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  3. Actually the claims for RTX are still somewhat unsubstantiated. In some situations it can potentially provide big increases but as yet there has been no confirmation as to what kind of scenes will benefit. Much like the bridge between cpu and GPU rendering (think: vray) there are many tools that GPU cannot yet support, yet its lighting fast at other things. Therefore the common wisdom is that RTX technology is still very much a work in progress and it may require the next gen of nvidia cards to make the pipeline more stable. Likewise Render engines are being cagey on how or when stable releases will be available. Seemingly a 2080ti is currently a good investment, but don’t rule out the possibility of a next gen family of cards coming out sooner rather than later. Even just a scant reading of the literature shows that from high end to low end users, the Rtx family is currently on borrowed time.
  4. You cannot create Unity materials in C4d the easy way. Because like mentioned already C4D has no workflow implementiered to create or render them. The reason is that MAXON gave up Bodypaint 10 years ago so there is currently no way to paint state of the art PBR materials for games. Pixelberg is the only way right now to render them inside C4D but it is a renderer only. Have a look into Substance Painter or 3dCoat. They are designed for PBR materials. You also want to check out Xnormal because it closes the gap for baking inside C4D.
  5. I don't have PIM but I was wondering if it was better than miximo? Out of interest what those that MotionCloud option do?
  6. Could you just 'current state to object' with the two sides of the smile and use that as a blend shape?
  7. You have three basic options. 1. Always work with absolute paths. This will either only work on that specific computer, or you have to use a NAS/Fileserver for all external assets and use network paths. 2. Only use filenames. In this case the assets have to be in one of the possible search paths. By default those are the project folder and the tex folder within the project folder. In the prefs you can define any number of additonal paths that should be searched for assets. The drawback here is that you either have to use unique names for each and every assets within the search paths, or you have to make sure that the search order of paths is taken into account (prefs paths come after project paths). 3. Put the assets into the content browser databases and reference from there instead as own files.
  8. Doesn't work for me? I have R20, and get an error that this file is too old and can't be read except by an older version, see below. Is anyone able to convert this for me? --------------------------- CINEMA 4D Visualize --------------------------- The file: (...)\Design\metalcollection\metalcollection\metalcollection.c4d is too old and cannot be read. It was created with Cinema 4D R11.5 or older. You can still convert it with any Cinema 4D version up to R19. ---------------------------
  9. Hey guys, I've been moving computers and trying to merge my C4D work into the new computer and everything keeps getting lost. Been working on C4D for around 6 months and i still haven't figured out the proper and cleanest way to work with textures. Everytime i copy paste an object with texture from one document to the other, it loses its associated images and it goes missing, it's been all over the place. What is the best procedure to work with textures and materials in a way that saves all the textures of the document in One Folder and anytime i open it on a different computer it works and doesn't lose everything? Of course, i am saving every scene "Save Project with Assets" but still this doesn't seem to be working, all the files keep getting lost and almost everyday i have to link up the textures which is draining. And if i want to copy a textured object from one document to the other on C4D how can i do that and maintain its textures? Is there a way or i have to save it individually then Merge with Objects onto layers? Thanks
  10. Substance painter is a great program to bake PBR maps for unity and a host of other programs.
  11. Yesterday
  12. There's Pixelberg, that let's you try your maps as PBR materials without leaving C4D. http://frostsoft.blogspot.com/ Have a look and see if this suits your workflow.
  13. Thanks so much for the reply. For some reason, when I turned OFF the character rig and turned it back on....everything was back to normal. I've not idea what happened...but I'm back at it! Thanks!
  14. No, this is about Animation, so that's the section it goes in. I have moved it for you, and retitled the post in a way that will make it usefully searchable later. We can help a lot faster / more effectively if we have the scene file. Pls can you upload it ? CBR
  15. This is a known bug in the R20 Mesh Checker, but pls report it anyway (via the MAXON website) as I'm not sure previous reports have correlated it with object size. CBR
  16. I just noticed that I'm also unable to move or rotate any of my character controls. This has GOT to be a simple thing...but I cannot figure it out.
  17. Hi and to the Cafe Would be easier if you posted a scene file, however you can always use spline tangent data for orientation. Check this example :) tangent.c4d
  18. Hi all! I'm asking this here as it seems like something very basic. I've read 10 or so posts that offer a few good ideas, but I'm in a tight spot and cannot figure it out. I am building a character for animation. The mouth is controlled by pose morph and works perfectly, but when I keyframe an object..let's say a null object and record motion keyframes. The animation of those keyframes appears to have been turned off. I've got "use animation" checked...and everything was working fine...but I think that my cat disabled something...and for the life of me, I cannot figure out how make those animated keyframes appear in the viewport.
  19. Hello, I'm new to the forum, so first a big hello to all. I'm using c4d R19 student edition for this question.... What I'm doing: I'm animating points on a cylindrical sweep, this was done by using a joint tool on a spline and creating handles (nulls) for each joint/point (method is here ). This way I can animate the nulls and the sweep stays live (not editable). It all works well. I've put a cap (arrowhead) in the null at the end of the spline/sweep, which looks great when vertical (top left image) but when the null (spline handle) is moved (straight across with no rotation) the joint/angle of sweep rotates and the arrowhead stays vertical (top right image). The bottom images shows what I'm trying to do, but have faked in photoshop. Does anyone know of a way to align the arrowhead with points, polys or edges so that the arrowhead will stay in line (perpendicular) to the cylinder? For animation purposes the sweep has to stay a sweep (can't make it an editable object). Maybe I'm doing this all wrong and should be using another method entirely? Any help would be greatly appreciated. Thanks in advance!
  20. I've made materials in Unreal and there are so many custom nodes and materials so it can look good in real time the materials have to be made from scratch to look right. If the defaults are used it's really generic and looks bad.
  21. You'll need a PBR workflow for to get your materials look right in any game engine. So @mlewy what you're saying is that you have already tried to generate Color, Normal, Roughness and Metalness maps inside C4D and then bake them and export them?
  22. Does anyone have any advice on going from c4d to unity and having similar materials - I have tried to bake them but it still doesn't look right.
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