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Showing content with the highest reputation since 05/24/2020 in all areas

  1. 4 points
    Hi all, Some of you may know the aaOcean plugin - for ocean / sea surface creation. It's been available for a while, but broke with the R21 update. I'm pleased to say that, due to the voluntary work of Kent Barber, it's been updated for R21 / S22 on both Windows and MacOS. I've also expanded the minimal documentation that was available. Sorry for the slightly convoluted links - but if you visit: http://vantagegraphics.co.uk/aaocean you'll find links to the plugin itself - and for the updated documentation file. Hope you enjoy it.
  2. 2 points
    I'm pretty sure the guys at MAXON already know about most of the technical papers presented at SIGGRAPH for the past decade and all the different techniques they could use to make a nice "multi-physics" solver for Cinema 4D. Lots of cool techniques (some geared toward more accurate/realistic behaviors where others are optimized for speed): - SPH (Smoothed-Particle Hydrodynamics) - (Houdini, Realflow) - FLIP (Fluid Implicit Particle) - (Houdini, Realflow, Mantaflow, Flip Fluids) - PBD (Position Based Dynamics) - (Realflow) - FEM (Finite Element Method) - (Houdini) - PIC (Particles In Cell) - MPM (Material Point Method) - (Maya "Bifröst") - CD-MPM ( Continunm Damage - Material Point Method) - (SIGGRAPH 2019) - ADMM-MPM (Alternating Direction Method of Multipliers - Material Point Method) - (SIGGRAPH 2019) - HOT-MPM (Hierarchical Optimization Time - Material Point Method) - (SIGGRAPH 2020) The list is too long to post here, so i will just put a few wild SIGGRAPH videos here ranging from (water/cloth interaction, water/hair interaction, cutting a piece of meat, baking some bread and cookies, shredding a piece of bread, lots of rubbery/elastic silliness and more...) There is so much new techniques and methods to have cool Simulation harnessing the power of Multi-threaded CPUs, Multi GPUs, AI, etc... just waiting for ppl to implement them
  3. 2 points
    I think it's pretty easy to do this yourself without any plug-ins, although you get a pattern different from the one Cerbera showed. I use a technique that works when the number of Rotation Segments of the cylinder is a power of 2 (i.e., 8, 16, 64, 128, etc...): 1) Create a cylinder making sure that the number of Rotation segments is a power of 2 and Caps turned on with 1 segment. Convert it to an editable object and Optimize if you have an old C4D version to make sure that the caps are attached to the rest of the cylinder (!). For a 16 segment cylinder, you now have something that looks like this from the top, which by now you are quite used to seeing (I selected all of the points in point mode for better visibility): 2) Now, we want to get rid of all but four of the radial edges but keep that central point, as illustrated in the following image: The quick way I go about doing this, which is especially helpful for cylinders with very many Rotation Segments is to go into Edges Mode and simply use Live Selection with a reasonably sized brush to select all of the edges stemming from the center, by clicking on the point at the center of the cap. You can also just select any radial edge and do a ring select (U~B) on any other radial edge, to select them all, if this way is easier for you. Then, I just Ctrl-Click the four segments, in Live Select, that form the cross shape I don't want selected (the edges going in the up, down, left, and right directions from the center) which are always constant in number (i.e., exactly four). Finally, the the edges that remain highlighted (as shown in the above image) should now be dissolved (i.e., M~N, Ctrl-BS/Del, Right-Click menu, or however you like to do dissolves). 2b) OK, if your cylinder only had 8 Rotation Segments, you're done (congrats!) and you can skip the rest of the steps. 3) For cylinders with Power-of-two Rotational Segment counts >=16, we're left with a cap Full-O-NGons at this point, as indicated by the reddish NGon lines in the image below. I've gone ahead and selected the central point in Point Mode for the following step which does most of the remaining work of creating the quad topology: 4) In Points Mode, with the central point (and only the central point!) selected we want to do a Bevel operation (M~S) with the settings shown below: Tool Option Offset Mode: Proportional Offset: 100 % Subdivision: 3 {See Note} Note: Type a value that is the following function of N, the number of Rotation Segments you started with: Subdivision=N/4-1. Since I used 16 segments for this example, 16/4-1=3 for the Subdivision count. (For 32 starting segments, it would be 7, for 64, 15, and for 128, 31) - just divide the starting number by four and subtract one. Depth: -100 % Limit: Unchecked (but doesn't matter, int his case) Shaping Shape: Round Tension: 100% Topology You can leave all of the Topology options unchecked... 5) We now have the following almost complete topology and I've gone ahead and once again selected all of the points to improve their visibility in the demo image below: 6) Unfortunately, NGon lines remain. This is because the Bevel tool slightly "missed" the existing points by a tiny offset, so we are left with doubled points along the cap's circumference that are very close to the points they should be right on top of. It is important to note for the next step that the bad, misaligned points, are the ones that have at least one edge stemming from them and going into the cap and connecting with another point in the interior of the cap. The good original points, are the ones along the circumference of the cap with both edges coming off of them forming said circumference. 