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Marc Trzepla

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Profile Information

  • First Name
    Marc
  • Last Name
    Trzepla
  • Location
    Jersey City

HW | SW Information

  • DCC
    Cinema 4D R21
  • Renderer
    Redshift
  • OS
    Windows 10

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  1. I thought at first the white was in response to a Dark interface in Windows, but even toggling to Light didn’t affect C4D’s interface value or the white unselected color. So I trashed R25’s preferences - at least I got the unselected mesh to go back to black. That Selected orange is still there, but I think I’ll now take your suggestion and tweak the Selected Object / Shaded Wire colors. Curious - was Selected Object in R21 ALSO orange and I changed it? I can’t recall. Thanks again for the help above,
  2. The most recent version of C4D I own is still R21 but I now have a chance to dip my toe into modern day with R25. I’ve had R21 for so long I honestly cannot recall how much of the working colors were customized by me (as opposed to the default) and am a little off kilter with the working colors in R25. So - before I start pulling threads in the Prefs Interface Colors , is there a Display-ish, check-boxy panel I’m missing that would get me closer (back to) the way I’ve been working in R21 where unselected wireframes are black, selected objects are white, and selected edges (or polys or points) are orange? My old brain is fighting me on this. Thanks,
  3. Thank you everyone, sorry for the delay .. I never get reply alerts. Un-checking Isoline Editing did the trick.
  4. (First off, I don’t often model in C4D, so maybe I just don’t know what I’m doing. Let’s get that out of the way) Sometimes it’s easier for me to grab and manipulate the points of the original source “cage” mesh when working with subdivision surfaces, but I cannot select them when the SDS modifier is enabled. Only the corresponding point on the subdivided mesh is selectable. Is it possible to select the source mesh points when SDS is on? Thanks,
  5. I often get complex and pointy logos from a client - extruding these logos works fine with default inside beveling. When I add outside bevels, the pointier parts with low-value acute angles will (understandably) get all long and spikey. Is there a checkbox in the Bevel modifier I've missed all this time that can replicate Illustrator? In the past I've made micro rounds by hand in Illustrator or used the Chamfer tool on the splines, but wondered if there was a non-destructive solution. (faked mockup below) Thanks,
  6. Thank you for the reply - in the end I remade the Collider object to be a little less geometrically busy and it seems to have solved this.
  7. I have a linear matrix as my source for a voronoi fracture. The objects that are smaller than the matrix interval are behaving individually, instead of as a collection. I've tried lobbing everything under a Connector thinking the fracture would "see" it as one big mesh, but this didn't work. Suggestions?
  8. R21. I have a collection of objects under an On Collision Rigid Body tag being crashed into by a Collider object - quite a few of the Rigid Body objects are ending up inside the Collider. Not all - the rest fly away as I expect them to. I.... Checked the Collider - its normals are facing out... Up'd the Steps Per Frame in the project Dynamics panel... Changed the scale from 100 cm to 1000 cm etc.. Fiddled with the Bounce and Friction for both the Collider and the Rigid Bodies ... Tried different Shapes - Automatic, Box, Static Mesh .. No improvement. It'd be one thing if I started at least seeing fewer objects getting caught up inside the Collider, giving me clues about what was causing this, but nothing's changing for the better. Any suggestions? Yeah, my impression is that newerererer versions of C4D have improved Dynamics, but I have to stick with what I have for now. Thank you, Marc
  9. This worked out perfectly. (in the end I set my gradient knots to Step to make it a little easier to visualize the distribution) Thank you for the reply, Marc
  10. If I have 3 objects in my Cloner but I don't want even distribution (33% of Object A, 33% of Object B, and 33% of Object C) ... how can do this? I know I can put duplicates of a particular object in the Cloner (say, 10 copies of Object A, 1 of Object B, and 1 of Object C), but figure there might be a more elegant way. Thanks, Marc
  11. Imashination Yeah, I tried disabling Sampling and Anti-Aliasing but never got pixel-perfect results. MJV I gave Standard (and later Physical) a shot with the Background .. I agree with your “closest” assessment with the Background object, though it never quite became “perfect”. Looking for “10” and I'm getting “9.94”. Mike A I'm actually not looking to do a composite in C4D - my turning to the Background object in the end was just to test whether pixel-perfect was possible at all and, if it was, to then backtrack to the mesh I was eventually placing the texture on to get the same results. Client has given me a graphic that gets partially distorted on a surface and the portions that aren't distorted are rendering out with the looks-like-it-was-slightly-scaled fuzziness and I'm being called out on it. Said I would look into it and fix it. Ultimately I'll probably end up generating a matte to exclude the non-deformed surface and re-apply those portions in post but thought I'd check here first because I thought, “surely I should be able to get something as simple as a 1-to-1 texture to work.” Thank you, all.
  12. I'd like to render out a background with its texture pixel-perfect and cannot get C4D to do this. My source texture is 1920 x 1080 and made up of a 1-pixel grid of black lines on a white background. The render settings are for a 1920 x 1080 output, but every render looks like the texture is being scaled. Tried multiple camera types - perspective, parallel, and Front. No improvement. Tried having the texture on a plane (saw in the manual that the magic number for a Parallel camera is 1024, so my object size was 1024 x 576), as well as a Background object. No improvement. Started with Redshift, switched to Standard, same looks-like-the-texture-is-being-scaled results. Used UV, Flat, and Camera projections, no improvement. I fiddled with the antialias settings to test my “looks-like-the-texture-is-being-scaled” guess - which, on a 1-to-1 render, shouldn't come into play - and saw that choosing something other that MIP altered the results slightly. Even turning off antialiasing completely didn't produce the expected results. Attached shows an enlarged crop of the upper left-hand corner of the 1920 x 1080 source image and crops of the test renders. Am I crazy? Why can I not bring an image into C4D and spit it back out looking exactly like it came in? Thanks,
  13. Unbelievable how my eyeballs went straiiiiiight past that and only saw the interpolation pulldown. Great to know that's there.
  14. Ah, yeah, you're right .. that setting applies in this case. Bummer - I thought this was just for “new” keyframes, but apparently it blasts over and ignores the key type for keyframes that -already- exist. Thank you,
  15. R21. Weird. I thought my profile had that info. Sorry. I'll go fix that now.
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