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Found 4 results

  1. Hey all, Is there a good reason why Physical occludes hair? We're rendering a massive job across 4 computers, and we're at the end of the gig and will probably need to farm it out. One 300-frame render is going to take 72 hours after the big switch to Physical (Frischluft wasn't up to snuff IMO). We have a cylinder spline wrapped around a dynamic spline, oh it floats in the wind so niiiiice....then to make the string extra twine-like we have Fur to do the stray strands and hairs coming off the geometry. So far, so stringy. With the need for accurate lens blur, and our depth matte > Frischluft pipeline made obsolete by the fact that neither of us can make FL Depth of Field do anything like a decent camera blur, we switched over to Physical for the lovely in-camera z-blur. Oh, how the render times soared! Last night's render queue is likely to be Tuesday morning's review. Big fun. Much as turning off the Hair Render checkbox has saved a lot of pre-caching time, it's a shame to see those string whiskers go. I was proud of them. If you add the standard Hair Material to say, a plain cube, and apple+R, you'll see a hairy cube. If you switch on Physical, you'll have one hair per vertex. Why this occlusion? I know that the hair is an 8-bit post process, but yet it doesn't make too much sense to allow the option. Are there other Hair options I am missing? The moment you turn on Physical, the Hair Render section is missing most of its options. Thank you lovely peeps. Back to work. It's 30 degrees outside. I could be lying in the long grass with a Pimm's, but no, somebody insisted we use Physical...
  2. From what I gather--rendering to the RPF file format using Net Rendering or the Physical Renderer will not retain all the 3D meta data (z-depth, object ID, etc.) that you can usually work with using the standard render engine. Anyone have experience or knowledge to the contrary or know a work around? Cheers! -Jordan
  3. Hey all, Been a while since I've posted here. I'm curious if anyone has had an issue with the new Physical Renderer in v13 of Cinema 4D. Here are a couple comparison frames: STANDARD render: http://dl.dropbox.com/u/4757814/c4d/stand.JPG PHYSICAL render: http://dl.dropbox.com/u/4757814/c4d/phys.JPG I'm using the basic settings + the indirect illumination for the phys. renderer: http://dl.dropbox.com/u/4757814/c4d/c4dphys-settings.JPG You'll notice the following issues: 1) The cap on the sweeps NURBS is offset 2) The material on the globe is incomplete and jagged I thought it might be an problem that I'm running my apps off an SSD drive (an OWC Mercury Extreme Pro). I tried it on the built in hard drive and got the same result. Anyone else have a similar issue or advice on how to better work with the physical renderer?
  4. Hey all, Been a while since I've posted here. I'm curious if anyone has had an issue with the new Physical Renderer in v13 of Cinema 4D. Here are a couple comparison frames: STANDARD render: http://dl.dropbox.com/u/4757814/c4d/stand.JPG PHYSICAL render: http://dl.dropbox.com/u/4757814/c4d/phys.JPG I'm using the basic settings + the indirect illumination for the phys. renderer: http://dl.dropbox.com/u/4757814/c4d/c4dphys-settings.JPG You'll notice the following issues: 1) The cap on the sweeps NURBS is offset 2) The material on the globe is incomplete and jagged I thought it might be an problem that I'm running my apps off an SSD drive (an OWC Mercury Extreme Pro). I tried it on the built in hard drive and got the same result. Anyone else have a similar issue or advice on how to better work with the physical renderer?
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