7) To fix things up, you can go one of several ways here. These include the fast, easy, but not very accurate optimize operation to help merge all of the duplicate points, all the way to welding each pair of points by hand using the Weld Tool, Stich-n-sew, the Polygon Pen tool, or whatever floats your boat. Personally, I prefer the "by-hand" methods for smaller numbers of rotational segments in order to make sure that the Bevel created points get repositioned and merged to the correctly positioned pre-existing points. For larger Rotation Segment counts, Optimize is you more prudent and pragmatic pal. Going the Optimize route will tend to merge points at the midpoint between the original, correctly positioned circumference points and their Bevel Tool created pairings. This will slightly shift the original points in the process. On the positive side, the result of this is that the NGons will be gone in a single broad stroke, but the points in the top cap may not line up perfectly with the points in the bottom cap, which may or may not be OK, depending on how this object is used/modeled going forward. I will describe more specifically my welding approach when precise point positioning is desired, which is often the case for low Rotational Segment counts and/or scenes that require very accurate placement. I start by switching to Polygons Mode, select all of the polygons in the cap being worked on and then do a "Hide Unselected" command to hide all other polygon geometry of the cylinder and to in effect solo just the polygons of the cap whose points I will be manually optimizing. Then, in Points Mode, I weld all of the misplaced duplicate points using the Polygon Pen tool (don't forget to check Auto Weld from the Poly Pen options in the Attributes Manager!) to their properly positioned points along the cap's circumference. As previously mentioned, the misplaced points are the ones with edges going into the cap, either towards the center or towards a point int the cap's interior. It would be a good idea to zoom in for precision. Whichever of the above methods you choose for cleanup, the result is a relatively nice Quad based cap topology, as shown in the image below: I will now include additional images that demonstrate the resulting topology for 32 and 64 Rotational segments, just to give you an idea of what you will get: 32: 64: It is important to bear in mind that the above images represent flat cap surfaces (and not spherical ones). If there are any negatives to this topological quad-based layout it is the fact that the resulting quads tend to get slightly larger towards the center and smaller towards the original points that made up the initial "cross shaped" edges (i.e., the quads get progressively smaller towards the top, right, bottom, and left edges along the circumference of the cap). You can resize from the center with soft selection turned on to equalize things a bit, but I won't go into that here, since it is a process that would require an article of its own. I hope the above steps help you out, at least until MAXON adds some quality Quad Cap options to cylinders.
  4. 2 points
    Hi. Here is one way to do it. 1: Make plane primitive then place it to top of bottle cap. 2-3-4: Select and Extrude the edges twice down to fit close to bottle. 5: Use Loop Path Cut to add polygons for even distribution (square polygons. 6: Make a selection set at ends to use with shrink wrap. 7: Add shrink Wrap deformer and drag n drop selection set into falloff. This will only then effect polygon selection area. 8: Add cloth surface tag (if you cant find it press shift + c to bring up command and type in cloth) Add thickness and turn on bulge if required. bottle with safety lid tab.c4d
  5. 2 points
    One of the tasks that is deceptively harder than it looks is determining the pattern of the spikes on the sphere itself. If you notice, they form a repeating pentagram (5 sides) around the surface. You can't use a normal sphere's polygons to guide you because all sphere primitives follow either a 4 or 6 sided polygonal pattern. One thing to consider is to use a platonic dodecahedron placed within the sphere (turn X-ray on) as a guide on where to place your spikes. Just a thought. Dave
  6. 2 points
    Not surprised you are struggling - this looks like quite a simple modelling proposition, but actually isn't. In fact to model this as a single mesh would require a relatively wide range and knowledge of assorted modelling techniques, but as the spikes are separate objects in the real world, that is how we should model them as well, which certainly makes things easier. So, with that said there are 2 main parts to this - modelling the hatch in the main shell, which you should do based on one of the polar sections of a standard sphere. And the spikes, which you can clone on to the surface of a helper sphere object if you can find one with the right distribution of points, and then adjust the Z position of those to better match your mine. As for how to achieve the curvature on the bases, that is best done right at the start of their creation (which should begin with a disc object) using subdivision and deformers, either double bend objects at 90 degree offsets from each other, or maybe an FFD or even something like the wrap deformer with suitable settings... or you could even project your disc onto the sphere. CBR
  7. 2 points
    Hello all, I had a plugin to create studio backdrops that ceased to work, so I made my own. You can get it for free here : https://www.dropbox.com/s/m12a5u23b6x67l0/BazStudioScenes.c4d?dl=0 Might not be perfect but it works, enjoy !
