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  2. So I'm trying to create a simple rig where I have an object following the rotation of 2 parent objects but it stays up right the entire time. I though I was on the right track using the constraint tag (Up Vector and Parent) but it's not working. Anyone know what I could be doing wrong or an easier way to do this? Thanks!
  3. I love a good fight! At dinner with a good wine! :-) ... I'm visiting London, Edinburgh, Inverness, Glasgow, Liverpool, Cardiff and back to Portugal, via Barcelona. A car trip with my family. ... Arizona! Well, that is not in my plans... but if you say so, I'll think about it. California is on my head... but your place it's on human kind's imaginary. Cowboys, movies and lots of land to speed up a chevy. :-) ... I'm on my City... South Portugal. Nice, friendly and calm.
  4. This time of year beats Christmas. The anticipation...and then the opening of shiny presents.
  5. And bigger is always better I suppose ? (for some reason) :) CBR
  6. You Brits and your tiny little island. "Which little bit is he headed for!?" JMarco should move to a real country like the U.S. My humble state of Arizona is twice as big as your stinking little island. A man needs some elbow room! :-) ;-)
  7. Nobody that knows can tell you, so I can shut that sort of question down straight away :) But not long to wait now... CBR
  8. Has anyone heard what we might expect from R21? Only a couple weeks away from SIGGRAPH.
  9. I think I'll start there with something I can follow in terms of its relevance to current C4D indeed. Thanks Cerbera! Definitely know a lot more now than when I started the thread :)
  10. I use Win machine and macbook on single display via Aten KVM switch, together with Wacom Intuos, works fine :) Even wireless keyboard is recognised in Aten switch! Was in same situation and did a thorough research to make sure I use a switch that works properly...
  11. Today
  12. I can only comment on my experience. I use a Connectpro UD-14+ KVM. The switches take a few second for it to re-recognize the tablet but it works with my Wacom...I just made sure each machine has the drivers installed.
  13. Hi there, Slightly strange request for information here - ultimately C4D related though! I am currently running C4D on both a Mac & PC, via one display / keyboard / mouse via a KVM switch (benefitting from the ability to seamlessly switch between the two machines via the same display & render on the GPU on the Windows machine. Ideally I would like to operate both the PC & the Mac via this KVM switch and use my Wacom tablet as part of the setup (I’ve always used a Wacom & prefer the accuracy it allows me) - however neither machine can see the tablet when I run it through the switch. I was wondering if anyone else had any experience of trying something similar - or had any advice or suggestions on how to get both machines to recognise the tablet? Any help would be welcome, Thanks for your time. Tim
  14. No, we hate all foreigners, and usually attack them on sight. Only joking - you'll be fine - everyone is pretty chilled out really. Which bit of the UK are you heading for ? CBR
  15. Well, ... That was unseen by me... Where was that moments ago? ... You rock... ... Thanks CBR. ... PS: I'm going to UK in august... I hope those lands are nice and friendly. ... Keep up your excelent work. ... Cheers. João Marco
  16. Ohh I see, I think. So this is my understanding: So with the loft still active, we can't create a cap because because it is not an editable object. We make the loft object editable in its easiest form to divide, in this case 9 subdivisions (but really 8) segments, which can be easily eyeballed with the knife tool to make into 4 slices, and we get that quality control back once we apply a subdivision surface. Yes. By converting the loft object hierarchy to an editable polygon to it's simplest form, we also make our file size smaller, and the subdivision surface is really only adding complexity (my poor choice of words) during render time. Ordinarily yes, but actually no with a Loft, because if that is still parametric, then there are no polys at all being stored, just splines, which are lighter than polys in file size at least... Subdivison surfaces wants only quads when subdividing. Yes, but that is not to say it won't deal with tris or ngons, just that you will have no control over HOW it deals with them, so best to avoid altogether. By having the inner bevel (image 3), we allow for a border of sorts around the edges so they aren't going in two different directions (image 2) which is better. I'm a little unsure the reasons for this. The reasons for this are manifold and complicated and would take more time to explain than I have right now. I think I need to do more work on understanding basic concepts such as what edge flow is. After a quick google brought me right back to C4D Cafe, I'm considering starting this youtube playlist if it's still useful in C4D 7 years later: It is still useful, if you keep in mind that all the knife tools are different now, Hypernurbs is the legacy name for what is now an SDS object, and some shortcuts are different too in later versions. It won't tell you everything, and not much in the way of reasons why we do stuff, but it will show you a good overview of the basics. Also check out the modelling tutorials on the cafes own Youtube channel where the tools are more up to date, and we can't get a better teacher than our very own @Hrvoje... CBR
  17. Long time indeed :) But yay, now we have the file the answer is there staring right back at us in the emitter settings :) Guess which 2 sets of numbers should be the same, and aren't ! ;) Yep, it's the first 2 - you want that 10,000 in the renderer too... Don't forget to do the other emitter as well ! CBR
