Prepare a Cinema4d project

The result of rendering depends on the correct settings of the project file. To avoid mistakes and unnecessary waste, carefully read the recommendations for each software you used for your project. Lacrimas Farm is not responsible for the result of rendering a project without the settings. Be sure to let us know if your version of the software is different from the one installed on the farm:
3d Max
After Effects
Naming and project structure
All files and folders of the project must be named in the Latin alphabet, without special characters and without spaces.
Use the underscore as a separator.

Correct name:

Project kit

1. All the assets used in the projects must be uploaded together with the scene (or scenes) to the cloud.

2. The name of any asset must be in Latin letters without spaces (use the underscore as a separator).

3. In the project, the path to each asset must be local.

4. Apply the command File - Save Project With Assets and specify where to save. When you save the project, a folder will be created on your hard drive, inside of which you will find the Tex subfolder, where all the textures and volumetrics in VDB format will be copied (!). Other assemblies (scenes in *.c4d format for Xref, Alembics, Mograph cache in *.mog format, IES files, sound files) will be copied to the main folder where the project file lies. At that, most of the paths to the assemblies will be automatically set locally.

5. Open the Project Asset Inspector and make sure that the Status field against each asset has a green checkmark and that all paths to the assets in the Path field are local. If you left some assets with global paths, you should check them manually by opening materials, alembic containers, etc. and see how these paths are specified there. If the path is local, don't touch anything and don't care about the errors. If it's global, edit it manually.

In the Redshift Asset Manager renderer check the links. All should be marked green (except cloner cache). Red crosses need to be adjusted or cleared.
Render settings
In the Render Settings, leave only the settings that are used in the project (one or more, if teaks are used).
name every render setting with the correct names
it is better to delete unnecessary render settings
activate those settings that will be used in the renderer (!)
If there is nothing in Multi-Pass and psd format is displayed it is necessary to uncheck
Octane. If a checkbox is active in the pass, enter path out/octane_pass/$prj
Render Settings > Output
Frame Rate (aka FPS), set in the render settings should match the value set in the project settings (Ctrl + D).
Frame Range - the range of frames rendered. Either All Frames, or Manual with indication of the beginning and the end of the animation.
Frame Step - the step of sequencing calculation in value 1 (i.e. each frame). Sometimes for the test run is set, for example, 50, i.e. every 50th frame
Render Settings > Save.

For Save: render/$prj/$prj
For Multipass Save: render/$prj/pass/$prj_$pass/

There are important things to keep in mind when using tekes:

  • it is necessary to inform the manager if the frame range of tees is not the same
  • Each teak has its own rendering settings with its own save paths. Saving paths are set by tokens: render/$prj/$take/$prj_$take
  • for each token you need to check the general render settings, which set the image size, FPS and other things
  • Select the necessary for rendering teks with yellow ticks
Bucket Rendering (RS). If you are using Redshift - set the bucket equal to 64 - this is the minimum size bucket, which consistently calculates the most complex geometry and shading - the basic rule - the more complex the scene - the smaller the bucket.

The more complex the scene, the smaller the buckets.

Animation is calculated in the form of sequences. The video formats *.mp4, *.mov, *.avi are forbidden.
The most commonly used formats are *.png, *.exr, *, in some cases *.jpg.
Parametry and cache
Mograph. Cloner, Matrix, Fracture, Voronoi Fracture, MoInstance, MoText, MoSpline objects - in most cases it is necessary to cache them using the Mograph Cache tag. If the amount of cached data is small (say, within 500 mb), you can store it inside the scene thereby increasing its size. If its size is larger, it's better to cache it as a sequence of external files in *.mog format.

When there is no animation on Mograph objects, you don't need to cache them.

The general caching scheme is simple:

Each cacheable object is best named with its original name in Latin characters without spaces.

Put a Mograph Cache tag on each cacheable object.

Press the Bake button in the tag's attributes, the cache will be computed and initially written inside the scene. The amount of memory used will be shown below.

If the cache has large size, it is better to export it to external file sequences. To do it, specify in the File field where to save the cache (usually it is the same folder where the scene is). As a name, it is better to use the original name of your Mograph object, and then click Export Cache to File.

Later on, you will need to specify a local path for each cache.
However, the MoGraph cache is not able to cache all Mograph objects.
  • Voronoi Fracture, if you use e.g. Emitter as a Source (it changes the number of points or they move)
  • Mospline with effects for particles, like Turbulence or Field Force - action of these objects is not recorded in Mograph Cache (only standard effects)
  • MoSpline in Turtle mode - not recorded
  • Tracer - is not written
  • MoExtrude - not written
  • Poly Fx - not recordable
  • There is only one way around these limitations - export these objects to Alembic files and then replace original objects with cached ones. You can export by using standard exporting method via File > Export > Alembic menu, or using Bake As Alembic command. It is better to export each object separately.
Plugins. If you use third-party plug-ins, you must put them next to the project in the plugins folder. If this is not possible, tell its name to the manager.
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