  8. 1 point
    What is important to achieve this look is more the lighting than the materials, I think the main factor is having a very large point light that draws supersoft shadows and. The material of the walls seem to be quite simple, maybe the first and last use a bit of sheen - what render engine are you using?
  9. 1 point
    I haven't looked but while the Mixamo Character rig controls the Mixamo bare rig Motion clips are not cross compatible as there will be controlers within the Mixamo character rig and the Motion system will include them in the hireachi. Until I have a check I would think that your best to put your motion clips together, then put the whole animation backed back into keys. Add Mixamo control rig to adjust areas of the animation. Another thing I haven't looked at is of you can use Animation layers for the mixamo character control rig as this would make sense to keep the keys separate from the target mixamo keys. If its the case that you just cant use the Mixamo character rig while the mixamo keys are baked into motion clips you may need to add a layer within the motion clips an place it at the top, above the mixamo target. So to be clear the bare mixamo motion clips below and the mixamo character rig keys above. Dan
  10. 1 point
    Adding a 'Mean' filter cleans up a small amount.
  11. 1 point
    Agreed. We shouldn’t have to buy a separate plugin to be up to par with what 3ds max, Maya, Houdini, and Blender already have.
  12. 1 point
    I know it can be, I'm not sure that's the case here. There are 2 memory channels as I recall, and the Ryzen only wants / uses the one of them, so I think they can be different speeds, though agree it would be ideal if they were all the same. But I reckon matched in pairs might be good enough here, even if the pairs aren't matched between them. Would also recommend OP checking with supplier / doing further research on that. CBR
  13. 1 point
    Nope - can't be done natively. If you need a ref pic that usefully moves with the viewport you have to put it on a plane object (of same aspect ratio as pic) in the scene. CBR
  14. 1 point
    Make sure the memory you buy matches that which you have, unless you want to dump the old
  15. 1 point
    Just for kicks and giggles, I downloaded the file and tried to render it on my wimpy and very cheap every day computer (not the machine I use for serious work in C4D). That every day PC only has 8 Gb of memory. As expected...it ran out of memory. I then made one change: I turned off displacement on the 3 textures that use it. I just rendered it to the viewport and then took a snip (around 1800 x 1000). It is still working through the 12th pass of the progressive render when I captured this image. Now, there are no textures loaded but as you have 16 Gb of memory (vs. my 8 Gb), then maybe it is worth a try without displacement. Or you can drop over 500 euros on more memory...which is not a bad idea as you will always benefit given the machine you have. Dave
  16. 1 point
    You did well to find it - he does produce A LOT of videos ! CBR
  17. 1 point
    hi Cerbera . Thanks for leave comments. Solved it by right click it and choose remove
  18. 1 point
    Make sure it's fast memory as well - the performance of your Ryzen (you have same processor as me) is very much linked to how fast that is. Id say you wanted PC3200 minimum. CBR
  19. 1 point
    Hi, thanks for replying! I haven't but I think I found the one you're talking about! This has opened up some new options/ideas for me, so I do really appreciate this! I've got some new ideas and I'll let you know how I get on.
