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  1. 6 points
    Hey guys. I was asked by 3DArtist to write them a tutorial/break down for their Magazine. The tutorial is from my Tyrion Lannister portrait, and covers quite a bit over a 16 step break down. I had made some additions to it since its been posted publicly, that being the clothes where textured using Substance Painter. The core focus of the tutorial is Cinema 4D in which was used for Modelling, base sculpting and hair, although I talk about the full process. Anyways, check it out, should be out by Tuesday 10th April. Sampler here Latest version of the image, Original rendered at 5550 x 3700 Artstation limited to 1920 x 1080 : Click here Dan
  2. 5 points
    Trailer of my short film The Keys. Special thanks to Mervic
  3. 4 points
    Just a quick viewport turntable of a wip donut character named Derek :D updates to come
  4. 4 points
    A bit late here, so here is my expected list for r20, and also my wish list. 1: Fully Modelling Symmetry, and Re-symmetry. Its a basic feature that all modelling applications have, and by now C4D should have it. A proper symmetry feature which is not a tag but a global switch that simply allows symmetrical modelling and tasks throughout C4D which also including Uv mapping, Painting, modelling. Along with this have a re-symmetry tool that works of the basis of both object space, world space, and vertex position. 2: Faster all round performance. Faster performance in the view port, especially for character animation with deformers, and frame rate to preview timing. Speed all over, the updated core should show this when the tool set is updated to use it. Hair to Hair, Hair to Surface are too slow for any use. The muscle system has no cache. 3: Dynamics refinement and updates. There are a few areas I see C4D struggle within the dynamics. Dynamic IK even with 100 iterations can still have errors when using collision surfaces. Hair to hair simulation would sort out the nasty intersecting hair when having multiple layers underneath each other. Self collision is a area that the muscle system has non, deformers such as jiggle needs to simulate self collision. Using a low collision radius value for hair guides causes odd behaviour at roots. Cloth is not very accurate. 4: Modelling tools. Quad fill, multiple edge selection bridge, do away with dissolve just use the back space key, and a simple cut n paste command to copy polygon selection from model to new mesh. This takes way to much time up to cut a selection from one model to a new mesh layer. Axis modeling from normal, local from selection of object, or another object, or multiple objects needs refining. A universal manipulator tool handle would save a great deal of time when using fast extrude so one could position, scale and rotate without changing tool handles. Macro recording and script saving would also make doing repetitive task over again much faster. 5: Fixes General fixes for tools that have been needing a fix for a long time as well as new tools introduced such as PSD morphs do not render, they only show in the viewport. OpenSub Div needs fixing. 6: Pro Render updates. Not as if Im interested in this as I use Vray, but I expect to see more of C4D core features work with Pro render such as hair, sss and major stability and speed improvements. I also think this is one area where a nodal system will be introduced. 7: Updated Expresso I think we will see some updates in this area. Im quite new to this area but have read many who do use it state how it needs a revamp. This is a powerfull area of C4D and would do well to work even better according to others. 8: Features I dont need. I expect there will be mostly features that I dont need as C4D is at its core a Mograph tool so expect to see most new things in this area. Thats what I expect, this is what I wish for. 1: Character rigging and animation I wish for MAXON to aim high and be a contender to Maya. Give new users a reason to purchase it for character animation. It serves me, but clearly Maya is the chosen tool for this, and Id like to see the character rigging abilities be on par with Maya in regards its vast tool set and speed. The C4D character tool needs to support Mocap while retaining its control rig, retargetting needs to work better with more rigs and to correct itself for joint alignment. Order of operation needs a more robust way of solving permissions in how we can find what is causing a complex part of the rig not to work. NLA has its flaws in that you cant mix key framed animation with a motion clip within the same motion clip layer. Even if a joint chain is added to a animation layer it still can mess up when trying to mix key frame animation with motion clips. a ease in ease out to override portions of a motion clip would be better than using a transition tool. At the moment to disable a joint such as the arm you can only turn it on or off, we need key frame blending for this. A better method for fixing feet into position is needed when blending