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Showing content with the highest reputation since 07/02/2020 in all areas

  1. 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
  2. 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
  3. 3 points
    And this one is pretty good as well:
  4. 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.
  5. 2 points
    Hi Everyone! Here are the final renders of my first serious project in C4D. I initially started this as an exercise in modeling, somehow it came to this. I myself am aware of some of the shortcomings in this scene, but I'd like to hear some honest peer critique. More pics in higher resolution can be found here: https://www.behance.net/gallery/99589199/F1-Race-Concept-Car-Project
  6. 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
  7. 2 points
    Dynamic cars is my fav part of C4D.
  8. 2 points
    Hi, you can make a selection object for that: select all your controls relevant for your character in the object manager (and also add keyframe selections on all animated channels for each object), then go to select> selection filter> create selection object and all your controls will be summarized under this object that will pop up in your object manager. After that you can just double click on the icon of the selection object and it will automatically select all of your rig's controls so you can easily set a keyframe. I would recommend to do this while rigging for every rig, as it is something you will most likely need for every animation, for setting the first pose at least
  9. 2 points
    This tutorial shows how you can do a dome with hexagonal segments.:
  10. 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
  11. 2 points
  12. 1 point
    (As this is discussed on PluginCafé, I'll just mention that I believe it's a bug in the Python matrix inversion. I just posted a screenshot there; it's easily reproductible.)
  13. 1 point
    Ok cool, thanks. I will look at this later today if I get time and no1 beats me to it... An additional question though... What are you intending to do with the gap in the mesh removing the landing gear has left ? CBR
  14. 1 point
    Yes, as soon as you do anything to the model that changes the point count or order that's you saying goodbye to the existing UVs and needing to do them again. But UV mapping is neither difficult, or random when you know what you are doing with it But fixing a UV is not any single general technique - and it's absolutely impossible to advise you specifically what to do here do from just a partial screenshot of your model. We need to see the whole thing, and ideally you need to provide the scene file, and at the very minimum screenshots of the textures you intend to use with it, so that we know what restraints and conditions you are working with, and want you are aiming for mapping-wise - at the moment we know none of these things... CBR
  15. 1 point
    maybe could be used profile splines as helper to restrict area of islands... offset_border.zip
  16. 1 point

