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Showing content with the highest reputation since 10/19/2019 in all areas

  1. 8 points
    i've been recently experimenting a lot with cartoon sfx setups like water, fire, smoke, explosions and so on purely with mograph, fields and volumes. no particles, no plugins. most fun i've had in a while, also i'm quite impressed what can be done with just the on-board tools. just wanted so share those here too, since people seem to like them a lot on twitter, hope you'll like them as well. https://twitter.com/everfreshdesign
  2. 3 points
  3. 3 points
    Was just modelling some Gothic Arch Vaults for various tutorials and my own general amusement, and thought I should probably throw a few together and at least make some sort of vaulted corridor render out of the various bits I modelled. Hence this, which I thought was quite nice, if perhaps not quite finished - probably needs more going on or a focal point in the scene (and some better texturing) to finish it off, but posting now in case anyone has any bright ideas about what that could be... This one was... Physical Render, Adaptive / Automatic / 15% /3, 3, 2, GI IC+LM. 45 mins or so. But was playing with Stereoscopy as well, so for any of you that still have the Anaglyph 3D glasses (red / cyan) that came in the box with R14 this one's for you... Being both quite lazy and lacking time, all I really built for this scene was the geo below, which was then cloned about and put next to a wall ! All good fun though, and very enjoyable modellings. Couple of GIF tuts about that over in my GIFTIPS thread for anyone interested... CBR
  4. 3 points
    We'll have some news soon on this. We've heard your feedback and are working to address it. - Rick
  5. 2 points
    Just the fact we can sit in front of our one machine and with one brain manage to turn out anything at all that approaches what the cream of ILM and 100 million dollars got you thirty years ago is pretty impressive. And even more excitingly, in thirty more years we will probably be huddled in front of fires eating rats and sheltering from the climate apocalypse, very much building on the promise of Terminator 2.
  6. 2 points
    Try the attached scene 1 01.c4d
  7. 2 points
    Hi, after getting this character out of his car for the next episode shoot, i decided to rebuild and improve the original rig. This is what i have so far:
  8. 2 points
    that would be in your project settings, 4th up from the bottom on the grab below. Command D on a Mac. Or from the edit menu. Deck
  9. 2 points
    Open Source Scripts: Switch To Next/Prev Camera Hello; I'd like to point you at the the two scripts Python: Spoonfed has been working towards during the last week. They are on Patreon, but available for free. https://www.patreon.com/posts/open-source-to-31104070 The scripts cycle forward (or backward) through all available cameras (see the post for details). Yes, you probably have seen this or similar functionality already, but Python: Spoonfed gives you not just the scripts, it also gives you all the needed lessons to program such scripts by yourself, and detailed explanations as to what works why, and why the $%&§ thing crashed again. There will be more to come, so don't miss out; with 14 spoonfed lessons in, it's still time to join, and some more patrons wouldn't hurt either. https://www.patreon.com/cairyn
  10. 1 point
    Here is a link to a short film I completed recently. It took a few months as it was a passion project produced between normal freelance jobs. There's a project description on vimeo. Below are some WIP stills that show the early development.
  11. 1 point
    Hi everyone, Today, I'm releasing my free jigsaw puzzle library for Cinema 4D (R12 or newer). The library contains 150 different jigsaw puzzles, sorted according to their shape. All puzzles are based on photo references and 2D graphics images I found on Shutterstock, Printerest, etc. You can download the library here: Jigsaw Puzzle Library File There's a short video on the library you can watch on Vimeo: I hope you'll enjoy the jigsaw puzzles! Cheers, contrafibbularities Some examples from the library:
  12. 1 point
    Looking good mate, look forward to seeing the next update! Been ages since I managed to do any more work on my personal projects, so it's nice to see you still cracking them out
  13. 1 point
    Thanks for the note... We shuffled a bunch of pages and probably lost a connection. Will send this thread to the web team. Cheers Dave
  14. 1 point
    Hi You have a number of problems as follows. 1: Your character is not in zero world space, its off on the x axis by -0.415 cm, not ideal at all. When you make a character you want to set the pivot point at its feet using the Axis Centre tools at -100 on the y axis. then zero out the x.y.z. Optimize the mesh to make sure there are no floating points. Next freeze the mesh position. The scale of character should be right also. Then start to add the rig. 2: while the right arm is not weighted as well as the left the topology is not optimal, The characters top seems to have too many polygons, while the articulation points on the elbow have too few and are triangulated for some reason, either way it will still bend but a extra loop either side of the elbow and wrists articulation will help. 3: You didnt rig with symmetry on, plus the whole rig is off x axis because your model was also. You dont always need symmetry on, but when your models limbs are symmetrical it makes it easier. The Clavicle joint position for the