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Showing content with the highest reputation since 06/09/2020 in all areas

  1. 5 points
    I hope all the dads out there had a great Father’s Day this past weekend! Daddy’s little girl got her first glimpse at her future superhero life! A little mini VFX shot I made over the weekend, animated in cinema 4d, and rendered in octane! Make sure to subscribe for more fun videos weekly!
  2. 5 points
    Boris FX just released the standalone version of their software Particle Illusion for free. More details here: https://borisfx.com/products/particle-illusion/ I haven't tried it myself yet, but apparently the entire thing is pretty much fully featured, and has almost no restrictions (even supports up to 8k ProRes). The only downside is, it's standalone only. No integration into any compositing software.
  3. 5 points
    This is the process of a fictitious soda commercial I created, in the video I talk about the process of creating a motion design project, thoughts, idea development, constraints etc. Hope that something will find value in some of the content The animation was rendered in Redshift on a single 1080TI.
  4. 4 points
    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too! And the best thing ... it's available here, and it's ... wait for it ... free !!! Set New Selection.zip
  5. 4 points
    wish the release notes and Service Pack update release notes would have alot more detail. instead of something vague like "update to calibration tag", say what the fixed,added,improved. what was the problem.. in 2-3 lines
  6. 4 points
    Hi, I was wondering why I never see just one person making "shorts". Now I know.. In the end, the list of “necessary” fixes only got bigger. I had to ignore it in order to post this in a decant time frame.. It's t actually far from done. I used C4D. No plugins or pre-made assets where used. Yes I’m aware the bow is reversed, thought it looked cooler. The character is a girl, sidekick of Fred. While she can do magic, Fred just likes bananas. You can follow me for more on: https://www.instagram.com/myosis/ https://www.artstation.com/myosis https://myosis.cgsociety.org/
  7. 4 points
    Just refreshed and it works now. Phew. Pretty good deal...on a perpetual license of course. And the timing is great as I was looking for a reward after having successfully putting my youngest daughter through college!!! Dave
  8. 3 points
    And this one is pretty good as well:
  9. 3 points
    You can't. While polys and points exist as object data, edges are just the connection between two adjacent points on a polygon. Without polygon information, there is no edge. You can create a linear spline from the edge, of course. But that's not the same as an edge collection.
  10. 3 points
    Personally I would consider upscaling out of the question under almost any circumstance - certainly not normal workflow by any means. Always render out at the resolution you need, or higher, for later downscaling. CBR
  11. 3 points
    @HippoDasTamus The first file save was 4 weeks ago from today. Most of the time went into rigging, cloth simulations and particles. All these systems feel outdated but served the purpose. Except for the particle emitter I ditch that and draw them in by hand... Animating a sphere over a spline. (Far from ideal, but fast) Modeling texturing and rendering went fast, I hardly took time to “revisit” any. As for the texturing, I like body paint unfortunately it’s been getting worse with each new edition of C4D. I’ve briefly played around in substance painter, but there wasn’t much to texture, a simple fabric bump and some stitches did the trick. There is a small piece of that in the “making of” video. I should work with more software “for better results”. If I had to choose I would probably learn Houdini. And then switch completely Yes, doing UV’s in C4D sucks. I relax using an edge selection but this never gives me symmetrical results, I then have to copy, delete, and flip.
