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  2. Hi all I want to have a given texture (lets say "HDRI_env.exr") to be updated every x seconds. Ideally this refresh would take the texture of the objects tex-tag that the python tag is attached to. Also update should happen when c4d is noch the focused application. What I try to accomplish: modifying/painting a hdr image and seeing results in c4d on the fly (much like HDR Light Studio does it). I did a little research but I am not quite sure where to start. Any thought highly welcome... Cheers Rogurt
  3. Hi. You need to use motion clips which is C4D Non-Linear Animation system and is designed for doing just what your asking. In order to get one clip to start from the location of the last, you need to use Pivot objects. These objects give the object a unique animatable pivot so you can move the entire animation to start at a different position. To see this workflow I suggest you watch my in-depth video on this subject, your then be making your own short animations in no time. Chapters can be seen on the youtube channel. at 0:44:05 it shows pivot objects in use. Dan
  4. Thank you guys! I watched the tutorials for "Triplanar" and experimented a bit to positive results, seems it shouldn't be that difficult..
  5. hi....I am trying to mix to animation from mixamo, but the second jump to begining of animation....any idea...thanks mixamo mix.zip
  6. I'm always looking at the gaming industry in serach of more efficient workflows. I recently bumped to a couple of modeling/texturing articles that caught my eye, but left me with more questions than answers: https://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial https://marmoset.co/posts/baking-a-hard-surface-weapon-in-toolbag/ So the gist of these, is: - They use heavily boolean operations for complex parts on their regular 3d modeling package - Then they bring them to Zbrush and use Fibermesh (apply a quad shell of non specific flow/not the same as remeshing with topology in mind) - Then they reproject the details between models - and finally they decimate the model to lower the poly count. I even went and bought a few game assets to check them out and indeed, in most of them the topology was hideous. So my questions: 1. Is this really the gaming industry standard. I am not convinced the procedure above is a quicker or more efficient way to model complex objects. These people however they are allegedly industry professionals, so my guess is more likely that I'm missing something, than them relying on booleans due to their lack of proper modeling skills. 2. How on earth do they go about UVing non quad, non flowing topology? There must be a tool on Max or Maya or something that automatically cuts off UV shells by angle difference, and still that won;t be good enough for proper Uving. Would love to hear some thoughts.
  7. Hi and welcome to the cafe. If you change the textures maps from uvw to spherical on both the cards instances and the large spherical object you will get the results you are after.
  8. Triplanar is a neat solution if you have the setup already done. If not, or you can't be bothered to make it, then you can make a load of polygon selections, and apply the same material several times to different areas with different mappings. For example your objects above could use cylindrical, cubic and flat projections on certain parts of the model, and that's quicker to setup than either TPM or UVs... CBR
  9. You can use triplanar mapping. Here's is a great tutoria by Pingol: https://vimeo.com/224288357
  10. 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
  11. 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
  12. Yesterday
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. New update new issues. Unfortunately that's the case with the software we use. Some things are simply not in our power.
  18. ProRender development is not stopping.
  19. What about us Mac users. Is MAXON gonna stop dev on ProRender? Anyone hav insight into this?
  20. New video available! This time we build a procedural page rig with MoGraph and Xpresso - enjoy :) https://www.youtube.com/c4dcafe
  21. 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
  22. 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!
  23. 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!
  24. These look really good, but I'm curious. Are you using subD?
  25. 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.
  26. 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
  27. 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
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