shoulder should be in line with the arm pit, as its not the arm pit area will have bad deformation. The Elbow joint position is not located at where there is a loop. Plus you need at least one loop either side of the articulation loop to hold the form of the mesh better. Same for wrists. There is enough loops for knee, if not too many compared to the too few on the arms. There should be a more consistent polygon distribution throughout the mesh. If your aim is low polygon then you need fewer for legs and torso and dreadlocks also unless you need extra detail there. If you want to triangulated then why are some mesh parts not, and why triangulate it at all, you loose your ability to add extra loops or modify the model? Unless your intending of simulating the torso clothes there is no need to have a body under them, its more polygons not needed, and more intersecting issues you dont need when weighting. Once you put the mesh in zero world space, put the joints in abetter position, add a few more loops your see the arms with auto weight much better, iv tried this by doing the above, removing the weight tag and rebinding it again. Your get away with the mesh just about, but its not ideal, hope you have the non triangulated version still? Dan
  15. 1 point
    Hello I invite you to my website where you will find free 3d models, tutorials and interior and exterior scenes. Everything in Cinema 4D, Corona, Octane and Vray. www.vizforyou.com All models are made in Cinema 4D R17. They are optimized mesh - Nurbs and Subdivision Surface functions. Free Models:
  16. 1 point
    For anyone interested, this was the set-up with the tracer object. Very handy for doing cables, rope and other bendy things. cable movement update c4d cafe.c4d
  17. 1 point
    Hi I use Redshift and 1 single 20180ti so cant comment about having two cards, I guess you need to weigh up the cost and power consumption as well as horse power. Nvlink is the new way forward, SLI is of no use to you. Redshift are doing things with Nvilink which will combine two cards memory in which you get most not all of the combined memory. I would suggest you head over to Redshift forum and ask this question as your bound to get a more answers as to that combo. As you can see in this artical the 2080ti is not that far behind the RTX Titan. https://www.pugetsystems.com/labs/articles/Redshift-2-6-22-NVIDIA-Titan-RTX-Performance-1325/ The RTX Titan is over double the cost of the 2080ti, I cant at this point imagine how there could be any advantage in a RTX Titan over 2 2080ti other than maybe heat, and less power consumption, and double the ram, these are things your need to look at. If you need 24gb now then there is no other option, but if you can wait to see how nvlink pans out, and what are the gotchas which Im sure there will be a few. Here is a link I think may help answer some Nvlink questions. https://www.redshift3d.com/forums/viewthread/28320/ Dan
  18. 1 point
    Velocity is distance over time. If you keep the time and increase the velocity you get a longer distance. If you decrease the velocity you get a shorter distance. If you want a faster movement within the same number of frames you need to shorten the distance between point A and B. If you want to slow down you need to increase the distance.
  19. 1 point
    I contaced the support and got a newer Version of R21. Now it is working. Maybe its was bacause I have a new (unsupported) Intel Ice Lake CPU. ( i7 1065G7)
  20. 1 point
    Aha! That works. Thanks for the tip. I thought there was a randomize all colors, but maybe that's from the old CDTools back in the day. Or I'm just old.
  21. 1 point
    Excellent - always nice to hear when a plan works and days get saved, and even nicer when OP thinks to mark their thread solved ! Gold standard forum-ing there my friend CBR
  22. 1 point
    Crisis averted CBR I dont know what happened, i did the change with SDS, placed one inside the other, and changed some settings here and there on their options, and now it works it was working by default on C4D R18, but this now fixes my problem, and saves my project!! Thanks!
  23. 1 point
    I just tried what I written in my reply and it works, ace now to rig this thing, with me luck!
  24. 1 point
    I kinda used this same method when modelling Cubones skull. This is amazing! It actually looks like a great white even before texturing, you've nailed the shape perfectly.
  25. 1 point
    I hate to say it, but if C4D becomes part of Adobe's Creative Cloud that is actually a better deal than what MAXON is giving us today. Creative Cloud has more software options, cheaper price, true monthly billing plus cloud storage. It is truly a sad day when you start to prefer Adobe over MAXON. What has become of this world? Dave
  26. 1 point
    That looks great! The only thing that bothers me is that the logos on the yellow material have no reflectivity / roughness difference and I think they would have that.
  27. 1 point
    NormalMap-Online is not a bad option.
  28. 1 point
    Another way to go would be to split the model into 8 radial sections, preserve 1 and use an array or cloner to get the rest - then you could manually move 1 edge, or rotate 1 poly and fix them all at the same time. CBR
  29. 1 point
    Hi If you go into project settings Ctrl + D there is a setting called View Clipping. Set it to desired setting for your project. @deck beat m to it but a mear second. Dan
  30. 1 point
    Adding background object temporary into the scene create soft blue backgound in render what could help you...