from one motion clip to another. Although you can use the Pivot object to get it in place, ti dont stop the foot from sliding in place. A new pivot should be made as a option from the last position on to a new motion clip, at the moment you have to turn on snapping to manualy position it to the last pivot object. The pivot object should be allowed to be frozen in another position. At the moment if the rigs pivot position is at the hip and you wish for the pivot object to be at the feet, while you may move it there in no time soon it will revert back to the hips. Align to spline has no -Z axis so you have to reverse the spline, and key the position from backwards to get character to walk forwards. These are just some area that need to be worked out better. 2: Muscle system I dont see any video training on this, or hardly anyone using it. When I went through this system I could see its short falls that resulted in more time spent than predictable results. Its hard to keep on track with the 3 positions that get locked in. The segments can not be changed after setting up the anchor points as it messes their position up from either end. You cant create your own custom muscle shapes to form flat sheets of muscle. Dynamics are unpredictable with no cache available. More segments to the muscle results its bad deformation for dynamics. Muscles do not self collide, and its tricky to get the muscle skin to deform well. 3: Facial rigging Id like to see a facial rigging solution for C4D. some of the features within C4D combined can do it, these need to be brought together to new tool sets to make it easier. 4: Hair refinement Hair while is great, and the next best thing to Maya, Max its still needing some refinements. Self collision for hair or a better force detention system to keep layers of hair intersecting will result in much better renders. The hair does not grow from around the guide, but on a flat plane between one guide to another. This makes it very difficult to make advanced hair styles such as braided hair. If you could grow many hairs around a single guide this would be much better if that was added as a option. Hair farm like styling from geometry would make styling so much more easier. Make hair grow from volume of polygon objects. A Braid tool would be helpful, and the ability to save hair styles in which when applied to another character it works out the scale and adjust its settings to produce the same results. Hair material clumping needs to be made more simple, hair needs to work with ray traced shadows, not just soft maps. Hair instancing geometry has no option to collide with itself or other objects. This is a huge deal as not only will this let you have objects that collide for things like flowers, trees, reeds, bushes, but they will be groomable, and work with hair dynamics. The other major advantage for this is to remove the huge long task of making hair cards. Hair cards that are dynamic, can be goomed, yet collide with each other. 5: Deformers to work with dynamics. Deformers such as jiggle simulate softbody but has no self collision. If the collision deform was much better at solving outside, and inside volume and work with the same object to collide with itself that would help. The collision deformer is so powerful, yet it fails to get me the ideal results So there you have it much expected and wish list. Dan
  5. 3 points
    This is one of my on-going projects - a unicycle on some landscape. You can manually steer the unicycle in the viewport, but in this video it's switched to random. Uses the Base80 wheel. A breakdown (of sorts) with info about the Base80 wheel here (video). scene omscenes.zip if the scene plays too slow (eg on a laptop), disable any shadows or reduce landscape segments.
  6. 3 points
    Barry Barbecue is the next in the line of new characters, he loves to drink beer,and bbq, and not much else because he's a bit stupid
  7. 3 points
    If there's one video I can make which will save you more time working than it takes to watch, it's a video about takes. So here's a video about takes.
  8. 3 points
    Cinema is a DCC app (Digital Content Creation), whereas Unity and Unreal are game engines. There is some overlap, but both are necessary if you are making games. If you are not making games, there is no need for Unity 5 ! :) Realtime rendering is just how game engines display the content in their games in real-time, as you play (loading landscapes as you get to them etc), and performance depends mainly on your graphics card. In the Unity Demo for example, their graphics card was probably incredibly expensive and they might have had 4 of them ! Game engines are similar to DCC apps in that you can build 3D worlds in them, and they also use textures, lighting, and 3D content to create that game environment. However most principal modelling, texturing and character animation will be done in a DCC first and then imported as an asset into a game engine. An exception to this will be the more environmental and procedural landscape