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  2. You can use triplanar mapping. Here's is a great tutoria by Pingol: https://vimeo.com/224288357
  3. Today
  4. Hey guys, this is a general question: how to make the texture appear seamless on objects? So far ive been adding a "Texture Projection" tag to the object in Octane and it works well when i use "Box" on squares for example, or "Spherical" on circles.. was wondering about the more complex shapes how does this work on Cinema 4D and what is the best value to use in the Tag section usually for jagged shapes like landscapes etc, (Offset U, Offset V, Length U, Length V, Tiles U, etc.) Attaching a reference, notice how the ground looks too organized and not real. Thanks
  5. Hi there, I am working with cinema 4d's hair system and I love the ability to drive hair color by the texture map of my uv'd object that I am trying to add hair to. My problem is this doesn't seem to work when you either generate cards or instances off the hair system. What I am trying to do is use flat cards and have those also driven by the hair material so each card picks up the color of the texture map from the uved object there being generated from. I am attaching two screenshots and a zipped file to my test project file with the setup and textures. My team and I are super stuck and any help would be amazing. Thank you! Example_Test.zip
  6. Yesterday
  7. Thanks Bolos Here's some of the reference pics I used and my modelling with the blue prints. I actually rounded off the back in the later renderings but hey, if it's out by a bit I'm cool with it.
  8. Hmmm.....then this meme may resonate with you: I am just surprised that they actually had meme's about C4D!! You may also find this YouTube presentation rather interesting: A rather frank and honest look at the capabilities of X-particles when dealing with some really large datasets (this guy's work is in 12K). Now, he is not knocking XP...But he is quite frank about the size of the files and the size of the computer you will need for large venue's. I did not listen to the whole thing, but it struck me as odd that he knocks Real Fluids (engineering grade software...but too slow) and never discusses Houdini. He makes it work with C4D and XP even though the caches get up to 500Gb.....you just need a 48 core computer with two RTX Quadro cards, Krakatoa and alembic output. Easy! Dave
  9. I'm sorry to point this since there's a lot of different 911s but the global shapes seems off to me. What bugs me the most is the headlights that seem to pop out too much and also too small. There's also the rear of the car that seems too "square" compared to photos. Still a nice job, congrats. But I'm no expert so I may have it wrong.
  10. Yep, looking soooo much better, you have filled a big hole in my knowledge. Going to go and make a few glass objects :) :) . Thanks again. Thank you, I turn the hypernurb subdivision renderer up to 4, mainly for the tight curves. First time I have used it but the boot vent corners were tight and had corners on a lower setting.
  11. New update new issues. Unfortunately that's the case with the software we use. Some things are simply not in our power.
  12. ProRender development is not stopping.
  13. What about us Mac users. Is MAXON gonna stop dev on ProRender? Anyone hav insight into this?
  14. New video available! This time we build a procedural page rig with MoGraph and Xpresso - enjoy :) https://www.youtube.com/c4dcafe
  15. Much better :) Glass is very much in that sort of range, so 1.5 is a good starting point, but in reality the IoR varies across the windscreen, being highest (most refs) in the center, and fading off at the edges AS WELL as any fresnel-based falloff. You can fake this by popping a U gradient in the transparency map slot (grey to to white to grey), but of course you will need to make sure your texture is mapped properly for that to work... if we're honest, most people don't bother :) CBR
  16. Video: I have two objects, I want to only render the first object, but I want the second object to hide what can't be seen from the first object when both objects are visible. How can I do this within Octane? Thanks!
  17. Hey all, I have been wanting to expand my material workflow into Substance. I'm wondering if anybody knows of a plugin or workaround for Substance, that would allow me to preview preset materials within c4d? Something similar to how a .lib file displays a grid of icons/thumbnails in the content browser. Currently, I know of the Substance Player, but its a standalone software and still requires back and forth. (Also, you can only preview Substance Source materials. Third party .sbsar files are a no-go) My biggest issue with .sbsar files is that I have not yet found a fluid way of browsing the materials. Essentially, you have to load your textures one at a time, from a list of file names, before you can see a preview. This is counter intuitive and super time consuming. Any insight on a solution is much appreciated. Thanks!
  18. These look really good, but I'm curious. Are you using subD?
  19. I think I got it. I ended up with only the transparency chanel, refraction 1.52, no exit reflections, Fresnel reflect 100% , Fresnel texture, mix mode normal and absorption distance .001 ( went from .1 to .01 etc bit couldn't see any difference.) Only issue is I believe the refraction is too strong.
  20. thinking about it, its probably a bad idea to do the second row as frames 36-72 etc ( only in file above ) as that will change the inheritance rotation I believe, so prob best to keep the frames to 36 ( or your chosen output ) and then do the elevations as different takes. Deck
  21. Ah yes, if there is no thickness, then exit refs are irrelevant :) Adding thickness is a total breeze though. Lesser people use cloth SDS for that sort of thing, but we shouldn't, because it doesn't come with control loops. We should just select all our polygons that comprise the window planes, extrude a very small amount (with caps, and 2 segments), reverse the normals if they need it and you're done. Always do the thickness my friend - Cinema is not expecting something that doesn't exist in the real world - light just can't react realistically if that's not there. CBR
  22. Sounds like you pretty much have it. You are aiming for that hemisphere outline with the camera. You can send the camera around the objects but generally I find its better to keep camera still and rotate the object. Rather than mess about with splines just drop your camera in a null that is in the centre, I think you referred to that when yo said "align" to null. Heres a basic file I was pitching to a guy that did cars in the real world, Ive set this one up with a time effector to take care of the rotation for me, and as it was a single row ( for a car ) I didn't need to elevate the camera but for the next row you just rotate the null up a bit, so i have this file set up for 36 frames, so each step will be 10 degrees, this makes for a real smooth playback, but you can go as few or as many as you like, ecommerce type stuff tends to be half that or even less as you have to retouch each image, its a right pain. So if you choose 10 degrees of rotation you may want to choose 10 for elevation too but it could be different, there are no rules on that. Obviously the combination of rows and final resolution will contribute to the final file size, but they don't need to be huge print files and if its not on the web then it doesn't matter. Its nice thing to do in cinema cos all the files are perfect, unlike the real world where a kick of tripod or nudge of object means you have to start again. So with the object rotting 10 degrees per frame, you just output the 36 frames and you have one row, elevate camera for as many rows as needed and your done, pour those into your app of choice and output flash interface or whatever you need. probably best set up row 2 from frame 36-72 etc and so on, Rambled a bit but think Ive covered it, it works really well when done, and easily put on web if required, a joy to do in cinema compared to real world. Deck PS, it doesn't have to be the full 360, you can cover as much or as little as you like, just needs to be setup in the app to match your angles for the output viewer. VR turntable basic.c4d
  23. Thank you so much for your comments, very encouraging. I 'tampered' with exit reflections but it didn't make any difference and I don't know how to achieve real world thickness, google just can't solve all life problems sometimes :)
  24. That's looking very nice, and has been built with far more polygon efficiency than we'd perhaps normally expect for this sort of model. Texturing is superb, especially on the car paint, but something is off about those windows for me - is that they don't have real-world thickness, or have we got 'Exit Reflections' left on in the transparency department ? CBR
  25. That is a neat little tool, and even though it's very nice and very easy, it is actually making decent proper geometry there, so you can get that nice warm fuzzy feeling when using it :) CBR
  26. Oh, that’s really cool. They look neat. Thank you.
  27. Select the null that's called "controller" - and than you'll have all the options in the attributes manager Peace, Kobi
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