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cinemasurfer

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  • First Name
    cinema
  • Last Name
    surfer

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  • Renderer
    Corona
  • CPU
    AMD Threadripper
  • GPU
    GTX 1080

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  1. Hmmm, the closest I can get is with Boole, with all the items I want clipped copied in there, and then the original versions of them active but not seen by camera. Which seems kind of convoluted when switching between different views etc.
  2. Unfortunately it won't work as I'm using corona cameras and also its a pitched roof shape so a simple plane doesn't work anyway. It is sort of working using the Boole feature and applying a solid shape to this, however in the render it then acts as though all the clipped items are missing and so the sky doesn't take them into account anymore, so the lighting is all messed up!
  3. Hello, I'm trying to create a sectional render of a building and would like to apply what I know in other programs would be referred to as a clipping plane or clip volume. Essentially setting up a perspective camera looking head on but having a section of external wall removed so I can see inside in perspective? So a sectional perspective really. Is there a clever way to do this? I can't figure it out and the only basic and time consuming way I can think do it is having all these elements on separate layers that I can then tell the camera to ignore in the render, but this seems like the long way round and I think there must be a quicker way! Thank you
  4. Thank you - this makes complete sense of course, I had forgotten that technically the ceiling is still sitting on the walls.
  5. Hi there, yes this was the result I stumbled across in the end, however I get the problem then of the walls being black on top as I have shown above, is there a way to remove that somehow? @davetwo Unfortunately this didn't work! But thanks for try to help 🙂
  6. Here is a screenshot - is it possible to turn off the black?! This is the footprint of everywhere the ceilings I have hidden from camera touch the top of a wall (at least for modelling purposes, not necessarily for real!). Or is there a better way to do this can I have explained above?
  7. AH! I have just figured out that the Compositing Tag and switching off 'seen by camera' does the trick. This does however leave the 'footprint' of where the ceiling sits on the walls as black, is there a way to change that at all?
  8. Hi there, This is pretty basic and I'm sure I've seen the answer before but every time I search for Render Clip I get results about animations. I want to render an axonometric view of some rooms with the ceiling switched off, but have them taken into account for lighting, i.e. so you can see the sunlight coming through the windows. I'm using C4D R25 with the latest version of Corona. I thought it was something to do with the 'include' option in the Corona Sun but I can't seem to make it work. I think the solution is the same regardless of the renderer? Just have total brain-blank. Can anyone tell me how to do it please? There are different ceiling heights so I really need to be able to turn of the level with ceilings on rather than making a clip box type thing, if that makes sense.
  9. I just managed to get really good help from Corona support on this, so I thought I would share it. The suggestion is to attach the C4D Sun tag to the Corona Sun - the sun tag allows you add to location data in DMS format (converted from long/lat) and then change the time on the clock as per usual. It seems to work well. This does require the whole model to be rotated into the correct alignment in relation to north, for the sun to be in the correct position in relation to the model. The only thing I'm now trying to figure out is how to rotate updated layers into the model and rotate them into the correct place to match the rest of the model. Is there a way to set up a rotation axis in C4D to rotate any selected objects about? If I grab the whole model and rotate it, it rotates about a particular axis - if I then import one of the layers again (for example if the design is updated and I just import the parts that have changed), when I paste these in and select them to rotate they seem to rotate around a different axis and therefore don't end up in the right place. I'm still quite new to Cinema so I'm not sure how to do it (I've used it very sporadically over a number of years and trying to learn properly now!). I prefer to import only updated elements where possible rather than reassign all the materials and tags to loads of other elements that haven't changed, to save time.
  10. Hello, Can anyone help me with the best recommended way to accurately locate a building model in cinema4d? This is to ensure correct sunpath and shadows at different times of the day/year. I am using Corona - does this make a difference as to how it is done? Ie. Do I make this setting in cinema or is it a Corona setting? I know a simple way to set a location is using sketch up geolocation and selecting a piece of google map and import this into cinema, but I’m generally not using sketch up for modelling so this seems like a step I shouldn’t have to take. I normally import an .fbx file directly into cinema from third party modelling software microstation. Sorry I realise it is a bit of a silly question but I can’t find a clear answer - previously I did just an approximate sun location to suit the images I wanted to create, but it’s important now that I get it positioned and rendered accurately. Any help appreciated thank you
  11. Hello, Not sure if I’m posting in the right section. Feel free to move it if not. I use Microstation for architectural drawings and 3D modelling, I know it’s a bit old, but I know it very well and its reliable and works for me. Except….. I’m having issues with applying materials in Cinema 4d. I use Corona Render but the problem is the same regardless of renderer. Typically I export from microstation to .fbx, done by layers for organisation so I can just apply a material to the whole layer. When I try to apply materials they never map properly no matter how I try to wrap them (spherical, UVW etc), so I never get wood grain, concrete patterns etc. All my layers tend to come into C4D as ‘mesh’ items. This is driving me nuts - if I model a C4D cube and apply the material it works fine, so I know the materials are ok and it’s my models that are the problem. I’ve tried different export formats, obj etc and it’s all the same. I just don’t know how to fix it. Ive tried to understand texture mapping but it doesn’t seem to work for example if I have a layer with a timber frame made of lots of different solid elements, I can’t figure it out at all. Any ideas? I feel like I’m missing some basic setting somewhere or something that might sort this out?! Is the problem that I’m exporting lots of objects in on one layer and it’s one mesh? And if so how do I change how it comes in?? Thank you for anyone reading/trying to help!
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