PixelPlow Render Farm for Cinema 4D
PixelPlow Render Farm for Cinema 4D

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  1. Hi fellow artists, let me introduce some of the plans we are planing to do in 2017, at least we are going to try. For the start, we are bringing back our Xpresso tutorial because lots of you was interested in old VP tutorials even tho we don't sell them anymore, so we decided to at least bring back Xpresso tutorials because in reality, nothing changed on that field in last few years. You can check the STORE for more info about what is included in that tutorial serious which is by far best thing Hrvoje ever done for C4D Community!! NOTE: Prices are adjusted depending on your status on the forums! I am also planing to STREAM via (probably) YouTube simply because all of you are familiar with the platform and Twitch is platform more for gaming then anything else. My plans is to stream mostly my modeling workflow, basic and complex stuff. If you guys have any suggestions about what software to use for streaming, that would great to know, I am not very familiar with it, so I will have to do some Googleing. Also, if any of you is interested to do the same thing via C4D Cafe, please let me know. If anyone wants to upload video on our You Tube channel, please feel free to contact me, Ill make sure you get all the credits for the video. For now only @westbam provided me with few nice tutorials for which we are very grateful. I also want to say big thanks to our C4D members who helping us and without them, forum wouldn't be the same. Most engaged members are : @Cerbera, @bezo and @Rectro. One big thanks has to go to @teknow and his enormous 30GB of C4D files which are more than awesome. NEW LEADERBOAD We will also try to make some cosmetic changes of the forums, maybe even migrate to another platform, simply because we dont have much options with IPS when looks of the forums comes to question. Any suggestion for 2017 is more than welcome! Stay well fellow artists and happy 3D modeling, rendering, texturing...and so on and on! Cheers, Igor
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  2. this evenings progress, finished off the rear collar detailing, well for now anyways, grid was a massive pain but got it done in the end, also cut in the vents on the face mask that where placed there temporarily, which required adding additional geo and loops to the mesh to hold the forms.
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  3. Me and @VECTOR have been furiously modelling away recently inspired by a help request in the new users forum, in which someone had downloaded a hideous mesh, full of terrible triangles, so we thought it would be fun to model Vader's helmet properly out of quads. This will take an hour, we thought. 3 days later, we were still going. I had opted to do a 2-piece mask, circa Return of the Jedi, whereas Vector went full-on rage mode, doing the 3-piece prop mask, including internals, from Revenge of the Sith. Modelling-wise, it's been a challenge, and I am still not 100% about all my edge flows, even though it's 100% quads, but I am mostly happy. I have 1 complex pole remaining, but will eliminate that eventually. In the meantime, here's a couple of renders and wires from me, which we can compare and contrast with Vector's more detailed version, which'll be along this afternoon :) CBR
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  4. This idea was something I've been wanting to do for a long time so the past couple of weeks I finally sat down and started playing around with all different possibilities. As a designer it comes as no surprise that I'm fascinated by patterns. Almost a cliché really! But I never really explored patterns in a 3D space and the fact that you can use a lot of illusions and tricks in order to create these patterns was something I wanted to explore. In some cases I'm using reflective surfaces to either complete a pattern or create holes giving the impression that the surface is going in instead of out. The last sequence of the cubes on top of cubes is also an illusion with the inside cube being very deformed and using reflections to make it feel likes it's on top of the other cube even though it's the other way around. Had lots of fun doing this and trying to figure out interesting patterns! The other interesting fact is that the whole sequence was rendered in 4K which was a major pain in the ass! Had to use Zynnc in order to complete this in a reasonable time! If I used just my machine I would still be rendering! Anyway here it is! https://youtu.be/_UM7WUIHTSI
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  5. teknow

    Free Music

    Here's a link to a bunch of music I created recently for video custom soundtracks and personal enjoyment. If you enjoy a good rhythm section and polyrhythmic (read jungle rhythms!) feel free to download any or all. As I create new ones I will be adding them to the folder as time goes along. https://drive.google.com/drive/folders/0B6oErO8ecP3_WWpEcGJxeVFIZ0U?usp=sharing
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  6. One thing which keeps me coming back to the Cafe is the general level of civility, professionalism and courtesy demonstrated by the vast majority of its members. Props to Teknow and Cerbera for continuing to reinforce that culture within the Cafe. ...and a belated Happy New Year to all! Dave
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  7. Thats why I love Cinema. You can, in most cases make stuff in a few ways rather then be limited with one technique. :)
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  8. For the original plugin version I would like to refer to this thread. A year has passed since the implementation of that Python plugin, and while I wanted this Seamilar plugin to do more than currently has been released, the Python SDK held me back. With the release of R18 MAXON provided additional bodypaint functionality in it's Python SDK, and I finally could implement the full version of the plugin as I envisioned it at the start. Or so I thought. Unfortunately, MAXON's dev support confirmed that the added functionality didn't work, so I was back to square one. Instead of waiting on a fix from MAXON, I went ahead and digged into the world of C++ plugin development, as this SDK didn't suffer the reported problems. A few weeks later and I have this "concept version" running. More development is required before it reaches a stable release version, but it already shows it's potential. No release date available yet. As for the supported Cinema 4D versions, this will depend on the needed functionality in the final version. One drawback of this being a C++ plugin: while the python plugin (being a script) is platform independent, a C++ plugin needs to be built (compiled and linked) on PC and on Mac separately.