features that Game engines make very easy. With proper rendering from a DCC app, we would ordinarily expect far higher quality than any game could do real time, but these days the margins are getting closer and the lines between the 2 are getting blurry. As gaming hardware gets more powerful, the RTR we can do gets all the more impressive like in your Unity demo. Suddenly, things that used to have to be done with static textures on very low poly models, (like reflection and specular, displacement etc) can all be done real time now by the rendering hardware. And poly counts can be much higher now too, as rendering engines can increasingly cope with rendering millions of polys at a time while maintaining 70 FPS. So, for most games, models are built, UV mapped, textured and animated in DCC apps like Cinema, Mari, or Maya, and from that first base model are made a very high poly model to use in cut-scenes, to be rendered directly from the DCC app, and also a low poly model we can import into Unity to make it run around the game environment getting real-time rendered by the engine. That is why, until very recently, cut-scenes looked much superior to in-game graphics. I can only give you the briefest overview in a post like this, but hopefully that goes some way to answering your questions... In answer to your final one - can Cinema get this look, then yes - on its own (+some post production typically) or with an external renderer. However, game engines tend to have a lot more tools specifically for environments and level design, and can be quicker and easier to use than full DCC packages. Some people ONLY use a game engine for their 3D, but they are usually the people for whom a game engine is their only experience of 3D, and they lack the proper skills in a DCC app that they will invariably have to get later in their careers if they are to make serious progress ! A corollary argument applies in that if you do know what you are doing in a DCC app, then using a game engine will be a breeze, coding excepted ! CBR
  9. 3 points
    Version 2.5 has been released, and sent out to the current customers. Demonstration video showing the new additions:
  10. 3 points
    ... at your favorite Cafe. I know scrolling LED text is a bit old hat, but I've been playing with a different method recently that might interest some of you. In Photoshop, I made a pixel sized long message using a dot matrix font - like this then uploaded the jpg to this site that converts images to binary 0s and 1s. In Python, I read the resulting text file as a list of lines. These lines are rotated by removing the 1st value and adding it on the end. This makes the message scroll around (and loop). The binary is written to an array of spheres. Looks like this - the building is a freebie from Pixel Lab. Here's the scene file - scrolldemo2.zip you'll have to edit the location of the text file on line 28 c:/users/jed/desktop/latebar.txt to your info to make it work.
  11. 3 points
    Time for something new, cut your render times in half with a click
  12. 3 points
    I had quite a few people telling me they used one of my old videos where I showed some of the best settings to change in C4D, so I figured I would do an update for R19. In this one I cover what preferences you can change to prevent c4d from locking up your machine whilst rendering, project settings which make working on smaller scenes easier (yay, no more 2 metre wide cubes!) and how to clean some of the fluff out of the tool bars.
  13. 3 points
    Hi friends, 2018 has been a crazy, busy, intense year so far hence my absence here - but I never forget! So NAB 2018 is coming up and I am equal parts perplexed / honored to have been invited by MAXON to join their roster of speakers. I won’t be focusing so much on specific techniques. It’s meant to be more of an “inspo” / pep talk on how C4D was crucial in helping me (a self-proclaimed lazy artist with absolutely no formal background in this) start to find a niche in the 3D world, within a relatively short period of time. I’ll be showing a handful of recent commercial projects along the way. My presentation is Monday 4/9 at 2:30pm PST if you’re interested - but you should, of course, also try to catch all the other amazing speakers (who are much better at this than I am). As always, all presentations with be live-streamed on http://c4dlive.com/ I will also be hanging out at the MAXON booth throughout the rest of the week, so if you happen to be at NAB, feel very free to come say “hello”!
  14. 3 points
    Here's a quick example I made last night. I don't know if it's how the OP did it, but it could work. I don't like having to use the joints like that. I'd rather use a Spline deformer, but to make it work properly with the Skin Deformer means I'd probably have to break it out as a different mesh and blend it in and that's just messy. So for the purpose of demonstrating the idea, this should probably do. mouthFile_0001.c4d
  15. 3 points
    Really nice look at the character animation for Kong here...
