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Showing content with the highest reputation since 03/23/2020 in Posts

  1. 3 points
    This cannon that shoots hoops uses an emitter, but the emitter velocity doesn't seem accurate enough for my calculations, so I set the speed to 0 and gave the emitted object a custom initial velocity. Has a hoop cam There's sliders in the scenefile to move the shooter around. hoops.c4d
  2. 2 points
    Hello, I'm a UI/UX designer and 2D motion artist. For about 2-3 years I have been learning C4D. I started my adventure with a lot of tutorials on modeling hard-surfaces, although I don't consider myself an expert yet and hope to learn more. One of the areas I want to improve is working better with details and holes on surfaces that bend such as tiny intricate details on the band of a watch. Another goal of mine is to improve my Mograph skills. Looking forward to starting awesome techniques debates on this. You can find some of my existing work here https://www.instagram.com/nelsonnoa/
  3. 2 points
    Please use the cafe's image upload system rather than bouncing us out multiple times to external sites. Yes you pretty much require Sub-Surface Scattering for this sort of thing, and that needs to be setup in quite a specific way (see SSS section in manual)... But I think you want to do the entire background in post, and use a shadow catcher to produce shadows that will later work over any background. So you need one set of lights that illuminates from the front and sides and casts shadows how you want them, and then you can make additional specific omni lights in the scene positioned behind your gummies (and affecting ONLY the sweets, and with shadow casting off) to illuminate them nice and brightly which will best catch the light with the SSS in your luminance channel. CBR
  4. 2 points
    Hi guys! We might have something that you guys would like. Maybe! We’ve created a plugin called the PBR Texture Manager for Cinema 4D . You can store all your textures and import them with a single click. There is support for all major render engines. We keep on updating and improving with the help of you guys. Our latest update includes the ability to create rendered thumbnails of your materials in which you can see all your materials and pick out the perfect one for your scene. Please send us your comments so we can keep on improving your workflow! Check out the plugin here
  5. 2 points
    Hi, i made a quick video. I hope it helps It would be too long for me to explain (my english is not that good)
  6. 2 points
    Hello everyone, my Name is Ben, i been doing a course on Cinema 4D. I try all sorts of things. But still need A LOT OF HELP I am here to find it and to introduce myself (Sorry for my english)
  7. 1 point
    If you want correctly working selections (and apply materials on them), you need to turn off option "Create single object" in boole object parameters. If this option is turned on, boole object behaves like single object, this is the reason why materials are not "attached" to polyselection of "A" object but main boole object...
  8. 1 point
    Thank you all for your advice and solutions to this.
  9. 1 point
    I've had success removing shading errors in SP with this Vertex Normal Tool.
  10. 1 point
    I have updated the plugin to provide an option (via cog wheel) to ignore the outer edges of am open-ended mesh as being detected as UV boundaries. 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 the if these are UV seams or not. You can do so by unchecking the new option. This is the behaviour of the original version 1.0
  11. 1 point
    I had provided a quick plugin which does select UV boundaries, inspired by the thread you had started about this topic. Isn't the plugin useful in your context? If it does miss some functionality, you can discuss your specific needs in this topic: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner/
  12. 1 point
    On other side, I must correct my post since in this your specific case itś posible...Because is met condition whole projected spline visible by camera. If you look to your tower in top view, you could see whole surface of tower and also projected spline... ...create helix with needed parameters, convert to real spline, adjust scale in Y axis (since projection will be spherical, spline can "overshoot" top of the cone ...project spline to surface with Spline/Move/Project with spherical projection ... projected spline result ...switch to top view, select cone object, activate knife line mode (K~K) and with CTRL select cut. ...knife just edges of polygons and this way are not created new "single" polygons, but n-gons only ... to solve that use command"remove n-gons" ...and result Maybe there are needed some adjustment of the mesh (slide some edges etc.), but sometimes can be usefull...
