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  2. I tried following this tutorial, but whenever I get to the part where I add geometry to my Tracer object my render becomes really slow. Realflow Example.c4d
  3. Today
  4. Hello, guys, currently, I'm modeling with C4D R20 and using the Bend tool, I realize it's not bending, but spinning in one point, no matter the Mode I select in the object properties. Any suggestions? Thanks. Hello guys
  5. Yesterday
  6. It might look like that., but I don't think it's the case. Probably red reflections on chrome that gives that impression ! I still think any kind of liquid sim is overthinking this... CBR
  7. There are ways around this. Modo has procedural modelling and while you can make selections in the normal way, these do get messed up if you change something earlier on. There's a whole swag of procedural selection options e.g. select by previous operation and then subsets of that, select by angle etc etc. Then of course the selection you made can be updated by reselecting / updating. I do a lot of my modelling now starting off with a procedural model. I can then experiment with various mesh densities. Much better than doing a whole heap of undo's and losing your modelling.
  8. Thanks for posting the settings. I've changed mine to these and the problem with the ghosting cursor has gone. Strange that only Cinema 4D has a problem with default nVidia settings.
  9. TFD plugin shows up under a plugins menu option next to extensions in R21 along with drop to floor
  10. 12,"Open In Separated Window" (Remapping/Curve Conture Mode) option don´t work for Spline parameter in these fields filters/modifiers: - Channel Convert - Mograph Object - Particle Object - Point Object - Spline Object - Step - Time - Variable Object - Volume Object - Curve - Formula - Freeze - Remap //updated in Dropbox https://www.dropbox.com/sh/fa5bymnwh861v82/AAAU9kjSyPVBebxnphjug05ha?dl=0
  11. I actually have a few on the inside, but yea that needs tweaking really! i'll add it to the list, currently redoing his shoes :D, yea i'm not sure wether i prefer him black or white, either way his face texturing will be getting some more tonal improvements as well, as for edge flow he's quite simply built, ill throw up some wires with the next update
  12. Well, any kind of tag that is executed during tree evaluation is calculated fairly often - for every redraw, especially in subframe calculations, but also for viewport changes. So, "once per frame" calls are probably in the minority.
  13. sorry - got my wires crossed In general, I either use all Python or all XP. I have not had much success interfacing XP iteration and Python - instead of executing once per frame, the Python node sees every iteration step as an event and recalculates.
  14. Cerbera, Thank you for the advice. and oh I love HB Modelling bundle, It helps in so many ways. I want to start playing with Project mesh command, and see if I can apply it to selected points Also, I think I need to practice point no. 2 , I usually start a new polygon from scratch for each element. I edited the post. uploaded the same model without SDS. Thanks again, have a nice weekend.
  15. Can you named those non functional plugins? Are they python or C++? Are they in list of compatible plugins fron c4dnetwork? Are they free or commercial?
  16. The procedural modeling thing is interesting but there always was an issue with parametrization. For example, to define an extrude you needed to define the faces that you want to extrude. Now if you procedurally change the object you extrude from, your previous manual polygon selection becomes invalid as it's now totally different polygons (bot the index and the count) that need to be extruded. So the old method of selection cannot be used. With the advent of Fields, a selection can be made by using another object, which solves that issue - for polygons at least. Still, there are other types of parameters that would make a fully procedural workflow difficult. I wonder how other programs do it... As C4D does its procedural modeling (as far as it exists) through the object tree hierarchy, I wonder whether extending XPresso is the way to go... of course you can use XPresso as alternative view to the objects in the tree, which sounds fairly interesting but maybe needs an adaption in the general paradigm here.
  17. Who, the OP or me? (I'm not trying to do anything, if needed I would just program something from scratch and not in XPresso. I don't believe an iterator with outports can be written in the way a native iterator is working, but maybe I'm wrong, that would be interesting and worth remembering!)
  18. Good to hear, this has convinced me to keep buying maintenance for Modo 13-onward. Especially since the announcement that all pre-13 Modo perpetual licenses will be deprecated with the release of macOS Catalina, I've been on the fence about ditching Modo for Blender 2.80 (there are only so many hours in the day) but I was using Modo last night and I am constantly reminded how easy it is to whip up a scene, getting looking exactly how I want and rendered all within an hour or two. Probably more testament to my familiarity with Modo at this point, but Modo does sometimes feel like *the most ergonomic* modeler out there. I'm still baffled by Blender's multiple keystroke commands: I sometimes feel like I'm playing Street Fighter just trying to activate transform gizmos in Blender! That said, Blender 2.80 is great; but I should keep maintaining Modo for sure as it is super useful.
  19. Can you give an example of what you're trying to do.
  20. Yes and no. The following tips below will all help, but at the end of the day there are not many serious modelling projects where you don't spend the majority of your time vertex tweaking ! So the ultimate solution is to grow to love doing that But that is not to say it can't be minimized... 1. Always use Isoline editing, so you are looking at the useful base mesh rather than all the thousands of polys generated by SDS. Same applies when uploading images, so we too have an easier time seeing the edge flow. 2. Create each new part you can by splitting away sections of the existing mesh, which will of course already match its curvature. Split and occasionally Disconnect are the tools you need for that. 3. HB Modelling bundle (which you should have if you are serious about modelling) contains an awesome retopo setup that can be pressed into a secondary service and used to build new part topology directly on the surface of existing objects where you have the massive advantage of being able to re-project / align it to the surface of the source mesh at any time with a single click. 4. Simple snapping modes like Poly snap can help polys stick to the surface of others as you model. 5. Avoid Soft Selection, on the whole, which is very difficult to precisely setup so that it affects the areas you need without also breaking areas you don't want to alter. 6. Instead of Magnet Tool use the Sculpt Grab brush, but with 25-50% smoothing added in via the FX modifier button in the tool. That way your polys will 'auto-regularise' as you tweak them, which tends to lead to clean, even, non intersecting geo more than when not doing so... 7. If there are hundreds of base mesh vertices to move / align, consider doing it with an FFD instead, so you have to wrangle many less points. 8. If using poly pen for vertex tweaking, turn off auto-weld, which will stop it doing that annoying thing where it welds points unintentionally. Additionally, always work with a new mesh object, so the new part you are adding cannot be accidentally welded to the underlying mesh. 9. If you have the base mesh for an existing new part, you can project it to the surface of the underlying model using the oft-overlooked Project mesh Command. This ONLY works if the object you have doesn't have vertical depth, so is best used when you have the 'flat version' before any thickness is added. 10. The Surface Deformer has UV modes which can be useful in repositioning elements while they continue to match underlying curvature. Think that's the main ones, but doubtless there are many more that will come back to me over time Hope that's enough to be getting on with... CBR
  21. Yes, but what happens if the Python node has an output port? And this output port is changed within the loop? In this case, the nodes connected to this output would need to be evaluated for each loop step. But how would the Python node tell the rest of the XPresso circuit that this is needed, or when to perform one evaluation step?
  22. Thanks, hobbyist! I'll update my drivers back to the most recent and see if I can figure out the correct settings.
  23. It looks like all the bug threads have been removed that were posted before August
  24. Spline Patch seems like it will make the modelling process easier. I looked it up on YouTube. Thank you. Tsholo
  25. Actually I'm just realising that I don't know if this issue no longer appeared in R20/R21. So I can't say if my settings have reverted back to a default state.
  26. I had this exact issue in R15. I posted a solution on here but it looks like the thread has been removed. I can't find it in my post history. As 3DKiwi said, it's the nVidia control panel settings. I can't remember which ones that changed so I'll just post mine here again.
  27. Thank you for your replies. Much appreciated.
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