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  2. Ah OK. I am probably not the person to answer this, but just wanted to get your requirements clear so when our Xpresso geniuses get here they know what they're aiming for... CBR
  3. I know what you mean. But that's what we get when we design a system that can build virtually any form imaginable out of tiny little squares, and we haven't got time to wrangle them all :) Yeah, but now try and make 2 of of those cuts exactly symmetrical with your candle and your knife ? Couldn't be done. And there'd be wax everywhere ;) CBR
  4. Hi CBR! I would like to have one slider which would slide all out from the tip in realistic fashion. So, tip extends to maximum then drags following part, then that part extends fully followed by another etc. thanks
  5. Hi folks :) As many of you already know, Cafe has a Youtube channel with large video collection of tutorials. Please post your tutorial requests into this topic, all ideas are welcome. To increase the likelihood of your proposition being accepted and turned into tutorial, try to be as precise as possible and look for subjects that would benefit wide variety of user. This of course doesn't mean you shouldn't suggest something that is based on your individual needs. Thanks!
  6. 108_Sine_Wave_Trace(MG).c4d 109_Winding(XP+MG+CA).c4d 110_Deformer_freeze(XP+MG).c4d
  7. When you say 'rig', what do you need - 1 slider or control that makes all the pieces slide out ? And how should they do that, all at once, or staggered, one at a time ? And does the rig need to do anything else apart from that ? CBR
  8. Hi Cafe How would you approach making a realistic fishing rod Rig? I fiddled with some constraints but that was quite unstable. Here is an example of what I am after > thanks
  9. A lovely job again CBR. Im always amazed at how complex some apparently simple shapes can be in 3d. Considering in the real world if that was a candle or something you could do it with 3 well placed knife cuts. Thats a bit more of a challenge, will post results later if I manage to get there, but you've laid it out well so shouldn't be a problem Many thanks Deck
  10. Her Cerbera, that's got some nice effects going on - that's a great shout on the shaders - i think i'll be able to add that into my setup and hopefully will give the added layer of complexity that we need. What we have going on in the displacement sounds similar to what you've described but we only had a gradient in the shader and applied flat onto the topology. Will try adding an extra leyer of detail in the displacers too. We had a bit of feedback from the client which will help in that we can keep it to locked off camera at the top - before they wanted to zoom right into the plane and then look along it like a horizon which was killing us in terms of the amount of geometry we had to have in the scene. If you're interested here is where we ended up on first pass to the client: https://www.dropbox.com/s/7nj4zs1hs9ud1o5/Displacement 3.mp4?dl=0 Cheers! Tom
  11. Hi Hrvoje! Thanks so much, I will try that way, hope it's gonna work! :) But, for anyone interested, it is because of the demo version. MAXON response: "due to technical reasons, the House Builder Presets is not a Part of the Cinema 4D Demo Version. It is only available in the full version."
  12. You're welcome. Now I look again though I think we need a slightly adapted strategy for the square one, because I think I can see some additional angled 'wings' coming down from the main square bit. If that is the case, then maybe we should get our top bit, pull down and shape the wings, inner extrude to redirect the edge flow round that whole section, then bridge between the wings, add 3 final control loops (2 of which spread out and run all the way down to become part of the circular bit), and only then bridge to a circular form (now 24 segs) at the base... You may find any weighting you apply more problematic here, but it's fairly tight even without it, and this choice of control loop placement gives us maximum tightness at the corners without affecting the circular forms below, which I would guess is the main challenge with this model... CBR
  13. Yesterday
  14. Hi CBR I will try that square one tomorrow, and not quite happy with the slice here, i thought it was forward of centre but not so sure now. Your method makes it really easy to redo it, don't think I would have arrived there myself, brain still isn't making those intuitive leaps yet. Thanks again Deck
  15. Well done for finding a situation where adding weighting doesn't introduce surface artefacts ! :) Nice job I'd say... The square one, in theory, should work on largely the same principal - you have enough edges in the circle to be redeployed into the square and to have adequate support on the corners, which should get them sharp enough. If it doesn't let me know and we'll think again... CBR
  16. Thanks again for the input. I'll keep that in mind in the future. I wasn't in direct contact with the person that created the files. I was hired to render these files by someone else at a production company. They did provided all the support files (images, alembic), but the paths to all of them were still registering the local hard drive path from file creators machine. I'll just have to pay closer attention these issues in the future and make sure no links are broken.
