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Julien

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HW | SW Information

  • DCC
    Cinema 4D
  • Renderer
    Redshift, Octane
  • GPU
    rtx 4070 ti super

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  1. Thanks Mash for your insight, You're right I just had a surface as emitter. I didn't have time to change the model so I improved it by adding a localized gravity field, telling the pyro sim to go downward on the ceiling instead of upward through the surface and it looked much better already. I will think of giving it thickness first if I run into such probs in another project !
  2. Hi Hrvoje, i'm sorry, the scene is already reduced as much as I could... the working scene has a long timeline full of stuff... I suggest you just cut the mesh & keep the ceiling part to see if you can have better outcome. I though maybe if the smoke would go downward to mask the banding, but couldn't figure out how to do that O_o
  3. Hej there, for a theater show with 24 beamers I need to fire up the room, so i have this setup, but the pyro sim makes these very bad lines. Subdividing the mesh won't change anything, its the voxel that goes down step by step over the roof curve, and I can't make it higher res its a big volume... Just trying my luck here if anyone knows what could be done to avoid these lines... like if there is some averaging or falloff somewhere... Thanks ! C4D scene here : http://julienbach.de/files/Act7_Baron02_reduced.c4d
  4. Thanks for your reply. My mistake... At some point in the project I unchecked unnecessary data types for the particle cache to save sim times. But Actually Pyro needed more that color & velocity... It's now all in order. Sorry for the trouble, & thanks for trying to help !
  5. Hi there, i'm currently working on very big projects, requiring a lot of cpu & gpu capacity. With a lot of The thing is I can't do online rendering if needed, because the simulation caches are too big to upload. So i have to do it all. but I have no security in case of problems / hardware issue when tough deadlines are there. So i would like to meet someone who could help in case of emergency. I live in Berlin - Kreuzberg. Any colleague would be greatly welcome ! Cheers, Julien
  6. I must render a dragon firing up everything as video background for a live theater show, All my works went fine with Live RS Renderview. Then I want to cache the Pyro, it doesn't work. Its computing but creates empty cache files. Then I wan to render and I get parts of the fire cut in squares (not aligned with the buckets at all). My deadline for preview is tomorrow... please help 😞
  7. Hi there, for an upcoming show i need to animate an already rigged fire-dragon in c4d. I'm not a character specialist, I know some are really proficient with this whole field and would do in a couple hours, if not minutes, what would take me days... Best would be to create a couple motion-clips with the different moves required, that I could later adjust/edit. I have a budget for that, but it must me done next week. Please provide reference work, i need someone experienced. Looking forward ! Julien
  8. Thank you bezo ! completely missed the step effector for that... And good to know about mospline, I never used it ! Cheers
  9. Thanks for your reply, i forgot to mention that I need to distribute the clones in Object mode along a long spiraling spline. I guess it makes the use of any field more complicated...
  10. Hi there, i must distribute a couple hundreds photos/textures on planes in a cloner, but none of them must appear twice. It just drove me mad to see it was impossible to do. I guess I shouldn't use the random effector but what solution is there to simply distribute a multishader with x layers to a corresponding number of clones ?? I made a simple file here : https://fromsmash.com/c4d-Clone-sorting As you can see, no matter what combinations of options you tick in the random effector (random mode, synchronized, indexed...) none of them provide a distribution of all the number only once. Actually I don't even need to randomize, i just need the multishader to be applied to all the cloners, because it would take too much time to do all this manually, also because i need many different cloners with different materials with multishaders. Any help would be greatly appreciated !
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