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  1. Cerbera

    Cerbera

    Cafe Crew


    • Points

      19

    • Content Count

      13,130


  2. DMcGavran

    DMcGavran

    Maxon


    • Points

      11

    • Content Count

      55


  3. 3D-Pangel

    3D-Pangel

    Regular Member


    • Points

      9

    • Content Count

      1,880


  4. bezo

    bezo

    Silver Contributor


    • Points

      8

    • Content Count

      3,772


Popular Content

Showing content with the highest reputation since 08/08/2020 in all areas

  1. 8 points
  2. IMHO....the Cafe is a rarity on the internet. Personally, I am NOT a big fan of social media in all its forms. The best compliment I ever received was that I have a low internet footprint. The Cafe is the only place which I visit regularly and I do so for a number of reasons: Helpful tips Polite and friendly members. Great access to some true masters of the program (and this compliment goes beyond the moderators who truly are "masters" but to the entire C4D eco system of tutorial and plugin developers as well as everyday users that populate the Cafe). Great
    5 points
  3. I have created a script, which you can install and assign a shortcut to (or just use the Commander, via shortcut shift-c). This script makes sure to deselect the current selection tag, so you do not overwrite it with subsequent selection sets. Script can be downloaded from here (https://www.c4dcafe.com/ipb/files/file/41-set-new-selection) Also discussed here (https://www.c4dcafe.com/ipb/forums/topic/111331-set-new-selection)
    3 points
  4. We are building out a new support system internally that will handle feature suggestions and reports as well. I would tune into to the Sept Motion Show for updates on some of these for sure. https://www.3dmotionshow.com
    3 points
  5. -create a C4D indie license. All functionalities of a full license for 250€/year, targeting freelancers and hobbyists. -Make redshift the default renderer once the program is ported to metal, free of charge -overhaul of the modeling toolkit -Fluid/particle sim tool -Faster viewport -New UV tool -Harmonisation of the material system (the reflectance channel is highly confusing)
    3 points
  6. Finally the forum works once more! Thanks - it was nigh on unusable.
    2 points
  7. I made you a little video about that, cos it's way too much to type... I went with the more traditional way of doing it, without using any of S22s auto-unwrap tools, so that methods apply in older versions too. I was testing the new version of OBS with this recording, so was half concentrating on that, so look forward to a mystery encoder overload about half way in, and then later me calling something a 'circular selection' when I obviously mean 'cylindrical selection The other thing I forgot to change was the middle rim section UV text being inverted. Sho
    2 points
  8. You should probably try with a cube, then put it under subdivision. Then you can use the knife loop tool to cut into the cube, this will give you a rounded shape. In fact you dont even need loops, if you make a SDS with 3 levels of subdivision on a cuboid, you get this.
    2 points
  9. I am surprised that MAXON dont have more direct involvement with the Cafe. A community centre where you can come and get direct help with a problem, get the news, maybe a giveaway, a competition, a route to speak to the bigwigs would surely be worth its weight in gold to a product like C4D. Literally the only reason I am a C4D user is because of the Cafe, and because you could get help from Nigel (sometimes pretty acerbic help, but you learned to enjoy that pretty quickly). Now you can pretty much rely on Cafe mods and regulars to help with problems in a way you simply can't with any other sof
    2 points
  10. Hi! @DMcGavran , @Igor,@srek, & @RBarrett Besides better responses to bug reports labeled as 'Suggestions and Ideas for MAXON,' is there any progress on the collection of user Feature Requests for future versions of Cinema 4D? I've been talking to different animators who participated in the #MovingColin contest who have some really good ideas on ways to make character animation in the Timeline better after the experience. I suggested the Bug Report route to them to get these ideas to you, but I still feel like this is a poor, black box way to submit user feedback. A dedica
    2 points
  11. More and more users are switching to Blender not because of pricing, but because of what other users are accomplishing with it. In studios it's become quite normal to see Maya and Max users adopt Blender in their workflow. The community is thriving, and this is very attractive to new users as well. The attractive pricing (free) only serves to help adoption, but I think it also has to do with the simple licensing: Blender doesn't even need to be installed to run. Compare with the C4D trial: in a move to make it even more hostile to potential new users, MAXON decided to time-limit the demo/trial
    2 points