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  9. Round 2 of the helmet textures... This took half an hour to render (physical, adaptive, AO, no GI) ...and his top half nearly done (except arms)... If anyone could tell me why my Irwan reflectance is doing that moire discoloration thing on his right shoulder in that last render, I'd like to know ! Thanks CBR
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  10. I discovered the most amazing plug-in. It's from NeuroMorpho.org and it allows one to download an .swc file of structural data of any type of neuron in the body and using C4D create a beautiful model of that neuron. It works perfectly and for any of you medical modelers lurking out there it is modeling Nirvana. Here is an example file: Amygdala Neuron.jpg.zip
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  11. @bezo Thanks for reminding me of the Outline selection. I always seem to forget about that. I mentioned yesterday I was going for a new approach. It's an idea I had while finishing WIP 3 in a hurry. Since it needed quite a rewrite of the plugin to match the new idea, I figured it would be better to release what I currently had ... but releasing (even a WIP) in a hurry is never a good idea, hence the issues and crashes. With WIP 3 uploaded I could go back to the drawing board and start afresh. Well here it is: the new concept! With this I am going back to the original plugin being a "simple" selection tool. Just as it was in version 1. Another part of the plugin now handles the auto unwrapping, while the seam selection tool is just another way of selecting edges (see video). The idea behind this concept is that any selection tool now becomes a "seam tool", not just Seamilar, but also the native live selection, loop selection, path selection, ring selection, ... you name it. It should even work with selection tags you have prepared. Double click a tag, edges get selected and the plugin unwraps. For now, only a video demonstration is available. Plugin needs to be "polished" before releasing it in a hurry, this time. Note: This will probably not be the last change of idea/concept as I go along implementing this plugin. Currently, it's the tag assigned to an object which is responsible of triggering the drawing and uv unwrapping. I am not to fond about that, and will probably move the trigger to a more common place. This to avoid the need for the users to perform the setting changes on a per tag basis.
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  12. For anyone following the progress of Corona for C4D, Alpha 6 is out now - free to download and use, even commercially. Alpha 6 had several release candidate versions as we debugged it, this is the final of that, and we will be moving on to Alpha 7 next. Full info on the changes are on the blog post, for things like the Interactive LightMix and other features added since Alpha 5: https://corona-renderer.com/blog/corona-for-c4d-alpha-6-final-released/
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  13. I am going to be posting up here my work in progress of the The Empire State Building 3d model that we are currently working on in Cinema 4D this is to show you how it’s done and to showcase the amount of detail that goes in to our modeling. Please feel free to join in a leave us a comment. Empire State Building 3D Model Lower Level Shops Detailing Empire State Building Front Entrance Got a bit of free time today so started to work on the front entrance of the building, you have to appreciate the art decor design on the front windows. The things you do as 3d artist to be precise drew the logo for the empire State Building main entrance to be etched into the entrance. Just another update from this morning working on the detailing of the front lower levels. 90% finished on the lower level detailing just few tweaks to do but i think it’s time to move on to the main body of the building. Moving forward started on the lower lever windows and art deco pattern. Just another quick update from today’s work, modeled the lower mid level columns. All most reached the top now and in all honesty you do get a bit sick on stitching all these window panels but i have the fun bit to do next details the top half the visitors center observatory and then the spire.