  31. 1 point
    The Add button is not to add objects joints or controllers, its to add a action to them once you drag n drop the objects into the cmotion objects list. You dont add controllers from the view port, but from the object manager. Dan
  32. 1 point
    You can't, or at least not in the way you are probably thinking. But you can give your perspective camera settings that are very close to orthographic, and keyframe those to achieve the effect you're after and the transition between them. Just set your Focal length in the Camera / Object settings to something bigger than SuperTele, and you'll have something very close to an orthographic view but accessible through a perspective camera. You will also have to adjust (and animate) the dollying-back of that camera (obviously) so that your scene continues to fit in frame as focal length transitions. CBR
  33. 1 point
    Interesting. That should only happen if the points that got changed by Optimize were part of phong broken edges - other edges should retain their phong breaks. I don't think there can be a solution to losing the edge breaks on points that comprise them because necessarily the point count and order must change; therefore the old selection no longer applies... CBR
  34. 1 point
    I'd take the unnecessary edges out of the neck then smooth subdivide (the command, not SDS object) the whole mesh to L1 or L2. That should give you enough polys to work with to add tail feathers, and is, I'd say, the most 'correct' way to do it. If you don't want to do that, then you'll have to do it with manual step-downs, but without any picture reference, or sketches as to what you are aiming for it is hard to advise specifically. Additionally, R17 really doesn't help in that you can't cut mid way into a polygon which makes designing these sort of edge flows a not inconsiderable PITA which I'd venture is another reason why the right way is also the best option you have. But as you've asked, here is one way to step up from 2 polys to 16, from which you can hopefully see the general idea... CBR
  35. 1 point
    Yes the rotation can only be controlled by one slider. so you parent the door to a null, and use that for controlling both, and the object to control one side at the time.
  36. 1 point
    Ctrl+slide. CBR
  37. 1 point
    @AlexisB copy the XPresso null into your scene. Double click the XPresso tag to open the XPresso window. The nodes in XP are inputs on left, outputs on right. The time node gives an integer for current frame. This is plugged into a math modulo that counts up to a number (the constant) then repeats eg modulo 5 would output 0, 1, 2, 3, 4, 0, 1, 2, 3, 4, 0, 1, 2 etc < note it never reaches 5 - resets to 0 dividing the modulo output by the actual modulo number gives a linear ramp from 0 >>> 1 repeating. This drives the align to spline position 50% = 0.5, 100% = 1 etc. To connect the align node, I dragged the align tag into the window, clicked the blue square and selected position from the drop down menu to make a port. Then click and drag to make the connection. You can delete my align node and replace it with yours, but a quick shortcut is to just drag your align tag and drop it on top of the existing one. Either method is OK. Adjust the constant value to fit your animation.
  38. 1 point
    First thing, I've never have complete materials import into C4D, only basic colors. What I've found is that if you put your 3D scene file in the same directory as all your MTLs and texture files, this will give you the best chance for things to link up. It's as if the file paths are absolute instead of relative.
  39. 1 point
    Here's some XPresso to loop past 100% on a spline. xp_looper.c4d
  40. 1 point
    You will need to learn the difference between local and global coordinates as well as that all coordinates are either relative to the world axis or an object axis, but generally not relative to your view on the scene. Always keep in mind that your choice of view on the scene has no influence on the other objects positions.
  41. 1 point
    I had a go at the perpetual motion gadget on Pepper Potts desk -
  42. 1 point
    The settings in the link worked and we got it fixed, thanks again!
  43. 1 point
    I had this issue years ago. It was an incompatible driver. It was the newest at the time, but especially for Software like C4D newest doesn't mean best. If you don't have the newest try the newest, if it is the newest try an older one.
  44. 1 point
    That's an exceptionally nicely textured plane you got there CBR
  45. 1 point
    Hey guys. I wanted to share for anyone that might be interested that our patreon page is now live: https://www.patreon.com/yetipictures We will be doing mostly Xparticles/TFD/Realflow/Mograph/Dynamics/Fields/Octane. Thanks a lot!