    Version 1.2

    1 download

    UVisland Outliner is a Python plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. A new option introduced in version 1.1 (available via cog wheel) provides a way to ignore the outer edges of an open-ended mesh. In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries. On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option. Original thread: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner
  17. 1 point
    Just wanted to post a few free things that I have come across in my travels 1) Free HDRI Timelapse file from Evermotion: https://hdrmaps.com/free-hdri-sky-timelapse/. A 300 frame timelapse of a rolling sky. Be warned...as with all things Evermotion, the file size is pretty big. Over 17 Gb. 2) A pretty good library of high resolution leaves with associated maps: http://www.treesdesigner.com/materials-library/ 3) Good site of Blender models (mostly sci fi...which is always a plus): https://www.blendswap.com/profile/1915/blends 4) As I also have a love for hard surface modeling techniques: https://www.youtube.com/channel/UCyowChgs-7b38q2Bi0cKXOA/videos Dave
  18. 1 point
    Cerbera has rightly reviewed the options. Quad remember was done by the same person as Zbrush's algorithm, so they will likely give the same result. Another option to consider is purchasing Moi3d. It often has the best method for covering CAD models to polygon surface objects. I think you can get a trial of that program.
  19. 1 point
    Everyone seems to have missed the obvious question, whats in your background? eg. is there possibly a giant sphere wrapped around your project, blotting out the sky? If you upload the c4d project we can take a look
  20. 1 point
    I'm afraid it is going to continue to drive you mad because there are no easy answers that are guaranteed to work. You are correct that you cannot expect displacement to work properly on imported CAD meshes and their shameful topology. The solutions are: 1. Use something like Quad remesher (paid) or Instant meshes (free, but less helpful) to auto retopo the model into even quads. Often doesn't work because you can't direct edge flow specifically enough. Some people try it in Z-brush too, which does have superior remeshing tools. 2. You can try throwing it all under a volume builder and remeshing that way (also often doesn't work with hard surface as it is designed for more organic forms) 3. Rebuild the model out of regular polygons ( a colossal amount of manual work) using tools like HB Modelling bundle's re-topo setup. CBR
  21. 1 point
    Hey all! I've worked in 3D for nearly 15 years with product rendering primarily in Maya. Have switched to C4D and interested in doing more motion design work recently and love the interface. I've regularly dropped by this site to read troubleshooting posts but figured I'd finally say hi. So hi.
  22. 1 point
    Sure is... use a Python tag, search for the "other" object, assign parameter values from the other object to the tag's object... simple, but you will need at least a little Python knowledge. (Also, you need to look out for priorities; the source object needs to be evaluated before the tag.) Here's some simple code that connects the y position of the tag's object (a sphere, but it doesn't really matter) to another object called "Cube". Move Cube and Sphere will follow in y direction with an offset of 200 units. import c4d def main(): myCube = doc.SearchObject("Cube") mySphere = op.GetObject() if myCube == None or mySphere == None: return mySphere[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] = myCube[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] + 200.0 For the parameters, just use drag and drop of a label into the Python console. ---------- Learn more about Python for C4D scripting: https://www.patreon.com/cairyn
  23. 1 point
    >>> bd = doc.GetActiveBaseDraw() >>> print bd <c4d.BaseDraw object called 'Perspective' with ID 110305 at 0x0000025EA376C6B0> >>> print bd.GetSafeFrame() {'cr': 1566, 'ct': 0, 'cb': 845, 'cl': 61} >>> print bd.GetFrame() {'cr': 1626, 'ct': 0, 'cb': 845, 'cl': 0} >>> seems to work for me, but this is R21. I don't actually get your issue, what are you trying to do and why do you need a BaseDraw in the command line...? What script did you run? didn't what in Gui console? Your text seems incomplete...
  24. 1 point
    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
  25. 1 point
    No problem. Don't forget to post your results.
  26. 1 point
    There are parametric ways to make that with a formula spline. Here's what happens for example, if you take the default formula spline, extend its forward periods to the amount of points you want, and then spline wrap around a circle (you'll need a second smaller one of those as a rail) like this... Once you have the number of points set you can change the radius of the circle until the start and end points of the formula meet up... CBR
  27. 1 point
    There is nothing wrong with snapping in Cinema, particularly later versions, and it can help with this to some degree. However, by far the best method of avoiding light leaks is to use contiguous geometry, so don't build walls out of separate objects unless you absolutely have to - instead make a whole room out of a cube (for example), where you have reversed the normals so that its inner surfaces become the 'outside' of the object so to speak and you make all the walls, the floor and the ceiling out of 1 cube (or rather I should say 1 object). That containing geo can also have thickness if you want to double insure against light leaks, but it's the contiguousness of surfaces that is the biggest factor... Here's a quick example room with 2 windows and some extruded thickness I knocked up from a single cube, that will only let light in through the windows or the missing front wall... Of course you can still build anything inside the room out of separate objects - skirting boards, windows frames, coving etc because all that remains nicely contained within your leak-proof outer shell of a building... CBR
  28. 1 point