  12. @VECTOR Thanks! I was certainly inspired, one way or another, from your frequent character post. @lgor Sorry about that. Will upload in the gallery in the future wip/final images.
    2 points
  13. Here are the top 5 things I really hope the newer version of C4D implements - An improved character animation module, better auto weights, etc... (I heard they will talk something about it on IBC! Fingers Crossed) - Realtime viewport preview when working with some of the sketch and toon modules, right now, these non-photorealistic projects relies on Interactive render region, which is quite slow and unrensponsive... - A better sketch and toon, something that allows us to control the overall scene shadows/gradients, etc, like you can already do inside the cel shader, but in a global
    2 points
  14. This officially took too long, but it's done now: https://ace5studios.com/mia Rigged stylized character for Cinema 4D Let me know if there is any weirdness with the page. my brain is dead from putting this all together..
    2 points
  15. You appear to be missing the main point of what nodes are for... it is nothing to do with quality of final result, but simply that a nodal system is leagues more helpful in a complex material setup because you only have to change a node in a single place for that change to be propagated everywhere else that node appears or is referenced in the material setup. Say for example that you have a stone material made of many complex layers, and one map is used in 20 different places within that material, across lots of different material channels. Now you want to change something about the scale of i
    2 points
  16. Hey, We are looking for an experienced C4D Artist to work on effects and graphics for our upcoming Games. There are multiple potential ways / positions: - Full time Motion-Graphics / VFX at Location in Berlin (Freelance is an option) - A Senior Generalist, Character Artist or Art Director is always being searched as well - (Freelance C4D scripting would also be needed) We are a small Studio in Berlin working on 2 new upcoming core games (No Mobile / Browser) using Unity and C4D (amongst others) - www.flowfiregames.com Our Studio is small, agile,
    2 points
  17. I agree. AutoDesk announced 2 days ago that Max Indie is now available world-wide for $250 (per year rent) for any indie with an income lower than $100.000. Allow me to quote the following opinion from https://blenderartists.org/t/3ds-max-gets-a-slap-in-the-face/1154106/177: For MAXON to survive in the long run, just like AutoDesk, they will have to adjust to the changes ahead. The way I see it, is that C4d is in desperate need of a better built-in render solution. Standard/Physical is terribly outdated, slow, and can't match the quality nor the speed of modern
    2 points
  18. No one wants speed improvements? Part of the reason for the core rewrite was to make C4D handle more complex scenes and be a lot quicker. As far as I know you're all still waiting. So for me, not that it really matters since I no longer use C4D my top 5 would be: Faster / handle more objects Bodypaint / UV tools replaced. Unbelieveable that the UV tools still haven't been replaced Modelling tool enhancements e.g. proper symmetry modelling, Bridge tool enhancements, modelling fall offs. Thinking Particles replaced. Alternatively admit defeat and remove TP and make X-P
    2 points
  19. Everything works again. Thank you Igor!
    1 point
  20. I saw this math method on wiki - point n on a circle connects to point 2n to make this nice cardioid shape. xpresso here cardioid_reveal.c4d Here's a conundrum for you - although it's obvious once you see it
    1 point
  21. Hi I did a video on this subject regarding Udims and Redshift for C4D, Il dig it out and post it. If I cant find it Il make another. Also it matters what app your making the textures from as the issues can be at that level. In the mean time check the texture files in their naming, the naming must be the same all but the udim number. If for instance you dont have Zbrush set up correct it will produce each UDIM texture with a slightly different name, here is a example of what it should be like. Displacement_mat1001.exr Displacement_mat1002.exr Di
    1 point
  22. In your scene file you have disabled Phong tag (Angle Limit is off what means disabled), it´s the reason why you see nice rounded edge. Check Jay´s (@crebera) scene file if he has enabled/edjusted Phong tag parameters...
    1 point
  23. Thanks so much your kind explanation. It is really impressive and appreciated. There is one more thing I would like to ask you. As you can see in the attached image, I originally had the soften edges around the shape, but I don't see them in your working file and Youtube video. When you have a chance, would you be able to send me the working file applied the soften edges please? Really appreciate your help!
    1 point
  24. General experience is nice and fast, over here.
    1 point
  25. Version 1.2.0