  13. 1 point
    To be honest it is probably quicker and easier to create this whole model again from a regular helix spline, some instances of that and a few deformers and generators. For example the base shapes for both tower and track could be made as follows in about a minute with this sort of setup... So here 2 helix splines (can be parametric) are offset on Y slightly, then placed under a Loft with a Taper deformer to taper the resulting mesh. That goes inside a connect with a high enough weld threshold to join the surfaces. Now you could copy the splines / Taper, make the connect editable and continue modelling, and use the splines you saved earlier to create the outer track, also via a loft. Subdivision and the loft settings give you immaculate control of segment count and resolution. CBR
  14. 1 point
    You could project spline along tower, simply use Project command from Spline/Move tab and use spherical mode. Maybe it´s not super-exact positioned (since spherical means bit stretched, but almost unvisible. Be sure you project standard spline (converted to real spline not parametric helix for example) and adjust intermediate points as needed... But if you want make a cut along this spline, I think not posible now. It´s posible to make "projection spline cut", but only perpendicular in viewport (on flat surface)
  15. 1 point
    Welcome to the cafe I'm all about the modelling, so our paths shall probably cross again. Anyway happy learnings and rewarding poly-pushing ! CBR
  16. 1 point
    Cloth systems could maybe work for this, and it is easy to manually fix points (see dresser options / fix points). You'd have to turn gravity way down, or even to positive values so the grass didn't collapse. Normally, for grass, the Hair system is most ideal, which has fixed bases by default, but I suspect that won't work with megascans because the texturing options with hair are rather more limited. CBR
  17. 1 point
    Hi all i'm looking for some help, I'm not very experienced with texturing and I'm trying to make an ad for someone basically consisting of winegums (sweets) among other things. I've modelled them fine (i think) but i've spent ages struggling to get the textures right. I want to use an orange gradient background its really messing with the textures and no matter what settings i change i cant get it right. I've been playing around with the transparency and the blurriness and absorption. As you can see here the consistency of the sweets is not dense enough and a lot of colour is lost https://imgur.com/a/kiSfdtn This is the same project with a white background so the colours pop more https://imgur.com/a/k7C17Mt And this is how i want the sweets to look, even on the orange background https://imgur.com/a/vcHYhuF So basically I want the textures to be effected less by the background and for the actual sweets to be less transparent overall. Any help would be hugely appreciated. lots of love
  18. 1 point
    At the beginning of the year there was a thread about vibrating strings. Try if it help you... https://www.c4dcafe.com/ipb/forums/topic/108769-vibrating-string/
  19. 1 point
    Hello everyone, this is my first try Rocket launch using Xpresso / Pyrocluster / reflector any advise to do better? Thanks.
  20. 1 point
  21. 1 point
    "Isometric" Industry City Cinema 4D Test Film Hello everyone, Here is another scene, this time its a Industrie City Szene, with a little flip animation. I have been inspired by a Pruduct video for a network router or something. Im not sure. I cant find it anymore.. Didnt do much lighting. "Isometric" Industry City Cinema 4D Test Film.
  22. 1 point
    Few days ago there was a thread about something similar. If you don´t know about C-Motion, this video will help you with simple animation. But C-Motion offers a lot of more posibilities...
  23. 1 point
    Yes it is Here's Stage 2 of the modelling approach, which consists of taking that surface we made earlier, temporarily removing the bevels and SDS, spline wrapping it via a circle and a rail, and FFD-ing it into the right general shape like so. This requires quite a complex and specific hierarchy to achieve, although it is remaining nice and parametric at this stage... That gives us this sort of result once bevels and subdivision are re-applied, at which point we'd be ready for Stage 3, isolating the patches of this we need, applying symmetry, and modelling the rest of it etc etc... CBR
  24. 1 point
    Ah yes if it came with a displacement map, then it will require that in order to work. If that is a greyscale image, you can use it in the displacement channel in your material, and you should probably turn on some level of sub-poly displacement as well. CBR
  25. 1 point
    I'm jumping from and old C4D version to R18. How do I do a simple thing like cutting a square hole in a polygon. In my previous version, I used the knife tool set to hole mode - click around to make points on a polygon and done - simple. Now, I can't figure out how to do the same thing with the newer line cut, poly cut, tools, etc. It just cuts from an edge to another edge. I just want to cut a hole within the existing polygon. I'm aware of booles but is there just a simple way to punch a square hole in a polygon?