  17. Wicked, that went really well. started with loft which just seems easier to rotate and position. Then the loops and scaling from one side. I wanna make one really pointy at the top and I think I need to start again and move some of he points nearer to the top point if that makes sense. No hair pulling at all, great fun when it works well. Deck added a bit of weighting to the left one
  18. Hi CBR Thats nice, i though about a loft but not a simple one like that. I saw a completed one on turbo squid that looked like your final one and I wondered how the guy had rotated the loops, doh ! Of course with the top and bottom established they just slot into place, perfect. I see you went 16 rotations too. I will have a crack at that, any thoughts on that second squarer shape. Many thanks Deck
  19. This sort of thing is the poly method... 1. Primary loops established 2. SnS together, then delete intermediate loops / add small 90 degree rim extrude at top 3. Patch inside that to get the top / add 2 new loops between top and bottom with Preserve Curvature on. 4. Continue on to lower part etc, then control loops and SDS. CBR
  20. The setting is stored within the scene. If you get scenes from a third party make sure to ask them to use "Save scene with assets" before transfering the resulting folder to you. This makes sure all external dependencies are resolved and the files are copied to a folder local to the scene file.
  21. There are several approaches to this, but all of them use basically the same technique; Define key outlines, and bridge between them. 1. The Loft Method I'd do this with 2 or 3 splines in a loft initially, linear / none interpolation (so you are entirely in control of resulting topology). First upper spline is the shape and angle of the disc wedge bit, 3rd one is circular and horizontal, and the second one better controls the transition between the 2. Caps should be ngons so you can retopo properly later. 2. Poly Loop method I like this one more, simply because I like working with polys. In that case you'd get a cylinder (16 segs should be fine) and line it up where the lipstick first goes circular. Then a copy of that would be rotated, positioned and angled to match the top wedge section, then you'd simply combine the objects and Stitch n Sew between the loops after which you could place additional loops in between to further define curvature. Or you could go the tall cylinder in an FFD approach to get the basic form, then boole off the top, and then either tidy up after that boole, or retopologize on top of it. CBR
  22. Hi Cafe Im guessing this is a simple thing for all you topomasters out there, i think i could get this done but thought i would ask for tips and best methods before I start the hair pulling. This is just a test project, so its not this shape specifically Im after but more the principle of chopping this wedge off of this cone. Ive set this one up with a boole to get an idea of the shape, I did clean one up to an extent but Im wondering if I should start with more rotations. Part of me says to make the cross section and then model off that but maintaining the cylinder then becomes tricky. Then there is the second shape with two flat sides and a more rectangular top, now that looks a bit tricky to me. All tips tricks and advice most welcome Deck Liptip test 03.c4d
  23. Hi ivanpais, Sorry, I don't have anything like you're asking for. Have you tried marketplaces like CGTrader or TurboSquid? I've used a few interior scenes for renders, but I work in the signage industry. So I just needed some interior shots to show the signs mounted (wall mounts, ceiling mounts, projection / flag mounts). My main goal wasn't to show the interiors. There are some really good series of tutorial videos on interior render passes for archviz, but it's for Modo and not C4d. Some of the principals should translate somewhat across applications. https://community.foundry.com/playlist/1043/architectural-interior-lighting-tutorial-series https://www.3dartistonline.com/news/2017/08/modo-tutorial-interior-arch-vis/ Is the class a general class or is it specifically aimed at Cinema 4d? There's also Richard Yot's stuff, also aimed at Modo, but some of the techniques may transfer. https://richardyot.com/training Hopefully someone more dedicated to Archviz will come along and can help you better than I can. Good luck! Edit: Also if you haven't seen this website before, it has a lot of really good stuff on it. https://www.ronenbekerman.com/
  24. Render passes for post processing in a bitmap editor and using a LUT (Look Up Table) afterwords can help. There are plenty of tutorial videos for these on YouTube, Vimeo, etc. Something like this GSG tutorial may help you get started: https://greyscalegorilla.com/downloads/gorillla-grade-luts/ Edit: Also, some apps already install some LUT libraries and you can find others on the internet. They don't have to come from GSG, but those guys do have a lot of quality add-ons for C4d.
  25. Thanks for the feedback srek!, I'll have to check that setting, but I didn't change any of the defaults on my end. Would that sort of setting be saved in a file someone sends? The only way I could see that that would have been disabled is if the guy that set the file up did that and it came with the file. I did use the texture manager to fix the textures, but it's really odd to me that the only clue I have that the alembic files were missing is an extremely tiny red mark on the alembic icon in the object browser. Luckily for me there were only three, but what about when a file might have a lot of these broken file link paths? Especially if a bunch of them might be buried in closed groups. Again, I find it extremely odd there isn't a prompt for missing items like this. The first thing that happens in Adobe Illustrator when I open a file someone else made, is to warn me of missing fonts, missing eps links, missing linked images, etc.
  26. Hi Zeljka It should be in demo version, maybe something went wrong during installation. Here is house builder, please try if it works this way for you, you can save it to content browser. If not please contact me via private messaging system :) Cheers House_builder.c4d
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