  20. 1 point
    I'm not sure what help is available to you ! You simply need more memory to render that scene ! 16 GB is not really enough these days. I'd say 32 is the practical minimum for larger projects, with sometimes 64 or even 128 being needed, especially when using a lot 8K megascans etc... CBR
  21. 1 point
    Do you watch Rocket Lasso at all ? Because i am fairly sure I remember him covering something like this - if not exactly the same, it was closely related, and would probably be of maximum help if you could find it. Of course I have no idea what episode it was in, so maybe someone with a better memory than me will be able to chime in and narrow down your search... All I do remember about the tut itself was that it used softbodies to get perfect intersection-free results. CBR
  22. 1 point
    Did you sort this out? Dan
  23. 1 point
  24. 1 point
    It is worth remembering that a lot of the poly modelling tools work predictably when working with legal topology. Allowing ngons in your meshes, which is generally speaking bad practice anyway, adds a degree of unpredictability to poly tools, and in some cases prevents them working... CBR
  25. 1 point
    wow. Not sure how i didn't notice. Thanks for sorting that. Your help has been extremely appreciated. Shawn
  26. 1 point
    SOLVED! Bumped up the min samples on unified samples and that fixed it. Also was able to lower the volume samples to 1024 and fix any minor noise with noise reduction. The settings that fixed it were in unified sampling. Samples Min: 256, Samples Max: 512, Volume Samples: 1024, Desnoise set to OptiX on default settings. There is some minor denoise artifacting, but not enough to worry about.
  27. 1 point
    Without mayor testing I could emagine this to work. It feels a bit complicated so there may be a simpler solution. ok... so this is a untested setup, but you could try this. make a Matrix objekt (linear) with the amount of elements that you need diferent phonetic sounds. arange them for example x0 y0 z50. Use the clone selection tool to generate one selection tag for each element. generate one sound effector with y100 for each element and use one selection for each effector. define the fequencies in in the effectors. Now every element should rise 100 units when its sound is played. to read out this information. use a xpresso node drag in the matrix and connect its object exit to a Data node. Whith it you should be able to extract the z Vallue of each matrix element. best regards Jops
  28. 1 point
    Hey guys what's up, been out for quite a while, thought i'd ease back in by revamping an old model from a few years back, very early stages just playing with materials and lighting, some remodelling has been done already and i'd imagine more will come. I'll also include a shot of the old one for comparison (click for a close up :D)
  29. 1 point
    On a quick break, so just popped back to say that once you have extruded your ridges (just needs a single extrude) you can use Normal Scale (as different from the regular scale tool) to slightly shrink the extruded polys all at once which will give you slightly nicer rounding and finish to them. CBR
  30. 1 point
    I can give you the brief strategy / overview, but unfortunately do not have time to explain in great detail at the moment. Th best result will be achieved via regular SDS poly modelling, starting with Lathe with the same amount of radial segments as there are ridges in your bottle, then making it almost immediately editable, and manually extruding the ridges from there... this way they will follow the curves of your topology when used with Subdivision. CBR
  31. 1 point
    No sculpting doesn't support edge weighting, so that needs to be baked in before you sculpt it by making the SDS editable first. THAT then goes under sculpting. CBR
  32. 1 point
    Have you tried UV mapping the sphere? If you UV map it, and relax it, the texture should be even across the entire surface.
  33. 1 point
    Vray and the standard C4D renderer are not compatible. If you try to render Vray materials on a model using the standard renderer, it will often show up as orange. If you don't want to use Vray, you will have to go through the model and replace all of the Vray materials with the standard materials. The reason why the render looks washed out is because there are no lights in the scene. Whoever put that file together did not include the lighting setup that it shown in the renders (the sunlight). If you go into the Vray settings, in the environment tab, you'll notice that it is set to a light blue color (see attached image). This means that a light shade of blue will be applied globally. That is the only light being emitted in the scene. This is why your image is washed out. Normally the environment is set to black. If you want to render a sunset type image, you'll need to add a Physical Sun + Sky object and make the proper adjustments to it.
  34. 1 point
    The thing is all the mentioned examples above have plugins/add on available, but it didn't stop them from making their own NATIVE system. - 3DS MAX have Phoenix FD, Realflow, FumeFX, Thinking Particles, the new TyFlow etc... - Maya also have Phoenix FD, Realflow, FumeFX, along with crowd sim plugins such as Golaem crowd and MiArmy while having Massive as their native crowd sim system. - Blender have Flip Fluids, Molecular script, etc... - Houdini not sure they have any vfx related plugins judging by what they already bring to the table. I mean C4D could make their own (from scratch) simulation system which would be great, or they can buy/license what already exist (like what they did recently with Ministry of Flat's UV unwrapping tool) Maya did the same with Bifrost and Massive.