  12. 3 points
    Wow....amazing. I do appreciate the amount of work you put into those 6 seconds and can therefore understand your first comment: "Now I know why just 1 person does not make shorts" Not sure what you have planned, but I hope that the lighting, modeling, texturing and rigging (which you did to an outstanding level of perfection) were the lions share of the work that needed to be done. Hopefully, the rest of the work (animating?) goes quicker and therefore keeps your interest and energy level high so that we benefit from seeing more. So please don't be discouraged! I personally can't wait to see what comes next! Dave
  13. 3 points
    looking at rfanoni's post even the resellers are confused. In principle a new deal with the posibility to hold the R21 license is a good thing. But why only active MSA Holders? They should get S22 anyway. And the ones that don't have a active MSA anymore... well MAXON canceld them not the users. It is just a matter of luck or bad luck if someone still has a MSA or not. Sorry to say this but it is still a chaos. and yes: 5G doesn't cause corona! No doubt about that. We should add this statement to every post
  14. 3 points
    Update: I have not worked on this plugin for ages. Which means I haven't had the time to add support for the new node-based material system introduced in Cinema4D. Because of this I am provided the plugin here, free of charge, for anyone who still might take advantage of its feature set. The latest version (available for download at bottom of first post in this thread) should work on R17 - R21. I haven't tested S22, since not available to me, so feel free to provide feedback if it does. It definitely does not work on R16 and previous, and I do not have any plans to spend time in making it work in those versions of Cinema4D. There is no documentation available, except for the information provided in this thread. If anyone would be interested in providing detailed documentation, be it written or as a video tutorial, feel free to provide a link here. PS. I do want to keep this plugin exclusive to C4DCafé. As such, please do not distribute or upload the plugin anywhere else. Please respect the work of others, and don't claim credit for things you snatched somewhere.
  15. 3 points
    Its quite hard to see but if you go to a zoomed in view you can actually see what's happening, re the grabs below. you can see some small movement in the first one, that's the current 30th of a second, and then longer at 1/2 second and streaky at 2s but if you zoom out the same 2 seconds doesn't look like much as it doesn't travel that far relatively in the frame, for to to travel further you need to up its speed in the emitter, to 2000 in the last grab. but all of the time it gets fainter and in your reference image each individual streak isn't that long either. I don't do much animation but I imagine the effect of all the individual frames will give that effect when run together. Deck
  16. 3 points
    If the stored animation is deformation (so not PSR animation) you'll have to go through point positions. Two solutions: 1. Cloner (simple) You can use a cloner to constrain an object to a polygon or point selection. To create the selection just make a copy of the abc generator, make it editable, select the face or point you want to use, set a selection and copy the selection tag back to the original abc generator. You can now use the selection tag in the cloner to limit the cloning to only the faces/point in the selection which should do the job. 2. Xpresso Xpresso in theory works as well and gives you more control but unfortunately the point node doesn't accept abc generators as an input. For that to work you'd have to run it through a python node to extract the cache. To do that create a python node with one input and one output both of type "link" and pase the following code in there: def main(): global Output1 Output1 = Input1.GetCache() Now you can use this node as an "adapter". The point node has an index input that allows you to pick the point you want to use. You can use to neighbouring points to create your own matrix to get proper alignment.
  17. 3 points
    The vast majority of these fixes pertain to new features added in S22, including the UV workflow enhancements and the implementation of the new modeling and viewport cores.
  18. 3 points
    okay ~~ next time when i come cross a problem i will upload the file ~~thanks for your advice~~
  19. 2 points
    Hmmmm....both humble and very good. I hate him. Without even seeing the wire frames, just looking at the tire and tire rim and I have an appreciation for your talent. Plus the lighting is well done. The car paint could have a bit more gloss but otherwise the renders are nicely executed. Again, very good. Dave
  20. 2 points
    Dynamic cars is my fav part of C4D.