    13 downloads

    TrueSplit is a modeling tool helper plugin that allows you to split the polygon selection from your object but with more advance option features list that you see below. Features: Split Multiple Objects in Selection Split Object as a Child Delete Poly Selection Optimize Split Object Optimize Base Object Center Axis To Split Object Apply Color To Split Object Remove Unused Materials Remove All Materials Stay In Polygon Mode Split All Polys on Object NOTICE: By clicking DOWNLOAD, you will be redirected to
    1 point
  26. There ya go... SpaceShip_V1_2 CBR.c4d CBR
    1 point
  27. That's not a very helpful object for UVing. Have you got the version without the subdivision applied ? CBR
    1 point
  28. I had the same idea as @deck, cloning on plane surface tapered and wrapped along spline...
    1 point
  29. thank you so much guys, i totally went about this the wrong way. always interesting to see how professionals approach such simple models. thanks again !!
    1 point
  30. Yep - the mistake here was thinking you needed to involve a spline at all... this shape is perfect for Sub-D workflow. Deck's method is absolutely fine for this, but there are other ways to go too. For example... Here's an Oil Tank with an FFD under it, doing the stretch, and everything subdivided to L3. I did also quadrify the poles, as should you if you make it this way, with the dissolve command. Btw - the above is an S22 viewport screenshot, not a render ! The lesson here is look how few points are necessary to actually describe
    1 point
  31. Next stages of that roughly as follows... I used bevel to make my grid rather than the Inner Extrude I suggested earlier, as it eliminates complex poles, which might be important if we choose to do this with SDS later... now we have very clean intersections with zero poles, which will help us as we go on regardless of whether we do this as hard surface or with subdivision... In the next stage we have added the rim, redistributed the outer points along that to see if the curve we get requires subdivision or not. I'd say it doesn't, unless the camera is gett
    1 point
  32. Hi there, I am right now working on a customer computer (Dual Xeon, 1080TI). I have R21 and S22 installed. No Plugins and everything patched. I have quite some stability issues (freezes) with S22 while R21 runs ok. Do you have the simular findings? Or is this just a special computer related hickup? Thanks Jops
    1 point
  33. OK - well there are 2 or 3 main approaches to doing it with materials. You can either use Bodypaint within Cinema and create a layered material there, based on photo textures, or most people are happier doing it direct in Photoshop or similar, and then importing the finished map (s)into Cinema. Or you could do it the 3rd and easiest way which is to just make a heavily layered material using the standard or nodal material editors, and cinemas vast palette of noises and gradients and blending modes to achieve the look you want. With this approach the only part that can't really be do
    1 point
  34. We can't mix textures effectively when the road and the landscape are separate objects. You should make the road part of the landscape texture. You are also going to need extremely large resolution texture maps. But we need more info first. What is the final look of this meant to be (ie how photo-real or stylised etc), and how close is the camera getting ? What is the overall scale of the scene - have you got any reference that shows the sort of look you are aiming for ? CBR
    1 point
  35. Daesu, a Korean historical headress reserved for queens and crown princesses and worn at wedding ceremony. Inspired from @netflixph Kingdom series Rendered in Cycles4D. Interestingly, I have grown fond with the renderer
    1 point
  36. Hey @Cerbera, this is super helpful. You've provided a great foundation for me to explore! I will tinker and if I have any questions again I will post - or suggestions! Now we just need to find some search terms for this look ;). Have a good one and thanks again. J
    1 point
  37. Welcome to the Cafe! You will find this to be a friendly community of extremely knowledgeable and talented people with the same creative desires and goals as yourself. As an aside, I spent a good portion of my early career (almost 30 years ago) in The Netherlands and absolutely loved it. Just a great country, great food, great people, beautiful countryside. The summers were outstanding (the winters....not so much). So the Cafe is like the Netherlands....in the summer!!! Now I am a hobbyist so I have never worked in the industry so I have no first hand knowledge of what li
    1 point
  38. Nice, I get it. This is one I will go back to, thanks for the help!
    1 point
  39. There are certainly multiple ways to achieve this. Though not mandatory, it certainly helps to have the object set up with its origin at the base (as in my examples). One would be via the Constraint tag with two constraints (PSR for position at base and Aim to point to target): test_microphone_stand_constaints.c4d Dynamics can be used as well (ball bearing connector at base and collision with grip): test_microphone_stand_dynamic_2.c4d I'm sure others will come up with more, maybe even simpler solutions. Cheers
    1 point
  40. You can also do this using the 4D Paint tools as well (they are all free). Just open the Material View->Tools->Select Edges. When in point mode it selects edge points, edge mode it selects the edges and poly mode it selects all the edge polygons. It is also a command so you can dock it anywhere you want in your layouts. https://www.plugins4d.com/4dpaint https://www.plugins4d.com/material-view-2
    1 point
  41. Thank you for taking the time to write all this up for me. It was extremely helpful and enlightening.
    1 point
  42. No worries! Because of you I was able to read the necessary information to catch that in the first place. So thank you, I feel more confident now with Redshift/PBR workflow. I still have a lot to learn, but I'm on the right track! Best, Budda
    1 point
  43. From the album: 2020

    1 point
  44. You are correct, I got that mixed around. If you have a roughness map, just connect it. If you have a glossiness map, you have to tick that box Just corrected the post above so that others don't get confused.
    1 point
  45. I guess you mean this one: https://www.c4dcafe.com/ipb/files/file/42-uvisland-outliner/
    1 point
  46. Guide selection works as expected for me... CBR
    1 point
  47. Modify the node system to the production level. At the moment, huge functionality is hidden there, but its capabilities are almost useless. The physical render is too slow, AR gives a bad result and often not faster than the physical. Other production renders cannot use the full power of nodes. Now it looks like a piece of another program inside C4D. This system needs to be improved so that the data from it can be used in deformers. Add the ability to read tags directly into the material nodes, as implemented in Xpresso. I like that this system makes full use of all the threads of
    1 point
  48. Hey everyone - I think many of you know me - I've been part of MAXON and around this and other C4D communities for 20 years. For the past year or so I've been part of the Product team helping to communicate what you as users need and prioritize development for Cinema 4D. First - you're absolutely right that we can improve in the way we collect ideas and the feedback we provide when ideas come in. I try sometimes to reply to ideas that come in via the support form, but that system isn't well designed to avoid duplicate ideas, discuss ideas and communicate status. It's a
    1 point


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