  16. 3 points
    I'm not sure how the OP did this, but you can do the first effect(not the zipper lips) pretty easily with XPresso. All I have in this scene is some joints. One for the head(to bind everything else too), one for the jaw, and one for the upper lip. The key is that the upper lip is under a null at the same pivot as the jaw(so when it rotates with the jaw it doesn't create a gap). Then it's just a bit of XPresso really. I find the value I where I want it to follow the jaw, and plug it in with a range mapper. I clamp one end so when I rotate the jaw open the upper lip does nothing, but I leave the other direction unclamped so it will follow with the jaw. mouthFile.c4d
  17. 3 points
    Along with the long over-due update to C4D's UV capabilities and nodal materials, then Cerbera's wish list for modeling tools, Briankoko's wishes for VFX tools and Rectro's well thought-out and comprehensive list pretty much sum-up my hopes for not just R20 but probably for a few more releases after that. Many would think that R18 and R19 put a good dent in the gap between C4D and the competition, but after reading this thread you realize just how much farther they have to go! But if I could take this in a different direction here is my ultimate and obviously unrealistic set of wishes: 1) MAXON gives us everything we have mentioned in this thread prior to 2020. Revamping the core has been the bottleneck to any progress in a number of aging areas (BP in particular) and it has been the long held belief that MAXON will not invest in improving any code wrapped around the old core. So as a community, C4D users have patiently waited as the industry has moved forward. Remember that MAXON has assuaged our impatience with statements about how this great new architecture will set us up for big changes in the future. There have also been insinuations that improvements will come faster than anything we have seen in the past. These promises have kept the truly faithful camped on the MAXON doorstep. So if the new core is finally here in its entirety (having taken 3 to 4 versions to fully release), then if you don't want to break that faith, you better deliver -- especially if you are raising MSA prices. I don't care how many releases it takes - but I do care how long it takes. The expectation you have established around the new core is that catch-up the competition will happen and it will happen fast -- how you program manage new feature releases needs to strongly respect how patient we have been. That is why my expectations are not for R20, but for 2020 and I don't care if takes you 8 releases to get there...but I do care how long it takes because I fear our patience is coming to an end. 2) Either MAXON meets our expectations or Blender makes its program easier to use. Honestly, there are some really neat areas of development within the Blender community and at a fraction of the cost of C4D. The total cost of ownership (Blender and plugins) is still far less than C4D Prime but you get so much more. MAXON needs to respect Blender and realize that Blender sets the floor for what users want in terms of features. We all hate the UI and the instability, but amazing things are still being done with that program. 3) MAXON stops relying on plugin or 3rd party developers to round out their tool set. Focusing on built-in pipelines to other programs like Houdini, Allegorithmic, etc is nice, but it is not a winning strategy for staying competitive. In fact, it is almost and admission that they can't stay competitive on features. We are not going to give you nodal materials, but you can use Substance Design and import the .sbsar file. We are not going to give you fluids or OpenVDB support, so please use Houdini and import the file. Now, it is okay to not compete on features but you have to compete on something and the only thing left is to compete on price. Sorry, but in a highly technical market with a strong development pace, competing on stability and ease of use will only get you so far. People will always want what your competitors have and will take stability for granted when they jump ship to another program to get it (and its not like Maya, Modo or Houdini are bad options----they are great options). They may regret it in the end, but what does that matter to you when you have lost the sale. So my wish is that MAXON commits to changing what C4D can NOT do rather than what C4D and its plugins can do. If they don't make this commitment, then they should lower their price. In summary, my hope is that everyone at MAXON is extremely nervous about over-promising and under-delivering with R20. Since R16, they have set the expectations that the new core will bring great change and while they never said that R20 will be the "big" one, the general consensus of the community is that R20 is when the big changes will yield BIG NEW FEATURES. Right, wrong or indifferent, it is MAXON's time to deliver on those promises. Dave
  18. 3 points
    Finished a new video! Tried to make the most cinematic ragdoll video on YouTube! Let me know what you all think. I'd love to hear it!
  19. 2 points
    Search for the plug-in 'OPtiCONNECT'. Not sure if it's compatible with the latest versions of C4D but if it is it's a great little tool for joining up things and making things editable. Does all the sort of stuff that DeCarlo is talking about in one click. I use it all the time and love it.
  20. 2 points
    Yes that's fine - here it is... Bend Demo.c4d CBR
  21. 2 points
    @Cerbera, you always have the best answers. If i could give you a thousand likes for taking the time to give me a thorough answer, i would. Your answer, not only exceeded my expectations, but also made me want to push my hardware to the max. Thank you so so much. You're the man. I hope you don't mind when i tag you in topics like these, i just know what i'm going to get.
