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CyanSeaHorse

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About CyanSeaHorse

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    MoGraph Regular

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    Paintball, Music, DSLR, motion graphics, animation, photography, graphic design, illustration

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  • About Me
    <p>Motion graphics, animation, DSLR filming & editing, post production, color correction, compositing, stop-motion animation,</p>
  1. Dude, THANKS! this is awesome just what I needed
  2. CyanSeaHorse

    Tell us, the After Effects team, what to work on in 2016.

    Update the (15 year old) render engine! I keep getting a new mac pro at work with the engineers assuming I'll work faster and I have to keep telling them "the render engine is out of date it wont get any faster!" Plus +Layer groups +shape layer controls UI panel (we have to twirl through a million layers just to get to the properties of the shape)
  3. CyanSeaHorse

    Workflow question: AE to FCP

    Hi guys, I work in a relatively small TV station and I'm the only graphics guy. In general I design most of the graphics and pass the work onto the AV assistants who complete the day to day tasks, but they use FCP. We want to change our bumpers but because I use AE and they use FCP we have some issues. Mainly, they can't edit the AE project files in FCP, is there a way that I can export an XML file from AE and they can change the text info and media assets, and I can use that XML file to just render out the new files? I remember seeing a script floating around a few years ago whereby you could open and edit an XML file, and then run an application that would use AE's renderer to render a file according to the XML? Or would it just make more sense to try design in AE, do the text and media assets in Apple Motion and then they can edit the assets in FCP? What is the standard workflow for TV stations in this aspect? Any help / advice is greatly appreciated! Kyle
  4. CyanSeaHorse

    Neon sign

    This is working extremely well so far, thanks for the in depth reply! I doubt I will get it nearly as amazing as Travis Laidlaw his in his breakdown but considering the time that I have this solution is perfect. Can't thank you enough man, I owe you a beer (or a few!)
  5. CyanSeaHorse

    Neon sign

    Thanks for the advice Scott Frizzle! This solution seems legit, i've tried it so far and from what I can see it has the potential to work but I have a few problems at the moment. The lights seems to occupy a large space although I haven't been able to get a single frame render out yet because it seems to take way too long and bogs my computer down (I'm working in AE simultaneously on other projects and need some memory to meet my deadlines). From what I can see from the little bits it has rendered it looks like the lights are way too bright. I toned down the light's brightness in the cloner to 1%, and changed the cloner's "weight" setting down to super low but it still looks like it's trying to render too much light which is slowing everything down. Is there a way to bring the light's intensity right down?
  6. CyanSeaHorse

    Neon sign

    Thanks for all of the replies and advice guys, I think I'll go with the GI off option unfortunately. ChrisC Thanks for the flickr file, it works nicely! With the GI off option, is there any way to get light to illuminate from the hub text? I've managed to place some lights behind it which work nicely with the brick - however no light shines out the front. Does the "luminance" option in the material editor become redundant when GI is off? I understand how to render out a luma matte with object buffer so I guess I could try adding a glow to that and blending it in AE. Regardless, thanks for the helpful discussion!
  7. CyanSeaHorse

    Neon sign

    Even if i turn that layer off (the green tick?) - it still takes forever. Is it better to control this illumination somehow in post? Or do I need to render it out in c4d. The flicker from the GI is terrible, and I can't even render a few frames to see if i've fixed it
  8. CyanSeaHorse

    Neon sign

    The brick wall is a texture with bump and normal File: https://drive.google.com/open?id=0B84QeIdFMMO7TU4wbFhLRzJzR00 Thanks!!!
  9. CyanSeaHorse

    Neon sign

    Probably too many, how do I check? QMC is really slow though, too slow to preview even. Auto Save and Auto load are enabled I was trying to speed up the render
  10. CyanSeaHorse

    Neon sign

    Thanks for the advice guys, I'll be looking into track mattes etc using an object buffer. I tried turning off GI, and putting in a light just to try replace the illuminated material, and it still took an age to even try render. Is there a way to speed up renders by optimising polygons or something like that? Sorry for the noobness For now i'm trying to just do a render pass with the neon enabled and GI, and then I thought to do another render without GI, neon off, lights on. But my render times are very strange, First frame was 1:40, second frame 35mins!
  11. CyanSeaHorse

    Neon sign

    Thanks for the in-depth reply, however I'm not exactly after something that is hyper-realistic. I just want the light inside the tube to illuminate the wall without flickering. The type of neon sign that I'm building does not necessarily have to be like the glass-tube neon signs, it could resemble that of something made with Neon-flex. It would be great if I could control the illumination in after effects using an object buffer from 4D, as Travis had done in his breakdown video. I just don't understand how the object buffer works and how he managed to use that in AE. Thanks again, I wish I had the time to build the neon tube and get the materials right, as if the tube looks sandblasted when it's not "on"
  12. CyanSeaHorse

    Neon sign

    Hey all, I'm a bit stuck and I was hoping I could get some advice here. I'm branding a TV show and was tasked to design a Neon sign in c4d. We're getting the sign made to use on set for the tv show, however I need to make the titles using the 3D model. I came across this awesome break down which, although is quite in depth - it's not step-by-step enough for me to apply to our concept. The problem I have is when it comes to rendering multiple passes to control the illumination in AE. So instead of going that route I decided to try light the scene in C4D using the illumination channel on the material. It looks nice in a still frame render but as soon as theres multiple frames then theres way too much flicker going on. Below are 2 renders, one with the illumination enabled and one with just the lights enabled. My question is : How can I either get rid of the flicker that occurs due to the GI, or how can I render out a pass whereby I can adjust the illumination of the neon in AE? I understand Travis used the neon in a separate pass as a track matte, but thats about as far as my knowledge can divulge. Any help or advice is greatly appreciated! Thanks
  13. CyanSeaHorse

    What would you like a tutorial about?

    Neon Sign (like this: http://lesterbanks.com/2013/11/cinema-4d-creating-a-realistic-neon-sign/) But more of a step-by-step for us n00bs
  14. CyanSeaHorse

    Help with Particular, Optical flares and tracking

    I used a cloner for the spheres, a sweep and tracer object and finally got the look I wanted. Cheers for the advice!
  15. CyanSeaHorse

    Help with Particular, Optical flares and tracking

    If you see my image below, I already have a cloner object of cylinders - could I just add some white spheres into the cylinder object (maybe make a null) and then put the cylinder with the white sphere into the cloner object? and then add the tracer to the cloner object link? Thanks for the help, I'm definitely rendering to AE and comping back over the footage
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