    Yes, cogwheel has a lot of "too dependent" parameters while flower not enough, so this is why I use simple star. Just set number of peaks, set aproximately inner/outer radius, convert to editable and change type of spline from linear to B-spline...
  29. 1 point
    examples from help (if it´s tell you something, especially last example to play with)
  30. 1 point
  31. 1 point
  32. 1 point
    You could use dropbox and post link here and screenshot simply drag into your post...Have to enough informations is always better ... With fields comes new falloff system into c4d there are few differencies with using fields falloffs and weighting. More info about it in help about joint falloff.
  33. 1 point
    Gosh this looks like a nightmare If you want to save yourself some work, you might want to look into the QuadRemesher plugin, it is really great at keeping shapes and making low poly quads out of geometry - but for that you should have split parts (not one single giant mesh) in the best case, I don't know if this is true for your model, if not you could manually split parts with the "select connected" command (U-W) Also you might want to try out a workflow tip by Chris Schmidt for polygon reduction, it is on his first C4D tips talk, I think it's even the first thing he talks about (It's the one shown in the thumbnail) https://greyscalegorilla.com/tutorials/50-min-of-tips-tricks-in-cinema-4d/ It works especially well with technical parts
  34. 1 point
    Pure magic! Thanks for all these
  35. 1 point
    Ohh Yeah! It works!! Now. I just need to play with the settings and get what I'm looking for. Thank you very much!
  36. 1 point
    Thank you!! You from the forum are always so helpful
  37. 1 point
    No, they are separate objects, so one can't know what the other is doing. There is no way that I am aware of that is quicker than just drawing it in with the live selection tool in top view... However, this is not the way to do this, as you will end up horrible jagged polys because your rivers topology has nothing in common with the terrain. You need to create the latter from the former ideally so the edge flows match... CBR
  38. 1 point
    Although I definitely agree that the X-Particles presentations are often way too dramatic and putting on quite the show but still I enjoy watching their videos and I like that they are being so active as opposed to other developers, I really have the feeling that a lot is happening most of the time
  39. 1 point
    Ok, so apart from the fact that the glass appears to have no physical thickness, the polys themselves aren't the problem here, so the Phong tag almost certainly is. Select it and make sure that angle limit is on, its angle is at least 60 degrees, and that use edge breaks is turned off. If that doesn't fix it you will need to copy that object to a new scene and upload it here so we can investigate further. CBR
  40. 1 point
    Yeah, I used symmetry to make the first pair of lips as well. I just had an idea that I might try just before restarting (It's just a personal project for fun/practice, so I'm not too concerned about making everything perfect. If this was for something professional I'd certainly be starting again at this point!). The way I've rigged this is making ~12 different pose morphs for the lips for phonyms e.g. a, e, i, o, u. I've used Xpresso to rotate/move the teeth with a range mapper using the 0-100% of the poses, making them move differently for each phonym on the pose morph. I've also used the same method for the tongue as well. I might just quickly try doing the same for the invisible box - a different pose for each phonym and tie it with Xpresso to the lips. Then I think I can just parent all of them to the same null to move it round my scene. Thanks for the examples - I'll certainly be needing them after I find out in an hour my botch fix doesn't actually work
  41. 1 point
    Upload the file ? (via dropbox or similar) VERY difficult to try and gain a full understanding of your entire setup from those few words... CBR
  42. 1 point
    Yep, that's a user-error one, and a mistake people often make when trying to use Ambient Occlusion. You have forgotten to tick the box in there called 'Evaluate transparency'. CBR
  43. 1 point
    Great resource here by Eric Gooch which shows all the noises at different scales as well as inverted. Deck http://www.cybergooch.com/pages/c4d/noise/c4d_noise.htm
  44. 1 point
    Thanks - It's happened too many times where I've only found out once I finish something that I went about it the hard way. Good to know that doesn't seem to be the case so far at least! Not sure if I'll go so far as to try the different maps, think that's a bit too advanced for what I want to get right now. Was just hoping to practice modelling/UVing/animating something of my own.
  45. 1 point
    I can confirm this is the case with S22.116 and that MAXON is already aware of this one. Hopefully a fix will be a long soon. But thanks for reporting... CBR
  46. 1 point

    From the album: C4D Work

    https://gum.co/EARTH2019
  47. 1 point
    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).
  48. 1 point
    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.
  49. 1 point

    Version 1.0.0

    20 downloads

    This Cinema 4D scene file is available under as “open source” concept. This is intended for educational use but really can be used for whatever you want. You don’t need to credit me for commercial or non-commercial use. This scene file is Cinema 4D R21 based fully rigged and editable project. Just download the scene file, open it and add your object as a child of the OrganicReveal null object. After adding as a child wait a moment to calculate. If nothing happens just change Point Count or Seed parameter to refresh. For change one material to another just copy vertex map from the VertxMap material’s alpha channel and paste to your material’s alpha channel.
  50. 1 point
    Do you think this file from French-C4D Team? https://www.dropbox.com/s/b8lv5384mdynu7y/formulas.pdf?dl=0



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