  35. 1 point
    Hi! The only thing I notice is with v6 that it is faster but not better. And I still get artifacts with detailed shots when working in 2k or higher. Sometimes i get better results with the native Force Motion Blur
  36. 1 point
    I see! That's really interesting. Thanks so much!
  37. 1 point
    Probably to do with your old version of the software. Our FBX import started getting good somewhere around R19. CBR
  38. 1 point
    Looking good bro! Glad to see you're still going with these
  39. 1 point
    I wanted to do something original and something different for our gender reveal, so last year I 3D modeled and animated a animation that we watched in a movie theater. I created two versions with a boy and girl version so I also did not know the ending until the day of. It was created in Cinema4d and rendered with Octane. Let me know what you guys think! https://www.youtube.com/watch?v=PdQRAusxtkw I also started creating some fun mini VFX shots https://www.youtube.com/channel/UCd4OQ7QVz_53yLT5y6t9RNQ
  40. 1 point
    Ok I can help you with this in more detail. In this case I started with selecting a row of polygons (wider than you need them) But you can select a much narrower area which will help in what your after. I will record you a short video as there are a few things that would take a while to type and that's controlling the clumps (see how you get on with the following first). The scale of the object your making hair on maks a whole lot of difference for a easier time stick to real world scale. I made hair from the polygon selection and used the move tool to pull out its length closer to the plane. I made sure on the plane is the hair collider tag. I make sure I can see hair in the view port in the editor tab from the hair object using hairlines. The hair and guide segments needs to be enough for smooth hair, the longer the more segments needed. I then ue the relax button in the dynamics to drape the hair to the plane. You can increase the radius (sur rad) in the dynamics properties if the hair goes through the mesh. With the move brush I move the hair into position also using the smooth mode to smooth it out. The rest comes down to the hair material. The order deal with the hair material is as follows. 1: Thickness. I set it anywhere from 0.05 to 0.5 2: Specular is way too high so I bring this right down to about 10%, this helps with preview. 3: I change colour making roots darker and atta colour to tint to offer variation. 4: Clump (cover this in video) 5: Frizz. I reverse the curve often giving more frizz to roots rather than tips, this helps with intersections. Dan
  41. 1 point
    Well, good job @Rectro is on the case for you; not a lot that man doesn't know about hair, so I shall leave you in his capable hands CBR
  42. 1 point
    You need to keep your quads even on the low poly surface. Your current low poly mesh contains too many large quads, which may cause problems when subdividing.
  43. 1 point
    Do you have an example of the problem, and what you want to achieve? Not sure I understood
  44. 1 point
    Thank you for your answer, I followed your advice and contacted one of the administrators of the server. Now I just have to wait for his response. I thought about that before and deleted the cache of the browser and also followed your advice with the incognito mode but unfortunately it didn't work. Anyhow thank you for your advice!
  45. 1 point
    Why doesnt C4D come with a quad capped cylinder as standard? This would be a monumental upgrade.
  46. 1 point
    Please read our guide to how to post on the cafe, after which we can avoid you posting in the wrong place with the sort of post title we really don't want, and not including the information we need to be able to help. You will also need to fix your profile so that it tell us which version you are using, which is not Beta, unless you are on the MAXON Beta testing team, which we can tell you are not by the type of question you are asking. CBR
  47. 1 point
    Without a scene file or more information we have no idea what you're doing wrong. Consider attaching a (simplified) scene and someone will probably look at it
  48. 1 point
    Hello, For a modular terrain generation plugin I work on in my spare time, need a couple of beta testers. In short, the deal would be: You test the plugin, report bugs, create example scenes & renderings, request features. I develop the plugin, fix bugs, and give you the latest builds. Of course, everything that is shown or discussed during the beta test, is totally confidential. When the beta test ends, you get perpetual licenses for the plugin The plugin is actually still in Alpha stage, but I wanted to get some feedback as early as possible. Since I have a job, a relationship, a child, and other interests, too, don't expect this beta test to get stressful If you're interested, please drop me a private message. Best greetings, Frank
  49. 1 point
    In Xpresso and Python rotation is handled in radians. Only interfaces that are specific to rotational values allow for degree in-/output. If there is no indicator (°) the value is by default in radians.
  50. 1 point
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