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  14. Oh dear ! My weeklies kind of crashed & burned ! Working away from home during the week on a new job & having to work off my crappy cheap laptop. I'll try & pick the pace back up again, might have to stick to poly-modelling during the week, then sculpt & render at the weekend. Anyway, here is: Week 3: Stirge. 4 Short Evenings, 2 Long evenings, Cinema 4D, Octane, Photoshop
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  15. Here is a very quick basic example. I made sure I made a select set form each side so I can sculpt each side by itself. Dan
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  16. That's a no. Displacement hates triangles almost as much as I do :)
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  17. Not sure I understand what you're aiming for, but you can use a FlipFlop to latch a value. I put a FF in your XPresso with a F=0 reset. When the freeze activates, it stays on. https://www.dropbox.com/s/fxb72k1nohr6uu9/flipflop_latch.c4d?dl=0
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  18. Hi everyone, Here is a quick sneak peek video demonstrating some of the new features coming to the next release (1.5) of UV Paint. Features include New Vector Graphics System Draw Objects DICOM image support SVG image support And some new procedural objects Mega Scan Importer Texture Connection Tag and HDR Browser Cheers, Kent
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  19. Maybe this will be the case when I manage to get some bigger and meaningful rewards, for now this is not the plan, I need to focus on more important thing and once we sort out every problem this forums have, then I will be in position to go and ask Maxon or NextLimit or whatever company to give away some rewards in return for little bit of advertising etc.. Then I think it will be ok to announce contests all over the internet, until then, this will be the case, this is for the members to have fun and learn something in the process.
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  20. @bentraje @SIgor @Cerberathanks for the links and @Rectro Thank you so much for taking time to write a tutorial for me! :D
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  21. That old joke haha. Or; "A women is speaking to Scotty, she asks "How tough is a Scotsman?" Scotty replied "lassie, your speaking to the only guy wearing a red shirt that is still alive"
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  22. Hi there. While I could give you some suggestions, I would advice you go to the official Vray4C4D forum where Stefan can point you in the right direction better than anyone I know because he knows the core differences between v1.9 and v3.4. Im thinking that because the file was made in v1.9 some things need to be adjusted bringing it into v3.4. I know that it is essential that all HDR images be loaded into the AdvBitmap loader, this can have a drastic effect on lighting from GI if its not loaded in correctly. Id first check that out. Dan
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  23. Hi all, my buddy and ex-coworker Vito LaManna started making tutorials for Blackmagic Fusion (ex. Eyeon Fusion) recently. He's a great 2D/3D artist, and the high-end knowledge that he shares, especially in the Le Buck's Ring tutorial, is quite rare to find in the tutorial scene. For those who don't know Fusion, it is a nodal compositor similar to Nuke. It's quite powerful for 3D workflows, and the Free version is good enough for many single-seat freelancers, supporting up to UHD resolutions. Long story short, there is a running competition with prizes from Blackmagic: The rules are to follow Vito's Lightbulb tutorial using your own 3D design, and using the free version of Fusion. The tutorial will be released in a few days, but it's already available for his Patreon supporters. It runs until February 8th. I think Fusion makes a good combination with C4D, so feel free to try your luck, learn some nodal compositing and maybe win a prize on the way.
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  24. The whole concept has changed. See my previous posts, as well as the demo video of WIP 4. The Seamilar Tool is now just a selection tool. While the Unwrapper tag does now all the automated unwrapping. However, while you usually would use the combination of the two, I didn't want to force this workflow. User can now use any selection tool to unwrap. Additionally, user can now also use Seamilar Tool for edge selection (without wanting to unwrap). The "disconnection" of Seamilar Tool and Unwrapper Tag, means that the user now manually needs to add the tag to an object for this to become the target for drawing and unwrapping. This manual action is what I referred to in my post -when I introduced the new concept- which might still change in the future. Other users liked the idea, so I left it for what it was in WIP 4. Regarding a Mac version, there is a potential solution on its way, but I can only confirm after the deal has been completed.
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  25. You mean here at C4Dcafe i think.. Anyway, nice reel:)
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  26. No this one was rendered out in Marmoset Toolbag. I hope that one day I can just do PBR in cinema 4D. I think it has equally amounts of work in c4d and brush. Thanks, saw that as well, wasn't able to change that in Marmoset, I think it was the shadow. It didn't bother me that much, I was glad to finally finish this project, took too long already haha.
