Your tutorial has helped me for the 2nd time now - thank you
@francoisgauthier316610 жыл бұрын
Also, to hide the original, you can assign it to a layer, then inside the layer manager uncheck render icon!
@JamieHamelSmith10 жыл бұрын
Thanks! A great tip. I've not explored the layer manager very much myself.
@lgnd-lm6ug7 ай бұрын
Instead of moving the original out of view, put it in a null and hide the null. The instances referencing the original will still be visible.
@BaderAlBanna10 ай бұрын
Thank you!!!! 11 years later :)
@JamieHamelSmith12 жыл бұрын
Hi Sean, I'm glad you've been enjoying the videos. I really appreciate the feedback. If I understand your idea correctly, it sounds like you need a simple polygon object + a cloner + a spline wrap deformer. I've just put a quick example together and I think it could make a good Five Minute Tip topic. KZbin doesn't allow links in comments, so I'll try to send the file to you on Google+
@alesioser4 жыл бұрын
Move the original sphere inside a Null and Hide it on render
@seanposkea12 жыл бұрын
Hi Jamie: I've been enjoying your series on sweep NURBS and various cable/tube stuff. I'm working on a project where I want to create some corrugated drain pipe-you know the black stuff with ribs. I manually made a short straight segment with a tube and fillet edged rings. Looks perfect but now I want to sweep that along a long curving path. There must be a simple way to do this? Can you help?
@georgeluna6217 Жыл бұрын
what about render instance mode? This trick doesn't seem to apply there
@IkonnePaul3 жыл бұрын
Thanks for this
@nicktjeuh11 жыл бұрын
A 100.000 units? Why not 430 light-years?
@scottdaris10 жыл бұрын
Thanks :) How do you get your viewport preview to display a rough version (yet nice and accurate) of your applied object materials, like you have here with all the reflections in the christmas bulbs? No matter what I try I can't get accurate viewport previews. I have OpenGL enabled, I've tried all the Display options (Gouraud, Quick Shading, etc) yet my objects look oversimplified and show no reflectivity or texturing.
@JamieHamelSmith10 жыл бұрын
Ahh yes, I was waiting for someone to (rightfully) call me out on that. It's technically not a reflection, but an environment map. We used to use these more often back when raytracing was still too slow. The environment map can be previewed, but it renders too (and doesn't look that great). Try loading up a HDR image in the environment channel of a material; it should show up in the Enhanced OpenGL preview if you do that.