  26. 1 point
  27. 1 point
    My agent asked me to make a simple, fun animation. 'Something with an astronaut' was the complete and very detailed briefing.. =D So I made him this: Agent very happy now! ^^
  28. 1 point
    No no, let's try and do a bit better with thread titles - you gotta make these things searchable later - ie describe the problem in the title ! Well, there's the painstaking proper way, which is almost certainly too much effort to seriously contemplate, or there's the lazier faster way, which is fine if you don't care about intersection (and I don't see why you would in a stylised tree like this). That would involve quickly building a series of 'tetris stylee' blocks, starting with a cube and using the quantize functions to extrude out identical sizes in random directions until you had 5-10 different blocks, and then you'd mash them altogether with a cloner, cloning in Object mode into the volume of any old sphere. That should get you close... Here I am changing the random seed in the cloner with that setup, which is how you get variety between trees this way... I'm sure there are many other ways to do this sort of thing too, so no doubt someone will chip in with another 1 or 2... CBR
  29. 1 point
    Wow, thank for the fast and accurate replies. I'm going to be all over that. Yeah, I'm calling them stitches, but I thought it's actually glue and now I know the actual thing. Thanks again!
  30. 1 point
    Yep, what he said. They are not so much stitches as micro holes that have then been press welded together slightly melting the plastic. CBR
  31. 1 point
    Currently there´s three modes of knife (each mode for specific job) For making hole use knife in line mode (K~K shortcut), make shape of hole, click to first point point. Then just select created n-gon and delete it...
  32. 1 point
    Cinema 4D uses its own GUI code to allow common handling for all supported operating systems. So, not all standard OS specific behaviorisms are supported. I do not think that the Windows Alt functionality for menus is available. I don't even see how this can be practical in a GUI where you may have a menu in any window. In my layout, I have the main menu, the viewport menu (in a tab, even), the OM menu, the layers menu... to determine which menu to open, you'd need at least to point the mouse at the proper window, which in case of the main menu means that the mouse is as good as on the menu anyway... If you really miss Alt-something combinations, you can define them yourself through the customize command window. Alt-F~S can be set as two-key shortcut for Save, e.g. (you will lose existing Alt-combinations though - Alt-F currently opens the F-curve display). This will require a lot of manual work, though, as you'd need to define a shortcut for each menu item. And I do not exactly recommend keyboard shortcuts that use changing qualifiers (in this case Alt/not Alt) because it's hard on the fingers. Myself, I have indeed defined tons of shortcuts - not industry compatible, but logically sequenced - starting with one key for the functional group, then continuing a shortcut for the actual command (like - R for render, then I for interactive render region, or V for viewport, or T plus more letters for Team Render). That means quite often three-key shortcuts (more keys are not really practical) but they are easy to memorize. Or you just use the Commander window. Or the star menu. Or...
  33. 1 point
    Hello Ben Welcome to the cafe, look forward to seeing your progress. Dan
  34. 1 point
    As a last resort you can try caching both the sphere and the cloner with alembic.
  35. 1 point
    Thanks, Cerbera, that is exactly the response I was hoping for. I'm quite sure I didn't turn those off on purpose. in fact I'm not sure I have ever turned them off. I must have done it accidentally and not even realized. Things worked as expected once I turned them back on. Mike
  36. 1 point
    Yes, just upload it here to the thread ! CBR
  37. 1 point
    Not exactly sure when MoGraph caches are evaluated, but setting the Xpresso tag priority to generator did the trick for me.