  21. 2 points
    Hello! If you want to start in C4D, use this link for FREE 3d Class https://skl.sh/3d3v0c3 https://skl.sh/3d3v0c3 " Geometric Shapes in Cinema4D: Create you own 3D World" Is perfect if you are not a Designer but you can do great composition. Use the link and watch the class completely free and get acces to all the course of Skillshare for 2months. Here watch one lesson! Instagram: https://www.instagram.com/evelingsalazar_/ In this class, we'll cover: ✯ Main tools of the C4D Interface. ✯ Find your Style ✯ References, style, and shapes. ✯ Patterns ✯ Creation of the stage: from geometric shapes. ✯ Composition: design principles: shapes, hierarchy, scale, rotation, direction. ✯ Modelling Shapes. ✯ Lights: Light and Physical Sky. ✯ Background. ✯ Materials: Linear patterns •Metal material • Gradient material • Base color material • Glass material. ✯ HDRI. ✯ Camera settings. ✯ Physical render configuration . ✯ Post-work in Adobe Photoshop. ✯ Final Thoughs Link of free class: https://skl.sh/3d3v0c3 ☺ Thanks for reed! If you have any suggestion or comments, let me know! ☺ Instagram
  22. 2 points
    This tutorial shows how you can do a dome with hexagonal segments.:
  23. 2 points
    My friend that is a horribly optimised scene, of the type that would grind the even the most capable and valiant systems to zero frame rate without some serious consideration paid in that department.... Just opening the file has ground my system to a halt and essentially off-lined it for 30 mins while it tried to catch up. It doesn't crash, and does get there eventually, but will continue to struggle until you fix the scene. Unfortunately I have a whole day of client work ahead of me, so don't have time to thoroughly advise or have my system offline any more (!) so I will give you these 3 general tips until I can get back later and give you specifics, if someone else doesn't beat me to it.... 1. Set scene Level of Detail to Low. 2. Set any cloners you can to use multi instances or render instances. And / or turn cloner numbers right down until final render. 3. Turn dynamics off altogether all the time you are not specifically working on that aspect of the scene. CBR
  24. 2 points
  25. 2 points
    Indeed - a scene file would show us what distortion is remaining in your unwrap as we'd be able to load it into later versions. But what you have now will certainly work, and you can check this very easily by loading a typical UV checker bitmap into a temporary material and applying it... CBR
  26. 2 points
    There are AI upsamplers, for example it's integrated in Octane. The results are not great, and depending on the content, even horrible. This is not a normal workflow at all. Downsampling is probably more frequently used, as it gives you a nice sharp image.
  27. 2 points
    Or use the python node: import c4d import random #Welcome to the world of Python def main(): global Output1 random.seed(Input1) Output1 = random.random() * 100 Create the python node, copy&paste this code, delete Input2 and feed the User Data into Input1. Output1 will give you a random number between 0 and 100 (in this case).
  28. 2 points
    Let's see if they will maybe even support multi-GPU, that would be truly great
  29. 2 points
    Yes I had the same problem, it turns out that the Beta release expired on the 26th of June, so you can no longer use it. It took me hours to find that out after reinstalling again and again and then contacting customer service. But the service guy told me they will launch the official version early July, so it won't be long until we can use the new features again
  30. 2 points
    I picked up Redshift from that sale.
  31. 2 points
    Let it be me https://www.behance.net/ambiclusion https://vimeo.com/ambiclusion https://www.instagram.com/ambiclusion
  32. 2 points
    Welcome SOLCHENG I'm new here as well! C4D is an awesome program. an very one intuitive comparing to others 3D platforms. I Hope you can enjoy your stay here!
  33. 2 points
    There is no button to repeat your last stroke. But what you could do is draw a spline on the surface and use that with snapping to draw your stroke onto the surface. And I think... you might be able to double click (or right click, or something) to apply it to the line as well. I am a bit foggy on it these days, but I do think drawing/snapping to splines drawn on the surface will do what you want. But you will need to draw, undo, draw, undo until you have the look you want. Then double click a few times to apply it over and over to get the final look you are after. I also have a "Duplicate Sculpt Layer" command in my own plugins (https://www.plugins4d.com/sculptpack) which you could use to draw your strokes onto one layer, then duplicate the layer to add the same effect again. When you are done you can merge the layers together. You might also be interested in this video I made a couple of years ago, since I made it to help out users coming from zbrush If there are any features for sculpt brushes in zbrush that that you would like to have in C4D then just let me know. I really should get back into making more brushes and features for people.