  22. 2 points
    It's no problem to get the bend deformer to do this, but rather hard to put into words the exact steps. The key is not to use 'Fit to Object' - you need the bend deformer sized independently of the main object, and angled so it folds the corner you need. It should be set to 180 degrees bend. This is what the gizmo should look like when it's doing the right sort of thing... Note also my incredibly even and relatively dense geometry, which is necessary for the bend to deform properly. In the lower example I have added some thickness via extrude, and used SDS to increase topology and round corners. CBR
  23. 2 points
    Oh right. That is true until you are in one of the component modes, and then your center of rotation should be whatever points / edges or polys you have selected. That is how I want mine to work, and it does, so I am well happy with it ! But then again I never need a fly mode, so have never investigated if that is a possibility. CBR
  24. 2 points
    hey Bass, If you're using a built in render engine w C4D (Pro Render aside), you're talking about CPU power. The more cores and the greatest frequency will be your best bet, but you'll need to find a balance. If this is going to be your daily driver, bear in mind that the majority of tools in C4D are single core (exceptions existing, of course, such as the hair module which are threaded). For single core operations, you'll want to get the highest core frequency you can get, regardless of core count. However, when it comes to render times, core count will trump frequency. Unless you're planning on using Pro Render or a 3rd party renderer, the GPU doesn't make much difference (obviously other applications will differ; After Effects for example). I wouldn't go out of your way to get 64gb of ram. Ram will not improve render times or viewport performance. Both Physical and Standard renderers in C4D use the CPU, not even GPU. So make sure the CPU is where you're spending your money. If 64gb doesn't break the bank, go for it. Otherwise 32gb will be perfectly fine. (Personally, I have 16gb and I work just fine.) Looking at what's online, I see some PC laptops that are using the i7-8750 which would be a solid bet: 2.2ghz boost to 4.1 with 6 cores that thread out to 12. Personally I have a laptop w the i7-7700HQ (2.8 boost to 3.8 w 4 cores threading out to 8) that I bought about a year ago, and it works great. You are correct that a desktop is a better bet for rendering. However, with the availability of online render farms now a days, you can easily get away with a laptop as your daily driver. And you always have the option to hardwire some computers together to make a mini render farm.
  25. 2 points
    I find your arrogance quite off-putting, also to be honest, although i have to commend you on the amount of work you've put into this, i found it extremely difficult to watch, and only managed a couple of minutes. You have A LONG way to go, so when someone tries to offer you some friendly constructive criticism, it would probably be a good idea to listen to it, it's all good talking about revolutionary changes, but to do that you would need to have mastered the basics, and by what you've posted here, you clearly haven't, V
  26. 2 points
    ...or simple xpresso https://www.dropbox.com/s/d8nl92mq20ph0ja/stickOBJ2spline.zip?dl=0
  27. 2 points
    The mat feel is really down to soft lighting which is got from the HDR image or a light studio kit. The materials are rather glossy, and the degree in which controls this is the Glossiness channel. The lower the glossy value the more mat it will appear. The higher the Fresnel IOR value the more towards the front the reflection will appear. For a more accurate reflection use GGX. Using SSS will give a softer look to the material, and if used with a higher gloss it will appear more plastic. This render quality can be achieved with C4D quite easy, but the advantage Vray will have is the sheer speed in which it can render it out. I mocked this up in Vray. It has the basic settings as I said. It also has Vray Bloom slightly yo add softness. The file is bellow. Your need Vray 3.6 to load it. Dan balls.zip
  28. 2 points
    @JustinLeduc Always glad to be of help. actually re modelling this, will be a great challenge.
  29. 2 points
    It would also be a good idea if you havent already get some video footage of how this moves, how ridgid the glove is what range of movment your likely going to get, this could save you some effort into trying to push its natural movement too far in animation. Its a tough one having mixed organic surface with hard surface but the way its being done now is how I would do it, split hard from soft, get soft to deform, then give 100% weighting to each part to closest bone. You can also use the surface deformer where there is no bones close by to weight too. Dan
  30. 2 points
    This is Frank, the second character in this new style, he's also pretty dumb:D high res image, click to view full size :P
  31. 2 points
    There's not really anything that says one can't use the quadruped in this way. There's nothing illegal about it, etc. That's not the cause for the error, but Dan is right, the legs won't behave like a spider's leg. You should consider switching templates. I don't exactly know the issue, but you can just click your weight tag and choose Set Bind Pose and the points will go back.
  32. 2 points
    I had someone recently ask me a few questions about lighting up mograph clone materials, so I figured I may as well make a video. Hope this helps some people.
  33. 2 points
    You can download the scene file here: Download link:https://drive.google.com/file/d/17VeHXOYEr4H_kBBj6PiOvDVzwNM_8juO/view face..rig.mp4
  34. 2 points
    Hi Question One, the bind pose and reset bind pose is found in the properties when you select the weight tag. Question Two, paint a density map on the character using black n white values, add this to both the guides, and hair within the hair tag. Your get it growing with where you need it. Dan
  35. 2 points
    Put all you instances in a fracture, it works like a cloner, but doesn't really do anything. And for scaling the trees, be sure you put your axis center on the floor, so they grow up when you scale them.
