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  2. @Fastbee I did update it. When you click on profile it errors but I was able to get in through the account settings option. I'm still stumped on how to properly rig this thing. I'm able to rig with bones fairly well but the skin breaks apart too easily where each cable goes into its end position. I'm going crazy
  3. Today
  4. @cendrick If you are using R20 you should update that in your profile. The big thing they advertised on Insydium was cactus dans tools working in R20 along with all plugins. Cactus Dan's tools also have a pretty good spline controller thing. https://youtu.be/iaTLCsomKsk
  5. Greetings all, I've been playing around with using the Proximal shader along with Thinking Particles, and I'm trying to accomplish 2 things that are working for the most part, but the finer points are alluding me just a little. https://www.dropbox.com/s/5tzeqmsfe7ckxbo/proximal-shader-particles-events_v03.c4d?dl=0 1) In the linked scene above, there's a hero Sphere who's surface is being deformed by the particles that land on it, by way of a TP Deflector node (using said Sphere as deflector geometry) and a Displacer object using a Proximal shader with the TP Particles as proximal's reference. This works well in general, but as the displacement accumulates as more particles hit the surface, some of those particles escape, or rather break past the mesh after they've stuck to it for a frame or 2. I'd guess this has to do with a threshold normal angle of whatever polygon each particle is hitting. I appended a PFreeze node off of the Event output on the PDeflector node, but this doesn't quite do the trick. I'm presuming what this should do is bring any particle's position to a halt at the exact frame it reaches the deflector surface, but perhaps this is incorrect? 2) Again, using TPs with Proximal shader, I want my TP particle cluster to have 3 different types of particles, differentiated by material color. Let's just say they are red, green and blue, hypothetically. I want each particle to create a small 'stain' on the hero Sphere as it lands in its surface, the stain corresponding the color of the particle, so a red particle would leave a red stain, and so on. Now, I've set this up so that there are 3 different TP Emitters pumped into 3 different particle groups and those groups are referenced by 3 different MoGraph cloners. This works perfectly well, but seems a bit inefficient, so I'm wondering if there's a less brutish way to set this up - so for example - wondering if I could: a) Have one single Emitter node split its single feed into 3 particle groups. The advantage here would be that I would not need to go into 3 separate emitter nodes in order to make global parametric changes to birthrate, speed, etc. In order to assign different particles from the same emission into 3 different groups, I'd imagine one would need to iterate some ID value to each particle as it's birthed, though I don't know how to do this. and/or b) Maybe there's a way to achieve the 3 color 'stain' effect as described above using only a single particle group and a single Cloner? Though it seems like this might be unlikely, since it's the receiving object's Proximal shader that defines the 'stain's color and shape; it doesn't inherit material properties from the object hitting it. Unless of course there is a way to do such a thing that I don't know about. and/or c)I'd be able to get as far as setting up the single cloner so that it iterates across 3 different colored clones though would be cool if there was a way to reference the 3 TP Groups from a single cloner so that each of the 3 different clone types are driven by their own TP Group, while we're still using only one Cloner.
  6. I've already tried 16-bit renders the same picture. Can you attach my file with your settings to see how it renders in my computer? Thank you.
  7. Nope, it is not a simple setting, and you can't find it because it isn't there ! This happens when your monitor cannot display a colour between 2 that it can. This is a well-known and specific phenomenon called Colour Banding, and is something that happens in all graphics software with all images with gradients like this. If you are using 8-bit image formats for web, you simply cannot avoid this completely, but may be able to mitigate it with a noise based on 50% grey in soft light mode over the grad, within a layer shader. You will also find it less of a problem in 16 -bit files because they have greater dynamic range. CBR
  8. It has to be a simple tweak either in light settings or render- antialiasing, but I just can’t find it myself.
  9. And I need the sky's texture tag left on spherical projection please. It doesn’t show ripples in frontal but I’m not interested with that. Thank you.
  10. Can you post a scene file or example image? Not really sure what you are after. Sounds like you would need a cloner with Multishader...