  46. 1 point
    Hi, Main difference - Corona is CPU render engine, Octane (and Redshift) are GPU render engines, which means Corona will run on any hardware, Octane and Redshift requires NVidia GPU card. In terms of output quality and speed, Octane and Redshift are very fast, probably fastest GPU render engines, and it will give you fast real-time scene preview while making/building your scene, materials, lighting and other stuff. Corona is very fast for CPU render engine, and popular choice for ArchViz work. So it all depends what hardware you have, or you want to buy, with both Corona and Octane/Redshift you can make anything you want. Personally, I'm using Redshift for C4D, loving real-time scene preview while making scenes, which speeds up your workflow, and very fast final rendering. Dane
  47. 1 point
    I want to copy here MAXON's response in case anyone else is having this issue. It worked for me (with a few tweaks to these instructions). From MAXON: "Have you tried deleting your preferences? It's a great troubleshooting method in C4D and can fix a lot of random issues that may occur. Because, your C4D preferences may get corrupt over time due to anything from crashes, forced shut downs, OS updates, etc... You can delete your preferences by going to: Edit > Preferences in Cinema 4D When the preferences window pops up, click the "Open Preference Folder" button on the bottom left. Once open, quit out of Cinema 4D (this is a very important step as this process will not work if the application is running). Next, delete all the folders in the preference folder (READ BOLD PRINT BELOW BEFORE YOU DELETE). Finally, move up one level in the folder hierarchy to the MAXON folder delete all PRF files with _20_ in its name (If you are using R21 you would look for _21_, R22 _22_ and so on). Now. When you re-open Cinema 4D it will create all new preferences and hopefully get you past the issues you are experiencing." If you have plugins installed here you can leave the plugin folder. If you have custom layouts set up you can find them in in this path C:\Users\*USER NAME*\AppData\Roaming\MAXON\Cinema 4D R20_********\library\layout Make sure to save the .l4d and .prf files in this folder so you can put back once the preferences reset. If you have custom content created you can find them in in this path C:\Users\*USER NAME*\AppData\Roaming\MAXON\Cinema 4D R20_********\library\browser Like the layout just make sure to save your .lib4d files in this folder to put back once the preferences reset
  48. 1 point
    I've just made a whole load of these for my own personal project ! I did it with simple planes, bend deformers, mograph, aerodynamics, and wind forces. The stages involved are fairly simple, being something similar to the following: 1. Get leaf photos - I literally went outside with a camera and collected 8 'reference' Autumn leaves in various colours and shapes of the season. Maples look most attractive on the whole. Or if you can't be bothered to do that you can find some online. 2. Scan or photo the leaves (on a white background), separate into individual images, then remove the white BG in Photoshop etc and save out as png or any format that supports Alpha. 3. Create a plane for each leaf type in Cinema, and give it 1 segment down the spine, and perhaps 4 or 5 down its length. You don't need any thickness. Then each one of those gets a bend deformer (fix Y length) which allows you quickly set the degree of leaf curl per model. 4. You can load your image into the colour and Alpha channels of the material to get very low poly yet realistic leaves. 5. Next stage is to place those leaves under a cloner, but the mode you choose there will be defined by the initial arrangement of leaves you want in your scene. I started with a Grid Array of them off-camera, and used dynamics, gravity and wind to make them fall and flutter down past the camera. Doesn't have to be a cloner though. An emitter might work better for you if you need to generate a constant stream of them for example... 6. My Rigid Body (leaves pretty much ARE rigid bodies in this context) tag went on the Parent Cloner, but was set to apply to children / Top Level etc so it affects the leaves individually. Then it's just a question of making sure Aerodynamics and 2 Sided are turned on in the Forces section of that tag, and giving it some suitable Lift and Drag (I found you want roughly half as much drag as the Lift value). I then Added a Particle Wind Force, and added it to the list in the Rigid Body tag's Forces Tab, making sure that is set to Include and that the force type is Aerodynamic Wind. 7. Then you just need to experiment with different wind / turbulence parameters to get the type of movement you want. Everything else in your scene that the leaves might have to interact with will need a Collider Tag. I suggest you set friction very high, and bounce very low both on the leaves and the colliders. Also make sure your Dynamic Scale is set to something appropriate relating to the LEAF SIZE in Project settings / Dynamics / Advanced. No good will come of having leaves that are 3 cm long, and then having the default of 100 cm there. I set mine to 10 cm (average length of my leaf objects), which gave much better results. If you want consistently whirling leaves that don't settle much, then I'd also make a large 'container cube' with a collider tag on it so none of the leaves escape the scene area and continue to get blown about without getting blown away ! Put a display tag on that in Lines Mode so you can see what's going on inside it... CBR
  49. 1 point
    This is my recent personal project, thank you very much my good friend @chuanzhen for providing plugins and a lot of knowledge about rig rig demo About plugins: @chuanzhen e-mail:faxwang123@gmail.com Twitter:https ://twitter.com/chuanzhen187 You can download the scene file here: Toy Rig 1.0:https://drive.google.com/file/d/1ecKQ-1Ui7xdN7qLB1z9mbXvic4Gghimo/view?usp=sharing
  50. 1 point
    me too. I made my decision, I did not renew MSA and won't pay subscription so I am out. edit: an ignominious ending or beginning to a once leading 3D software.



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