  36. 2 points
    Hi this might help: https://www.youtube.com/watch?v=ju5WrEIpyBU Watch at: 42.40 Neil Stubbing addresses similar problem.
  37. 2 points
    The 'secret' is that C4D uses linear workflow, and AFX doesn't until you turn that option on in the preferences ! This article explains everything. https://helloluxx.com/tutorials/cinema4d-2/cinema4d-rendering/linear-workflow-in-cinema4d-and-after-effects/ CBR
  38. 2 points
    This is something I have a tinker with every so often - making random cubes morph into a message. My latest attempt - For those not familiar with the revealed message, it's an old internet meme. There's a wiki page about it, and the phenomena even made it to Fox news. Original video here.
  39. 2 points
    Here's another very simple way to do it, this time using nested bend deformers. Perhaps a neater solution than the other one given that this time you don't have to chop up the paper. Unfold 2.zip A long time ago I made an A4 sheet fold itself into a paper plane doing it this way.
  40. 2 points
    @bezoSo many of my projects will be available for download. I think so I can help other people too. I am happy ^_^
  41. 2 points
    The main point of the poly pen is that it operates independently of which mode you are in, allowing to grab points, edges or polys regardless of mode. Certain modes produce certain variations in behaviour but most functions work in all modes. It is essentially a combination of many other tools - select, move, bridge, extrude, add point, line cut, weld and a few others to boot. There's quite a lot to it, so much so that it justifies a reasonably lengthy video to explain it all ! Fortunately, cafe founder @3DKiwi has made you one of those. https://youtu.be/dCFE6ZQ1JmM CBR
  42. 2 points
    The knife tool does not delete polys on its own. But I'd need to see it to know what you are doing wrong here. Here's what the topology should look something like... CBR
  43. 2 points
    Your welcome, glad it helped. Im preparing a video tutorial on the NLA system in C4D covering all the basis needed. If you subscribe to my Youtube channel your get a notification when its up. Good luck with your Uni project. Dan
  44. 2 points
    Here's a little simplified demo of how you'd proceed doing it the 'make editable' way above... Hope that helps... CBR
  45. 2 points
    Introduction to R19 Fracturing Hi everyone :) In this training you will learn how to use Fracturing in depth. Apart from common usage we will take it way out of it's comfort zone to achieve effects usually not associated with Fracturing at all. Lessons are designed in cumulative manner, meaning that we cover very basics and generator in depth, then crossing over to small projects where we apply all we learned. Upon finishing the training you will have formidable Fracturing skills. Duration: 80 min Price: 35€ STORE LINK: https://www.c4dcafe.com/ipb/store/product/14-intro-to-r19-fracturing/ 01. Intro 02. Generator breakdown 03. Cubificator 04. Webmaster 05. Particle burst 06. Bar break 07. Rocks 08. Stairmaster 09. Drill 10. Keep pieces 11. Mesher 12. Disintegrate Purchased tutorial can be found here https://www.c4dcafe.com/ipb/forums/forum/182-available-tutorials-download-links-included/ Important! All members which were TD Master section subscribers have discounted price of 25€. For any problems you might have with the purchase, please contact @Igor on PM!
  46. 2 points
    Here is script for switching between Ghourard shading and Ghourard shading Lines modes... Extract zip file and put both files into preference/library/scripts folder You can add somewhere into layout or create shortcut and call it by shortcut... https://www.dropbox.com/s/589spj542y8feeg/script_GS_on_off.zip?dl=0
  47. 2 points
    How is this? Bullet Dents 1.c4d
  48. 2 points
    I really am not going to bother to figure out what is available, and what is not available in R13. But you might be able to this with the same way how they make raindrops hit a surface, they use a proximity shader to see when a drop is near. If you want to keep your holes, you need to stop the particles, with either Dynamics or A strong Friction with fallof. And maybe the collision deformer can pull of something similar
  49. 2 points
    you don't need to pay £300 - the apprentice licence is freely available. It has restrictions in output and a few of the more advanced features. They want us to use it. Side FX have openly said they want Houdini to replace Maya as the go to 3D/VFX application
  50. 2 points