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#1 (permalink) |
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I am still playing with the c4d demo and trying to figure out a few things that I know how to do in max. I was hoping some of you might know.
1. I set up my units to feet, but on another forum, I was told that units don't really matter in c4d and not to work in feet because in smaller units like that, c4d has a tough time. Soooo, how do all of you using it for arch viz end up with accurate renders if you don't use the feet units? 2. In max, there's the ram player which is very convenient for comparing 2 renders to see what little lighting tweaks are doing. I have not found a way to do this in c4d aside from just saving every image and comparing them manually. Is there any plugin available for c4d like this? 3. When I switch from the 4 panel view to a 2 panel view and then go back, the positioning of my perspective view is reset. I'm assuming this is just a c4d quirk, but is there anything I can do to make my panels remember what they looked like before I switched? I think it mainly happens in my perspective when I have a camera in it and in that case, it zooms out a ton so I have to do a lot of rezooming to get back to where I can see everything. 4. In max, I can select a bunch of polygons and smooth them. I know c4d has hypernurbs, but is there anything similar to that so that I can have a hard edge on one set of polys, but select some on the other side and smooth just those? Thanks for any input. I like max and feel at home when modeling, but I'm finding that the lighting and materials in c4d are just so much easier to set up that if I can get past some of these little annoyances/questions, I may have to switch. Thanks again! |
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#2 (permalink) | |||
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Hypernurbs can do this too on edges or polys. Select the polys or edges the use Structure >> Weight HyperNurbs. |
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#3 (permalink) | ||
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Thanks, I'll have to look into that option and get familiar with it. |
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#4 (permalink) | ||
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#7 (permalink) | |
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Junior Member
Join Date: Aug 2003
Location: Colombia
Posts: 23
Name: Jorge Arango |
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Jorge Arango
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Jorge Arango |
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