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  27. Haven't found the time to work on this plugin during the week, so excuse the delay. As such I have only been focusing on finalizing the new concept, and testing as much scenarios as possible to fine tune the implementation where needed. Of course, this will not guarantee for an error free plugin. Actually, I know there are some issues with undo/redo, and that will be the next area to focus on. Unfortunately, this all hasn't left me the time to look into the symmetry which was broken in WIP 3 (and thus still isn't working). But that's another reason to keep people coming back ... A big thank you to @DrBluem for the callcommand hint. During the unwrap/relax I do now check if the function is successful, if not I assume the Texture View hasn't been opened once and I thus perform the aforementioned callcommand, and try again to unwrap/relax. If this second one doesn't succeed ... there's something else going wrong. Unfortunately, I still haven't found a way to hide this Texture View after it has been initialized, and haven't gotten any response from MAXON dev support on this whole issue. So, for now, I leave it up to the user to close the Texture View manually, if they want to. If all goes as expected it will only open once per session. Not a pretty solution, but good enough for a WIP. Again a big thank you to DrBluem for providing a mesh to play around with. Unfortunately, I still haven't found the time to use it in any of the video demonstration. Sorry about that. But the gesture is very much appreciated. Thank you. Seamilar II wip4.zip (available for R17, R18, Windows only ... I am still waiting for someone to sponsor me a Mac ) Feel free to report any issues (or positive feedback). I haven't checked with the latest R18 update as I am still with R18.028
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  28. You will not be able to achieve this effect by simply using a shader directly on this model - the colours you are using are multiplying against the background - and against each other - as is the case with transparency i would first produce an alpha of the figure which can (if you choose) be imported back into the scene and given transparent values. this will produce a silhouette of even tone. If you want to bring back edge detail I would export this in a seperate pass via sketch and toon
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  29. Greetings fellow artists, Just finished my first character so I've been playing with some black and white renders. I stil have to create a small plateau for the turntable animation since the previous one was scrapped. Had a lot of problems with the hair cards, they just didn't look good so instead I used Zbrush's Fibermesh. A real shame since I wanted to only use game dev techniques and keep it fairly low poly. I only used Zremesher on the gloves since retopo on this as well would have stalled the process to much for me. Anyway, it was a great creative journey, I've discovered new workflows and learned new programs that I can use for my next projects! For future projects i'd pay more attention to details on the garments. I've added lots of folds and stretching but in the end they could have been better visible. This took to much time already so I won't be going back to adjust that again. A coloured version and the turntable animation will probably be done tomorrow or the day after. Hope you all like this one for now :)
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  30. I should thank you, not vice versa. :)
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  31. Great news. I'm looking forward to the upcoming stuff. I always loved the VP tutorials and have almost all of them. So lately I started to investigate XYZ versus HPB rotation of joints in more detail. I try to map the behavior of other CG software to Cinema 4D to get the best of both worlds. Unfortunately a genius in this respect passed away this year. Dan, you shall rest in peace. If I come to conclusions, I'd like to share them, if there is any interest. This may take a while though. Another one of my focus topics is skin based on Vray. Here I think I have something in common with @Rectro This is definitely the best Cinema 4D place I found so far.
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  32. As mentioned, WIP 3 contains a new drawing implementation. Reading through the developers forum and blog, I gathered as much information as possible and did my best to let Cinema perform most of the drawing, reducing CPU calculations from within the Seamilar tool. It's still not a lightweight process, but CPU time is now only required to perform the original drawing, while re-drawing is kept to a minimum. I'll leave out the technical details. I understood that many didn't appreciate the fact I stored data into their objects, and as was proposed I created a new tag to behave as a data container. While support for this new tag was rather easily implemented, most of the time was spent on solving all the possible interactions (undo/redo/user deleting tag/etc ...). After a few weeks trying to get all interactions under control, I still haven't managed to correctly handle the removal of the tag on an active object while the Seamilar tool is active. All goes fine, until the user performs undo/redo. Workaround is thus to switch to live selection tool, or to another object before removing the tag. As the current code to handle all these interactions is becoming too complex I am realizing I am probably heading into the wrong direction. So, I'll release the most stable state of the plugin as WIP 3, before rethinking the whole thing and providing it in a next WIP. There is currently one big drawback, which I still need to find a workaround for: I am using the Cinema 4D internal unwrapping function. But for this to work a BodyPaint3D Texture View window needs to be opened by the user, at least once during the lifetime of the Cinema 4D session. Confirmed by MAXON developers to be by design, not a bug. Sadly, they didn't provide any function to call the opening of this window from within a plugin. So users need to open it, manually. Seamilar II wip3.zip Some technical details for those wondering what goes on behind the scene, when looking at the console: The original python plugin consisted of just a single tool plugin. To get things done as it is now, I needed to implement: - the original tool plugin - a window plugin (to show the colored UVs) - a tag plugin (to contain the needed data) - a scenehook plugin (for handling the optimized drawing) - a message plugin (for handling the interactions) Luckily for the user, all this is just a single plugin file
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  33. Just finished these Archviz renders. Hope you like em.