  38. 1 point
    Simply use shader effectors restricted to different mo-selections... scene opened in R13, so there are standard falloffs instead of fields signal-intensity-graph_for_forum_0001.zip
  39. 1 point
    like most, it depends on what I am doing. if serious 3D concentration then it is jazz, classical or Indian Raga (Ravi Shankar), if just plinking around then alternative rock.
  40. 1 point
    Hi. here is a very lovely place. you will like it. welcome
  41. 1 point
    I mean that's not bad, but it would be even better if it wasn't the same couple of cords for seven minutes straight What always get's me pumped is this: Sit in your car and let this run. It's amazing. God I can't wait for Doom Eternal. Funfact: the guide hid some stuff in his soundtrack @Vizn Most of that stuff is way too dark / hard for me as well not a fan of Black Metal at all unfortunately.
  42. 1 point
    Video is of no use. Have you made the cylinder editable ? or is it still parametric..i e from the shelf ? Make it editable
  43. 1 point
    Chris Schmidt's long-awaited 3-parter on advanced cloth wrinkling has commenced. Part 1 up now... CBR
  44. 1 point
    Working on some random sci-fi material, just trying out new tools. Hexagons make everything look sci-fi! Not quite happy with the edge wear yet. Thoughts?
  45. 1 point
    Thank you @Igor for contacting us - honestly, the sponsoring idea is really awesome and we are happy to join and be part of this community as well - much appreciated. I am going to introduce myself in the proper thread and I also will upload some of the renders our community and we did using Cinema4D, Octane and World Creator in combination. Since we are currently developing World Creator 3 and pushing things where we can, I hope it is also OK and welcome that we keep you up-to-date with the development progress. Also of interest might be our upcoming shortfilm (mid March 2020) that we rendered in C4D / Octance. Since we are addicted to terrains and landscapes you can expect a lot of content, like renders and animations from us Stefan Kraus - BiteTheBytes GmBH
  46. 1 point
    Just came from work and what I see! So AMAZING news... Thanks so much to you Igor ( and to C4DCafe crew too), simply don´t know what to say. I had a pretty tough day today, but this made me really happy.
  47. 1 point
    Hopefully everyone will appreciate what amazing news this is for cafe peoples ! Massive thanks to Igor for sorting it out ! World Creator is properly amazing btw - can't recommend enough. CBR
  48. 1 point
  49. 1 point
    Got something new! Made this for my girlfriend for Christmas, printed on Plexiglass (60x40cm). Rendering took ages because 60x40cm @ 300DPI is kind of a ridicilous amount of pixels Rendered with Physical Render and inspired by Rik Oostenbroeks awesome Artwork.
  50. 1 point
    The subdivision is not to blame here In fact I don't know why you are trying to use Subdivision this way. The optimal way to make that target shape is not via pointy lower res geo and subdivision, or with ngons of any description - SDS wants quads to work predictably. But do we need SDS at all ? We don't need any maths either. Why not just make 1 'petal' segment (from a 15 sided disc primitive then delete all but 1 segment), and then insert enough loops into it so you can describe the perfect 'petal' curve yourself, then array that with 14 copies to give you the perfect form like so... I divided each 'petal' into 6 so I could describe the outer curve, but you could use more segments if you need better rounding without SDS. So this is about the minimum geo I need to describe that shape without the subdivision. But we can still use SDS Object if we want, but then we'd need to ideally quadify it first, like so... note I have down-stepped the loops from 6 to 2 to 1 so we keep our polygon density even. I also added some selective SDS edge weighting, to get those razor sharp corners between petals under SDS without the bother of higher segmentation or control loops... Anyway, now that just goes under a connect (which welds the array together), and SDS and you're done... Oh, and in my quest for quad excellence, I might have re-patched the centre to lose the one remaining complex pole... this is now approaching what we could reasonably call perfect / ideal topology. CBR
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