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  1. Cerbera

    Cerbera

    Cafe Crew


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      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. Yes that is OK, but you could resize that band section slightly to avoid the 'double dot' effect... CBR
    1 point
  20. @bezo They were called spirograph in the UK.
    1 point
  21. 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
  22. Nice upgrade jobby ! Good performance over here too Looking forward to the return of the dark theme though - my eyeballs can't handle such dazzling whiteness for long ! CBR
    1 point
  23. Thanks for your comment. but, I am going to export it to Substance Painter to make textures on it. So I need to make a perfect UV map in C4D before I export it, not just painting. Thanks!
    1 point
  24. Hi Didar Im not gonna diss mograph at this point, especially as the issue is probably more due to lack of knowledge on both our parts if I may be so bold. Re your last issue concerning percentage of clones, I believe that was solved after coming up with the correct settings. Theres probably an Xpresso solution whereby you could assign more clones to a given segment of a spline but Im not smart enough for that, in the meantime here is a kind of mad way to do it tho it is quite fun and does remain procedural to a large extent. Just like Bezos taper and spline wrap above but before
    1 point
  25. I had the same idea as @deck, cloning on plane surface tapered and wrapped along spline...
    1 point
  26. Still don´t understand what you really need. Do you want only "pointcloud" from source object or surface between these selected points? You could simply create copy of source object and on newly created object simply invert selection of points and delete it.
    1 point
  27. 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
  28. I think if I was gonna do that I would go for a setup like this, using as many planes as you want in a connect object and cloning onto that. You could go surface mode and use the seed to juggle things about, but here Ive used poly centre with some random and push apart. This way you can control the No of clones appearing in any given spot with the subdivisions on the planes which gives quite a lot of control over the whole thing. Deck Adjustable plane cloner 01.c4d
    1 point
  29. 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
  30. 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
  31. Uh, a little more effort maybe? You don't seriously expect us to help you if all you could do was put up a title that doesn't tell us anything, in the wrong forum, and a file attached?
    1 point
  32. Check Volume Builder and Mesher: Volumes Cheers P.S.: What is C4D version "5" in your profile? Certainly not the one you took the screenshot with.
    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. Hi Ben The hair object needs either a mesh in the guides settings, or splines as a single object. You cant add additional splines once you start your groom otherwise it will mess up but you can combine copy, paste from one hair object to another, and you can try storing a groom and restore it. Maybe If I understood what it was you were trying to do and why I could come up with something? Dan
    1 point
  35. If it is, I can't find the way, and the manual doesn't mention it at all as a possibility. So unless someone like @Rectrowants to come along and correct me, I'm gonna guess that's a no... CBR
    1 point
  36. Nice, I get it. This is one I will go back to, thanks for the help!
    1 point
  37. Hi, here is a workflow. It is a bit twisted in the beginning: - Pose your mesh - Current state to object for a seperate mesh in that pose - Apply a pose morph tag and drag new mesh as target inside - Disable skin deformer and in weight tag say Set Bind pose - Enable skin deformr and your new rig has a new basic pose New pose rig.c4d
    1 point
  38. THANKS A LOT GUYS!!!! If I was not a Satan worshiper, I'd say "god bless you"
    1 point
  39. 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
  40. Sadly unless C4D allows the super basic thing of UV unwrapping multiple objects at the same time its impossible to survive without an external tool for us (also no split phong by UV edges function for baking) 3D Coat does well at it, Rizom is surely the best but overkill for our use
    1 point
  41. That is what I thought when MAXON announced the "3D for the World!" but actually it's more like "3D rental for the 1st World", as it's still very expensive for other countries not on USD/EUR/GBP. As for Blender, it is a very powerful software. It still lacks the simplicity and refininment of C4D, but it's superior in direct modelling and sculpting and GPU render (for example).
    1 point
  42. Nice one bro, characters have really come along over the years
    1 point
  43. They definitely need. My friend used to teach Cinema 4D and After Effects online and he switched to Blender and have now like a huge amount of students taking his classes, helping spread the word, etc. Specially here with the taxes that we face, low currency conversion and late payment by clients, free or cheaper software is a must. This Friday Max/Maya Indie will also be available. Full software for $250/year. I just let my Modo maintanence lapse and will probably follow with a combo of Blender and Max. Do I prefer Cinema? Yes ... I always had a love for Cinema, but it's ju
    1 point
  44. There could be more reasons why search can not find what is in OM. Few of them... https://www.dropbox.com/s/9hy3yacjdrnwcmn/WhyCann´tFind.mp4?dl=0
    1 point
  45. Guide selection works as expected for me... CBR
    1 point
  46. 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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