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mindpattern

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Profile Information

  • First Name
    Robert
  • Location
    Australia
  • Expertise
    Beginner

HW | SW Information

  • Renderer
    Octane
  • OS
    Windows
  • CPU
    AMD
  • GPU
    RTX 3060 ti

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  1. Thanks! So it's a bug of some kind. I will try to get it to behave by re-nailing the coords. Thank you!
  2. Hi there, I've drawn this spline and then added a lathe but it seems to produce a geometry issue resulting in black polygons. It's a basic simple spline with perfectly aligned points on the center axis. What might I be doing wrong? lathe.c4d
  3. Thank you so much! This totally solves it for me. And I can even put my Spline Dynamics priority tag back to it's default. 🙏
  4. Thanks so much for the reply! I tried setting Spline Dynamics tag to Expression+1 and yes the sweep now follows the spline but I'm now back to the original problem i had - the spline itself lags behind. The only way I could get that spline to not lag behind was to set it to Generators+499 (as per the file I supplied)
  5. Hi there, I'm working on having a phone and a handset fall onto a table and have the cord jiggle somewhat naturally. Fortunately, I figured it out... but unfortunately I am stuck with what I've now learned is a "priority" issue. At first I noticed my spline was lagging and I found out that I can fix this by setting my Spline Dynamics tag Priority to "Generators" 499 - but the Sweep extrusion I'm doing on that spline lags behind. If I go to the next frame it briefly shows it in the wrong position (lagging) and then catches up to the correct position. I've searched as much as I can and tried a lot of things (like trying to use the Shift Priority tag, making sure my objects are ordered correctly) but I just cant get it working. I would love some help if anyone is willing! Attached is my c4d file. phone-cord.c4d
  6. Thanks so much for your reply! I have phong at the default 40 degrees. I will play around with the threshold. And thanks I'll also play around with bevel deformer too. I guess I just assumed the filleting built into the box object was the best but now I see its fine to use bevel deformer instead, and sometimes necessary due to the extra options I might need.
  7. Hi all, I'm fairly new to C4D and I'm confused about what happens to reflections when I enable the fillet option on a basic cube. The cube is still mostly flat so it should be mostly reflecting like a mirror. Instead it gets very unrealistic as you can see in the screenshot provided. I know it's the phong tag doing this, but given that this is all about pathtracing, how can this result be so wildy wrong with such a simple object? Any help understanding what to do about this would be greatly appreciated! Note: the result here is rendered in Octane but the issue is exactly the same even in the C4D renderer.
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