  11. For some reason the png screenshot is worse. It shows a rainbow of those ripples. Here it is.
  12. @Fastbee Very nice. Thank you for taking the time to make this example. After playing with this over the past 12 hours I'm now going away from dynamics totally. I'm now simply trying to create rig where I can adjust each diode and the rubber cables move along with them. It's a bit mind blowing but I think I have a solution of attaching nulls to one side of each cable and then constraining them to the diode object. I also thought of using Cactus Dan's tools for this and I posted a question on the Discord board for Insydium since they are hosting the plugins. Sadly, they are not working in R20. I may have a go in R19 just to see how much easier his tools are compared to what I'm trying to do with IK in R20. Since I'm not using dynamics at this point...any other advice is welcome:) --Thank You!!! Rick
  13. Here is what I came up with. Everything is controled with the joint at the top since that is what you wanted. It's using joints with IK dynamics. There are spline dynamics between the joints which can be used to control the spline that can become the wire. To have the points of the spline constrained you do need some geometry so in the example I put two planes. Adjust the dynamics setting to get it to move exactly the way you like. Instead of joint ik you could also try spring constraint. Cactus dan's spring constraint is pretty great if you wanted to download his tools for free and use those instead. egg rig.zip
  14. Here is the picture. I’m talking about the blue ripples. Ripples.tif
  15. I'm not sure how to achive that. I used a shader for that in a different software, that generated a gradient based on all connected surfaces in mesh. Ideal to shade variation of leaves (leaves more then one polygon) in a tree. So I guess in C4D that needs something like vertex colors, or? Well then how to get that done.
  16. I think side view looks weird too. Mass of arm increases in a very unnatural way and too much in comparison to the lower arm for me... Also from the side, neck is too thin, and too thick from the front. But the greater problem about this, to my eye at least, is the legs, which look like they might collapse under the weight of the rest of him - it's almost like they are from a different character... I guess he has to be muscle-bound everywhere to look right... But I do like the hard accents, particularly on the chest bit... reminds me of an Oscar award... CBR
  17. Why are you using a PBR light with standard Render ? Those lights are for ProRender only. However, you have no PBR lights in your scene - just a standard Area light, and I can't see any of the rippling you are talking about... pls screenshot that for us... CBR
  18. Hi, I’m trying to get rid of the ripples reflected on the floor by the PBR light. Usually they show up in render. Any ideas? File attached. Thank you. Light Reflection Issue.c4d
  19. Gotcha. Thanks for the response specially number 1.
  20. 1. yes, but front view looks weird. side view is fine. i think it's because the shoulders are to beefy compared to the chest. i'd make the chest a bit more beefy and the shoulders a bit less. also the thigh shape is a bit off... 2. the accents kinda work, but i think you should push it even further, exaggerate, make it more obvious..
  21. Hi, I'm trying to create a character with a muscular built. Thank you for your feedback.
  22. Hi @Rembert, so here are some thoughts on your idea: It's not going to work for a few reasons: C4D is referencing a set texture with as a set of fixed properties (file location/resolution/format etc). To be able to update it means that the texture is changing inside a different software, therefore it's not yet set for referencing. A workaround would be to export several different versions of your HDR scene with the light sources placed differently in C4D Sky texture as layers in luminance. Then by adjusting the sliders you can hide or unhide or move lights in an interactive fashion. Another one would be to load up a video as texture and have it play, but obviously that's not interactive. PS. Whenever someone tells a person "It's not going to work", then chances that person is on to something...
  23. This can be caused by a number of factors, but the UVs are quite high on the list of suspects. Please can we see your UVs for the model ? CBR
  24. Yeah, it's not in the tool. Look for the Symmetry item in the hair commands menu... CBR
  25. Practically speaking, no. The sort of polygon density you would require to get this level of creasing would bring the cloth system to its knees in the first few frames of simulation. Also hyper-thin plastic like this just doesn't move or crease anything like cloth does... CBR
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