Jump to content


iline

Member Since 26 Jun 2007
Offline Last Active Yesterday, 01:10 PM
-----

Topics I've Started

Team Render dropping frames?

26 June 2014 - 12:57 PM

Every time I import an .aec from C4D and bring in the mattes and other passes, they're missing frames, even though nothing came up. Sometimes the computer that sends out the job freezes and then the .b3d files aren't converted. Sometimes there's a shedload of .tmp files in there. Either way, there doesn't seem to be a checking thing built into Team Render. If I ask for 100 EXR frames, that's what I expect. Anyone else had this?

 

I'm on a 4-core iMac and the render nodes are all mac pros

 

ta x


Phong/normals on meshes occupying same co-ordinates clash

05 December 2013 - 09:49 AM

See here, I've made these models look like they're trying to burst through a condom. It's great and all, except that the deformed meshes always cause a crease between the undeformed polygons and those polygons that the Collision Object is stretching.

 

I will go away and play with using the Stretch and Falloff vertex maps - according to the help page on the Collision object, the Stretch mpa field determines the smoothness of the transition between the deformed and non-deformed polys. But in practice that's not really happening. Adding a hypernurbs doesn't smooth the crease like HN subdivide would, instead the crease is reinforced by the subdivision.

 

Does anyone know how to make two surfaces that are on the exact same plane not to intersect and fuzz up at render time? The Connect object isn't working in this case.

 

To test, try glomming a plane onto a cylinder with the Surface modifier - you'll soon see what I meant if you do anything interesting with it...

rtVj2g9.png?1