  18. Ohh I see, I think. So this is my understanding: So with the loft still active, we can't create a cap because because it is not an editable object. We make the loft object editable in its easiest form to divide, in this case 9 subdivisions (but really 8) segments, which can be easily eyeballed with the knife tool to make into 4 slices, and we get that quality control back once we apply a subdivision surface. By converting the loft object hierarchy to an editable polygon to it's simpliest form, we also make our file size smaller, and the subdivision surface is really only adding complexity (my poor choice of words) during render time. Subdivison surfaces wants only quads when subdividing. By having the inner bevel (image 3), we allow for a border of sorts around the edges so they aren't going in two different directions (image 2) which is better. I'm a little unsure the reasons for this. I think I need to do more work on understanding basic concepts such as what edge flow is. After a quick google brought me right back to C4D Cafe, I'm considering starting this youtube playlist if it's still useful in C4D 7 years later:
  19. I knew it! :-D ... Hello, @Cerbera. Long time! ... I'm sending that to you guys... I'm working on a i7 2600k with a RX 580. Nothing fancy! No plugins or External Renders. Only Physical and Standart C4D Render engine. Both with similar output on this project. ... Thanks, CBR. ... João Marco
  20. Come on JM, you must know by now we haven't got much chance of diagnosing this without the scene file, and knowing what the general setup is... :) CBR
  21. Hello, Render-Men! ... I've a problem... that maybe is not, I hope. ... When I render in the VPort I can see all my work. When to Picture Viewer, the same file, I can see only a fraction of it. I'm sending two images so you can help out! ... Thanks in advance. ... João Marco
  22. The difference lies in how easy it is to cut the ends up into quads. By using the minimum segments necessary in the loft we assure ourselves that will be easy as it can be, and also retain ultimate polygonal efficiency - ie more of the subdivision is calculated at render time and isn't baked into the file adding to its size... But shouldn't let that alone decide what segmentation is done where. We should think about what additional details might need to be modelled into this later and let that principally decide what we keep in our base mesh. In this case I am assuming zero additional detail, so the minimum of 8 is fine. Yes, the first one is bad because it is a ngon, which SDS will subdivide seemingly at random, and almost never the correct way. It's edge flow is anyone's guess. The second one is better because at least we have now all quads, which is what SDS wants. But its edge flow is still going across the object in 2 directions. We can change / redirect the edge flow AROUND the object by doing the 3rd pic with the Inner extrude, so now the edge flow is circular on the outside, and therefore neatly isolated from the topology down the object. It also gives us a control loop on both sides of the rim, which will give a considerably more evenly tight ending than 1 alone. That makes sense ? Have a look at the edges going round the object as it goes down the length - that is still too many segments there. Aim for squares if you can, which is what SDS works best of all with... CBR
  23. Sorry for the delay! Works been crazy. Thanks so much for the video Cerbera! Learned a ton, your like the Gordon Ramsy of modeling. To boil it down, I think of it like Knex where each piece connects to the next and the order of each joint creates the shape we ultimately see, if the pieces are out of order all heck can break loose. To create the caps, as we talked about in the previous step, while a "triangle," cap type would work, it would be super ugly. To fix this, one could change the Loft cap type to "n-gons," but if it's ever a child of a Subdivision Surface (SDS), it will ultimately look just as ugly as it did when it was set to "triangles". A good method to fix this, is simply not to have Loft caps, but address it in an additional step. To generate a new cap: Select all the splines, set the shape as editable > enter edges mode > right click and choose "close polygon hole," select the cap edges and click. By default, the new caps are not split into quads and IRRC @Cerbera is a big fan of making sure each piece of the model is split into quads. Using the knife tool, each cap should have 4 sides rather than being a flat piece. Whats more, there should be better edge flow (a term I need to learn). To create a better edge flow, with the live selection tool active while in polygon mode, select the new cap quadrants > right click and choose "bevel inner," while click dragging to create more definition on the caps. Two questions: What is the difference in setting the "Mesh Subdivision," inside the object tab of a loft vs. having that mesh setting be as low as possible (9) so that an SDS can take control of it? What makes a good cap? So in the image above, the left example is "bad," because it is a large piece connected by 8 sides, and I suspect that's bad because it should be 4. So we create 4 more polygons by slicing it down the middle, now each quadrant connects to 4 lines (I suck at the verbiage), but what prompts creating an inner bevel? Thanks! :)
  24. Ok, I finally got a chance to look at your files! Looks like it's not so much an alpha issue, but rather how you are compositing these layers together. You have your color layer WITH an alpha channel and your Specular and Luminance layers WITHOUT alpha channels (I don't think they can have alphas, actually). Try outputting your color layer without alpha and see if it solves it. Looks like you already have Object Buffers set up which you can use for a Track Matte in AE if you need to separate the lizard from the background for some reason.
  25. The only time that happens to me is when I work on a large scene using a cloner with thousands of mid to large poly object instances. This is when multi instance mode comes in handy. I use another commercial 3D application which has a much slower viewport display / OpenGL rendering. Cinema 4D is able to display millions of polys without any troubles.
  26. Niklas Rosenstein did a workshop on python plugin development at C4DAPT. I liked it a lot as it covers the whole process from start to end. It's available on vimeo on demand: No need to buy the whole package. Just Niklas part is fine. I can recommend the rest as well though :)
  27. Thanks @Cerbera and @ZChristian this has helped a lot!
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