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Sam Giesbrecht

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  1. So I'm trying out the C4D2023 Standard material with the new Random Walk Subsurface and I'm seeing some weird results. I dialed in my material, previewing it in Progressive mode in Renderview, but when I go to render in Bucket mode, the subsurface looks completely different. The weirder thing though, is that when I render in bucket mode at a lower resolution, the render looks fine again. This leads me to think that there's a pixel-based value in either my material settings or my render settings, but I can't find it for the life of me. Anyone have any ideas about what might be going on? The noisy image is the progressive renderview preview, this is what I want my render to look like (with less noise obviously) "Bucket 1000px" is what the scene looks like when I render it at 1000x1000px "Bucket 4000px" is what the scene looks like when I render is at 4000x4000px. There are no changes between the two bucket renders apart from the output resolution. Some render settings and material setup attached. I've tried using automatic sampling, and playing with my subsurface and light samples, with no results. Any help would be appreciated! Forgot to attach those render/material settings, here they are.
  2. @MighT That worked well enough to get a proof out today, thanks! I didn't think to check the Xpresso tag; I guess because it's driving the plain effector that makes total sense. Appreciate the tip on the animation resetting too, I'll keep an eye on that in the future.
  3. Hey folks, new member here. My C4D is having trouble updating a set of deformers I have applied to some splines. The deformers themselves are working perfectly, but when I go to play the animation, I get a small kink in the splines (Image 1). As soon as I click into the viewport or the object manager, C4D gets its act together, updates the splines/deformers, and the kink goes away (image 2). The problem is, I don't want to have to click into the viewport for every single frame I'm animating. Is there a way to get Cinema to update the deformers properly each frame? C4D file attached here. The gist is: Helix running in X direction taper set to 100%, Limited, turns the helix into a straight line at one end of a linear field Plain effector, using the same linear field, moves the straight line out in Y and Z to line up with the edge of the helix Another plain effector gradually moves the straight end out a bit more with a different field; this doesn't seem to be an issue The fields move along the helix, making it look like a straight spline is getting wrapped into a helix shape Some geometry gets splinewrapped onto these guides and voila, we have three cables wrapping into one big cable. I'm thinking my kink issue is a result of how Cinema prioritizes the deformers/effectors based on object manager order - it seems to apply the taper for a hot second, and then the "radius" plain effector a little later, but I'd like them to happen at the exact same coordinates. Any help would be appreciated! spline-deform-priority.c4d
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