  34. 2 points
    Er... you might wanna read that first post again CBR
  35. 2 points
    It's a bit difficult to know where to start with this, other than telling you it isn't a bug, so I have moved it to a better category. Generally speaking people new to the software and 3D shouldn't post anything in the bugs section, because they are invariably wrong, and in 99% of cases it is user-error. In 3D we do not expect the viewport to be the same as the render, and generally speaking no DCC software does, although differences between the 2 get more minimal as time goes on... the viewport is there to show you the positioning and framing of your shot, and to provide wireframe overlays and other gizmos that assist in creating 3D content. Preview renders are there to show you what it will look like. Rendering is what happens when the machine calculates the cumulative effect of all the elements you have placed in the scene, which will normally be models, materials, lights, and animation, and getting the result of all this on screen requires enormous calculations to take place, that would ordinarily make the viewport unusable if it was happening in real-time. To complicate matters at this point, one of the biggest advantages of 3rd party renderers is that they often provide near real-time render previews using powerful GPUs, which are much better and faster at this than regular CPUs. So, unlike AFX, where all your content is there from the start, that is not the case with 3D, and only the things you put in the scene will turn up in render. Therefore to make your scene look 'right' you also need to setup things like lights, reflection environments and cameras before you can render anything useful. Slapping a pre-made material on an object and calling it done is not enough. CBR
  36. 2 points
    I always find this kind of thing a bit of a slap in the face for those of us who have paid full whack.
  37. 2 points
    This is huge! Ever since Vue decided to stop supporting their Carbon Scatter plugin for C4D I have missed this capability (not wanting to invest in Surface Spread). Insydium.....they just keep going! All they need to do is develop a modeling programs and then all their plugins will walk off and form their own DCC app. Dave
  38. 2 points
    Beta 4 available for download (at bottom of first post). While my current main focus is on developing for R20 (the latest version I am happily using) I do have spend the necessary time to port the plugin to versions R16 to R21, both for Windows and macOS. Unfortunately, a bug in R16 (maybe R17 as well) seems to interfere with pasting geometry. As said, for now I am focusing on R20, and will look for a workaround for the R16-R17 bug later on ... if there would be any interest for these versions. I have no access to S22, so cannot test if the R21 version of the plugin will run on that subscription version.
  39. 2 points
    Check out my newest weekly fun little live-action VFX shot! I'm going for more of a cartoony/realistic vibe. So it's not to scary, and more fun. Animated in Cinema4d and rendered in Octane! Only 10% of my viewers are subscribed to my channel! Make sure to subscribe for more fun videos weekly. https://youtu.be/xFGFk5iKCDE
  40. 2 points
    I kind of get it now. Tried doing the steps in c4d and my version doesn't seem to do that or I can't figure out how to do it. One of the two. Since I don't know what it's doing I can't say how to do it in Blender. Seems like it would make a lot of loose ends on the geometry though. That was actually 4 ways to do it, but today I found the fastest way. It's called Rip Fill and is in points mode in Blender. Select the points, Alt+v, g to slide. Pay attention to the side the mouse is on before doing the tool because it will determine not only which way it slides, but also if it makes new triangle on the edge of the geometry. It is talked more about here.
  41. 2 points
    That is banding. 8bit is not enough to display all the colors in the gradients, so you get these setps. Your solution is either dithering the 8bit map or recreating it in 16 or even 32bits.
  42. 2 points
    True, that, about the same. It's a very simple script after all. Materials can have user data, though, which would make it possible to script someting like: - if the script is run, and the material doesn't have any user data, it will add a checkbox "override" set to False, and set the texture size to whatever you hardode. - if the material already has that checkbox, it will look at the value and determine whether to set the desired value (override) or keep the manually set value (not override) That way, each material in a scene would remember whether to obey the next script run, or keep a manually changed value. (I'm sure there could be even better ways to automate, but I'm too lazy to think about them now .)
  43. 2 points
    Hello Everybody! I am Hong and I use C4D to make short animation. They are my works: Where have the flowers gone and The Giant with a House. Please feel free to place comments.
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