C4D
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- nthkl
Figure it'd be cool to leave this thread up as a Q&A location as more and more people get into C4D. I get answers here faster than at work anyways.
Question, what's the proper workflow for linking to textures in a LAN/group situation? I have received a scene setup with various textures separated in spec/col/bump passes in 4 different resolutions, all nested within a super organized folder. Wondering if I should leave these materials on our internal server and link from there, so other people that work on the same scene can link to them as well. Or is there a better way? I'm so used to copying everything locally...
Seems like C4D doesn't do relative file linking for textures, just absolute from the users hard drive... Then the textures break when the project is collected and opened on another users machine.
- animatedgif0
C4D does support relative paths
- nthkl0
is it like After Effects and footage? Once you find the footage folder, it's fixed?
- Julesvm0
make a new directory in the same directory as your project file named 'tex'... put textures there. Cinema will always check that folder for textures... you can add more folder for project to check in the prefs
- Julesvm1
I usually make a textures global folder, same as you, and then everyone working on it only has to link to the one folder
- Julesvm0
found here;
http://www.c4dcafe.com/ipb/topic…Under 'preferences', 'texture paths' you can set the locations that C4D searches for textures. You can set up to 10 different locations for it to search
- jasonabc0
Or if you just ad your textures and then "save Project" it automaticly gathers all used textures and puts it in a map called "tex" next to you project
- nthkl0
Question about Alpha Channels.
Do you guys know how to get rid of that thin pixel thick line of black when exporting an alpha channel?
I know you can adjust the alpha levels in photoshop and after effects, but it gets a little chunky on the aliasing. Wondering if there's a way to increase alpha channel anti aliasing in C4D first when rendering to the picture viewer.
- nthkl0
Hm, good to know about that pre-multiplied option on footage import in AFX. Always wondered when i'd notice what the difference was on that setting. Straight Alpha wasn't checked, but tested that and it looked horrible.
Here's the little line i'm referring too. Like a halo around the object. Just annoying.
- Julesvm0
yeah... just make sure your alphas are set up right. It's always better to render straight alphas if you can.
- benr0ck0
that could be fixed with your anti alias settings, changing it to Best over Geometry. If you have a thin line of white bordering your alpha, just use a separate alpha, rather than a straight alpha, then add it in AE.
Another cool way of dealing with tons of texture layers is to make 1 .psd with all the layers, then attribute your texture channels to >layer, then select your file, and it will give you your choice of pshop layers to use in that channel. Way easier than having a ton of texture channels. I also HIGHLY recommend keeping everything the same, don't use .psds and .jpgs, keep it all jpg or all .psd. Cinema will make a duplicate copy in its project file in a folder called tex with all the textures in use, and yes its like after effects in that it needs to have all those kept track of.
- nthkl0
Check this SmartTex Path. Updates all texture paths to one folder when opening a file that someone else worked on, or, you purchased online.
- dskz0
what is this, 2006?
- nico4121
- i'm not a c4d user for a long time, but i would look at uv's first...if it stretches it means they are not unwrapped correctlyloool
- Aye, it will be a combination of the mapping method - UVW, Cubic etc. and the scale/repetition of the material. Make a larger version of the texture...face_melter
- ...so it can be scaled down rather than scaled up to fit, bigger the better. Cubic mapping with Seamless *might* work but could go funky in the tighter creases.face_melter
- easiest way to maintain proper appearance would be to map the texture as f_m stated onto a square "sheet" then use the cloth tag to create the flowing fabricimbecile
- thanks a lot guys!nico412
- baseline_shift4
Did a cheesy interview on a semi-prominent cinema 4d website recently!
- Nice!! I'm a big EJ fan.CyBrainX
- Big fan of both of your work!dorkKn1ght
- Real cool, man :Dface_melter
- +1Gnash
- congrats!feel
- baseline_shift3
More workflow screencasts.
- where_am_i0
Hey baseline thats awesome! Congrats!
- on the interview i meanwhere_am_i
- Thank you!baseline_shift
- face_melter0
http://r18.maxon.net/en/products…
R18 on the way. The usual incremental updates and more awkward tools that I will probably never use - but at least they finally reduced the starting Phong angle, after god knows how long having it at 80. Fuck am I modelling - balloon animals? And. AND! at last have 'Select Visible Elements' deselected from the get go.
As usual, beware the first version - it will be broken as all hell. Wait until the first couple of patches to roll out.
- I'm still on R12... LOL i need to upgrade.baseline_shift
- i think it may be from r17 but you can hexadecimals for colour pic now! thank jeebs!where_am_i
- ^ yeah, the colour picker in 16 is garbage. I use RGB values a lot and writing down the numbers instead of copy/pasting them is a ball-ache.face_melter
- Don't forget, you can change a setting, right-click on it and got to the Asset Manager > Edit > Set as Default...CyBrainX