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  34. You could do that faster, indeed in one move using an icosa mode sphere, and the free plugin DualGraph, which does exactly that - turns triangles into hexagons. CBR
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  35. The first completed month of my everday project, hope you guys digg it. I didn't really have a theme that continued through the whole month. But I do the everyday project to expirement with ideas that came up in my mind and try to work them out in C4D. I'm very curious about what you guys think of the images, so please share your thoughts! View the project HERE: https://www.behance.net/gallery/46889165/Everyday-December-2016
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  37. this is special DMS-59 connector. Contain 2 outputs (DVI or VGA) in single connector. Be careful and don´t plug DVI connector there ´cos of damage! You need converter for attaching 2 monitors (DVI or VGA)
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  38. Yeah, no problem. The renderings look pretty good other than the darkness. Maybe the table is too clean though. I know when I paint, there's is no chance that table will remain clean. Here's one of your images in Photoshop. I just did a very basic adjustment in Levels to brighten it up. Usually, you will want to see the Histogram spread out across the window, but not always. You see in yours on the left, all the big spikes are on the dark side (ha, no pun intended) of the scale, and only little tiny spike on the bright side. On my version to the right, you can see the spike spread out a little. Photographers shooting in bright daylight often can't see their images on screen, so they look at the histogram to make sure it's spread out somewhat.
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  39. Isn't that a little mean spirited? It is a nice thought to share the models.
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  40. Yes it is unfortunate that client budgets don't often allow for nice technique, and of course I am grateful that C4D is so incredibly forgiving of appalling topology... until it isn't. Until a new user like the one in this thread tries to do a bevel that doesn't work. The entire reason it doesn't work is because it was not modelled with any thought for topology. You, being an experienced user, can adjust your techniques to minimize the problems, as you have done in your examples, but it is very difficult to explain to new people how they avoid and solve problems like this. I am merely postulating that in the time it might take to do that, we might as well explain how to model it properly out of quads, which won't give the problems in the first place.
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  41. Best wishes for the holidays and for health and happiness throughout the coming year to all of you... Lubo
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  43. Stefan and his crew have done a marvellous job on the integration and it gets even closer to native level. VRayForC4D will be supported by Google's Zync which means very affordable cloud based rendering with the ease of use of working locally. This is a huge benefit over GPU based rendering. Even on an iMac the CPU based VRayRT renderer is incredibly responsive much more so than I was ever expecting. The main CPU renderer is much faster than 1.9 for the same quality setting. The sample noise is also aesthetically pleasing so you can render with low sample rates and getting a very filmic grain in the renders, nothing like the harsh noise you see in Cycles renders by comparison. I highly recommend taking a look at this version of VRayForC4D if you haven't before
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  45. Hi all! First of all, hope everyone's had a great Christmas, I'm stuffed lol! So here's a first look at my project with color on the character! I still have to do the hair but haven't had time to do that yet. Some minor changes will also be made to the textures but this should be close to wat the final is going to be. Edit: Ofcourse i'll provide some close ups when it's compeltely finished:)
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  46. Spheres, in hexa mode, not standard, randomised however you like... many methods available for that; set point value in crumple mode, random effector / deformers etc...
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  47. Every year I make a little Video Christmas Card. I only had one night to shoot the video, one night to make the video, and one night to composite. Needless to say, much of what I wanted to do was removed from the list, but got it done anyway. Mark
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  48. If you subtract header degrees from 270, it remaps to 0-360 https://www.dropbox.com/s/58ea77tjhm7k4kz/doing_a_360.c4d?dl=0 sorry about the DB - run out of upload space edit - I just tried using range mapper with your numbers - it works and I can't reproduce your problem https://www.dropbox.com/s/oel9txq555r2c1i/rangemap_version.c4d?dl=0 maybe it's a radian thing - it's easy to get mixed up with conversions. XPresso uses radians, but when you use degrees in the GUI (or user data) it does the radian conversion for you. I prefer to stick to radians throughout - you can type pi or pi/2 in a GUI data field to get the correct value - pi/2 = 90 deg, pi = 180 deg, 2 * pi = 360 deg etc some calculations (eg wheel rotation) are easier using radians
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  49. As I have been too busy with another plugin, I haven't had time to test out the updates I made to SPETI. However, I don't want to let the users waiting forever, so I release here the unfinished version 0.6 Note that due to changes in Python SDK, this version is only supported in R18.028 and up. SPETI 0.6.zip
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  50. update time , mainly been working on the goggles, lighting and materials , probably wont add too much more to this. full size it for 4k render ;)
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