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Showing content with the highest reputation since 06/16/2020 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. 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
  4. 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
  5. 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/
  6. 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
  7. 3 points

    Version 1.0.0

    7 downloads

    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!
  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
    Let it be me https://www.behance.net/ambiclusion https://vimeo.com/ambiclusion https://www.instagram.com/ambiclusion
  14. 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
  15. 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.
  16. 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
  17. 2 points
    @paulselhi Here it is! @Igor I agree. When I was playing around with shading the smoke, the smoke is actually following the same motion as the fire. When I make the smoke darker it completely enveloped the same, as if it didn't have its own motion, I will do research on fire, and I thank you for taking a look. @3D-Pangel You were right, X-Particles may be intimidating, but once you dive in its not that scary, just take it in steps.
  18. 2 points

    Version 1.1

    3 downloads

    This script will hide polygons that have no selected points. Can be useful if you have an high polycount object which you want to edit, but there is just too many polygons to see what you're doing. Select some points you want to work on, execute the script ... and all polygons not sharing those selected points get hidden. original topic: <to be continued>
  19. 2 points

    Version 1.2

    4 downloads

    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
  20. 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
  21. 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
  22. 2 points
    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
  23. 2 points
    Dynamic cars is my fav part of C4D.
  24. 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
  25. 2 points
    This tutorial shows how you can do a dome with hexagonal segments.:
  26. 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
  27. 2 points
  28. 2 points
    Added original file, where I encountered the problem, to first post. For screenshots I recreated the issue with cubes to be sure that the problem is repeatable.
  29. 2 points
  30. 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.
  31. 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).
  32. 2 points
    You don't need any plugins. Here is how you do it. 1) Place the spline under an extrude under a connect: Extrude the spline by a huge amount in the Y axis (like 2000 cm) Then hit current state to object. That should give a set of connected polygons. Use a rectangular selection in a side view and ONLY select the bottom plane of polygons. With that selection, then hit "Edge to spline". You should now have your connected spline as well as you extruded polygons. See attached; Coastline-connected.c4d I hope that helps. Dave
  33. 2 points
    I picked up Redshift from that sale.
  34. 2 points
    Learn how to create a "Real 3D Hologram" by utilizing the Split Depth Optical Illusion Effect. The "Split Depth Effect" is where you perceive 3-Dimensional movement on a 2-Dimensional surface, without any external trickery, or without the aid of things like 3D glasses. This effect is entirely perceptible with the naked eye. This effect works great as VJ loops for live shows, concerts, and events. Especially when the animation is played on large surfaces, like large LED Walls/installations, and Projection Mapped Surfaces. Here are some more generalized examples of the split depth effect and how it can emulate 3D movement. However, instead of using intersecting bars, we will be utilizing the entire frame of our scene to achieve this effect.
  35. 2 points
    Hi everyone, I'm Sol! I'm new to C4D - actually this is my first time learning any creative software. I usually do ceramics, so this is intimidating. But glad to be here!
  36. 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!
  37. 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.
  38. 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
  39. 2 points
    Here's a tutorial that some joker made a few years ago. This may help.
  40. 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.
  41. 2 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.
  42. 2 points
    Increase angle in tool to more than 90 degrees... CBR
  43. 2 points
    I like Cycles4D, but when using the CPU it can be pretty slow. I don't think you'll see much speed increase over Physical render if your using a mac, unless you have a high core count, but you will definitely be able to reach a more photo real looks with the right settings and shaders. Best to download a demo if possible and play around to see if it suits your workflow. If you want fast rendering, GPU is the currenty the best option, or a machine with a high core count. I've found the realtime viewport a big help in giving a quick indication of how things will look, I usually set the samples quite low, and set the resolution lower than HD for fast previews, then once I get closer to what I'm looking for, I make some test renders at higher samples and full HD to get rough time estimates for the final render. Another thing to note is to render at 32bit TIFF or 32bit .EXR format, otherwise your rendered image will look different to what you see in the realtime viewport. The rendered files can be pretty big, but you can always convert them to png after compositing. The documentation is quite reasonable too.
  44. 2 points
    Depending on whether you want to see this logo from another angle, you could simply do this with the polypen. Here is an approximation of the upper part with the Houdini equivalent of Polypen (which is a bit worse than C4D). Add a few edge loops and subdivide to create final form. As CBR indicated, the tip should be simplified/reduced to "kite polygons". There are a couple different ways of seeing the shape, and I'm not sure which way you want to go.
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We are in the progress of finalising upgrade to Cafe 3.0. If you are experiencing issues, please change the default theme to Cafe 2.5 and thing’s should work again. We will notify everyone when we resolve all the issues.
 

It would be also great if you could report any issue you might have on your side so we can fix them. :cowboypistol: