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Everything posted by mcs

  1. mcs

    sound design

    +1 for Ableton Live. I love the simplicity of the interface, it is quite intuitive once you get the hang of it. Felt the same way as with c4d when i started using it The beat slicing / synching part is awesome, it makes music editing so much easier. Also keyframing is really just a few clicks, and you can hook up VSTi's and tweak the living sh*t out of your samples.
  2. You might want to check if the two initial (0%, 100%) keyframes of your time track match the first and last keyframes of your camera animation. By default, timetrack uses the full document length, so if you have a camera animation shorter than the document itself, timetrack would stretch the animation across.
  3. http://www.onesize.nl/projects/playgrounds-titles-2009 maybe?
  4. As far as i know, fbx is the way to go. I usually use it as it can keep quad polys and uw maps + animations. You might have to convert the default Z axis to Y, but i guess this can be set up in the export panel along with a bunch of other options. Pretty neat. I tried obj's in the past, but that didn't keep any textures or material uw's and had some weird artifacts when booles were used on the geometry. Object pivots are usually set to 0,0,0 which can be a bummer if animation is involved. 3ds does work, but it converts quad poly's to tri's and has a limit of 64k poly per object. Also, it seems 3ds can export materials at a certain degree, but only works with native max and not vray mats. When exporting textures, it usually messes up the texture names, so you'd have to manually replace them.
  5. While i agree with most of your points, i have to say i'm pretty happy with the new features. Distributed / team render was long overdue, and since i've been using NETrender for all my projects, i can see the potential in that. Faster rendering is something i always benefit from, and light mapping might bring those vray-looking renders one step closer. The new texture manager looks like a much more sophisticated way of handling materials, so that's also a plus for me. As for the rest, i'm pretty sure i won't be sculpting that much in c4d, and grass engine is just a fancy new name for an old technique. Now if we could just get those object buffers renamed... Csaba
  6. I'm just thinking aloud here, but what if you used a display tag on your object? That one has a visibility on-off switch, so you might be able to paste your 2-way visibility keyframes there. That is, if maya can actually export the two states not just the ON state. Csaba
  7. yeah, CUDA is for nVidia only ... i hoped for OpenCL / Ati Stream for a while, but i don't see that coming . i may be wrong though. Anyway, what i meant is whether Octane can be used without CUDA. Is it significantly slower, or will it even run with ATI ? I'm mostly interested in Octane because of the price tag, but if i'd have to get good nvidia card too, i might as well just go with vray, or stick to AR.
  8. i have an ATI card, so i'm wondering if its worth trying with that. would love to see some speed comparisons (with / without GPU) with AR or vray.
  9. I'm using it for slow moving objects that would be a nightmare to render otherwise. So i'm just baking the gi and let reflections and lights render normally. I started out with around 15 minutes/ frame, now its down to 2-3 minutes. For a 6000-frame anim, this is very promising.
  10. I pretty much forgot how efficient gi baking can be. Thanks for bringing this up.
  11. or maybe try to do it with box modeling (+hypernurbs).
  12. Hi, you might want to check out Render Elements: http://adamswaab.wordpress.com/2011/01/09/render-elements-v0-7-13/ Also if the different camera renders are not overlappingi in time, the Stage object might help too. Csaba
  13. Hi, I had a similar project once, Xrefs and dynamic simulations with PolygonReduction on top. The Netrender clients took ages to prepare. What i discovered, is that c4d differentiates between manually typing in the frames to render, or selecting All Frames in the Render Settings. I think when selecting a render range, c4d calculates all the frames preceding the actual range to render. So what I did, was i sent the project to the farm with the timeline set to 0-500, and the render set to All Frames. When this part was complete, i opened the file, and set the timeline to 500-1000, and refresh the master file in the project folder. btw. this method seems to work with booles and large animated textures too. I also removed xrefs, as they seemed to slow down preparing / render time and caused some issues with the internal Spline Wrap anims. I ended up using layers, to speed up the workflow. As for baking mograph dynamics, i used a simple mograph cache, that did the trick for me. Now im not sure this is an answer to your question, but it might be worth a try. Hope it helps. Cheers, Csaba
  14. Thanks for all the tips. I've just ran into a new (- at least for me) script called Layer Repeater. http://aescripts.com/layer-repeater From the demo video, it looks like its exactly what i was looking for. mshadis : Is this the repeater you mentioned ? Csaba
  15. great idea, i'd love to test this.
  16. Thanks for the replies. Wipes can be a solution, i tried card wipes earlier, but they lack that kind of flexibility i'm usually after. Particle systems, on the other hand, are way too compicated for my needs. Funny, i think we'd need something in the middle I haven't used repeater yet, gonna check it now. As for pre-mograph times...yeah i guess we weren't as lazy as nowadays:) Csaba
  17. Hi, I was wondering if there is a way to animate layers in AE in a similar way to Mograph in C4D. Basically, im thinking of an array object, that would duplicate my original precomp, and have some basic animatable features (scale, rotation, position). So far i've been using Echo for a linear / radial cloning effect, but i think there must be a better way for that. Any ideas? thanks, Csaba
  18. Hi, It all depends on how detailed your results should be. If accurancy is not a big deal, you might find elevation maps of the globe in medium resolution. Then use it as a displacement map. However if you need a really detailed model, that will be a bigger challenge. You might want to check this site (http://srtm.csi.cgia.../inputCoord.asp ) or this site (http://srtm.csi.cgiar.org/) or this site (http://www1.gsi.go.jp/geowww/globalmap-gsi/gtopo30/gtopo30.html) and grab all the elevation data in DEM format. Then use Landserf ( http://www.soi.city....dserf/download/ ) to export a black and white depth map in fairly high resolution ( or just use printscreen instead of export- i dont remember how i did it :]) then use PS to connect all these screenshots, and you're done You have a depth map of 90' accurancy for the whole globe the detail on these are just amazing: http://renderhell.com/hun.jpg ps: you might download GEOTIFF-s if you want to avoid DEM conversion. As i said, it all depends on how detailed the mesh should be. Hope this helps, Cheers, Csaba
  19. wow, this IS exactly what i was looking for thanks
  20. Hi, I have a scene, where i need an RGBA render and a separate AO pass. What i usually do is have a setup for my RGBA image with reflections,lights, GI and whatnot, disable the floor, then hit render. Then i would duplicate the Render Settings, and disable lights, reflections, etc, enable the floor and the AO pass and hit render again. So far so good, but i was wondering if it is possible to write a script, that ties objects (like my floor and lights) to different Render Settings, so that when i change to AO setting, all the unnecessary elements are hidden from render. Something like a render id ? Its not a really big deal, but things can get messy with more complicated scenes. Any ideas ? Thanks, Csaba
  21. You might want to animate the dot itself (in a null) and apply a random effector to the cloner. Then fiddle with the Time Offset in the effector's Parameter Tab.
  22. mcs

    Viktor Luk√°cs Reel

    nice one bro love the abc part
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