Magic Preview" by the same company which works fine. Troubleshoot attempts have been made to; Restart the program X Restart my system X Delete the plugin, re-download and re-attempt X
  9. Currently trying the process in R23, but am still working my head around the order of things... I hope you can bear with me! 🙃 Here is where I am currently...
  10. Unfortunately the Clone Object 'form' tab only offers options; "Cubic, Sphere and Cylinder". Perhaps there is another way in order to attach the head object through so more effectors?
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