Jump to content


Popular Content

Showing content with the highest reputation since 03/27/2020 in all areas

  1. 3 points
    Wow, thanks guys! this is really helped the problem, Im gonna quote this as the current answer to my problem, you guys explained it perfectly, my fuselage of bad geomatry's faceting is gone!
  2. 2 points
    Hello everyone, this is my first try Rocket launch using Xpresso / Pyrocluster / reflector any advise to do better? Thanks.
  3. 2 points
    Some new fantastic tools in last update... More here: https://insydium.ltd/news/latest-news/cycles-4d-build-500-is-out-now/ btw, Insydium reduce price of all of their products, release every week video from Maintenance Trainings for free on youtube, extend trials from 2 week to 3 months etc... More here: https://insydium.ltd/news/latest-news/covid-19-news/ Thanks Insydium Team
  4. 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/
  5. 2 points
    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
  6. 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
  7. 1 point
    I figured out a makeshift way. I created a spline path along the text curves and simply cut segments of the spline out so that the overlap doesn't exist. Now it's just a matter of resizing the stroke to mimic the width of the text. Thank you for your time!
  8. 1 point
    Unfortunately, because of the inherrent unreliability of boolean operations, there are some fonts it just won't work with. We can't see yours, and you didn't upload the file, so we can't comment further until we have more info ! CBR
  9. 1 point
    I think I've done it - well, stuff moves As I suspected, some ports that should be float were integer (or vice versa). XPresso is quite forgiving with data types, but Python is strict. Console shows no errors, but there's still some ports not connected (from the coffee version), not sure if this affects anything. watch 3.c4d
  10. 1 point
    Considering the old-school-ness and correspondingly rather limited capabilities of Pyrocluster, the last 3 seconds of that are actually getting pretty passable, but the preceding seconds could definitely benefit from some extra love... I would increase PC quality settings a bit in addition to the advice above, at the expense of longer render times, and then get some lens-flarey, glowy post action going to obfuscate the flames, which I'd say are the weakest part of this at the moment... and I would try and remove the darker bits from the edge of the flames because they are making it looking 'pre-composited.' which is something we should avoid if we can... Also I think you want an orange light (visible / volumetric or otherwise) up the back there so the light on the craft itself can approximate what is happening below it. CBR
  11. 1 point
    When we look at your base mesh, with its horrible overlapping / intersecting polys, it is no wonder we get this sort of result even despite the mitigation provided by Subdivision... That tells us that MoExtrude is not the correct tool to make this with - instead you should do it with individual stepped Extrude commands, using Normal Scale (as different from regular scale tool) to change all the polys at once as needed. Using this method you can avoid having to use a step effector, and also any mesh intersection. Doing that, in conjunction with @bezo's suggestions, and also turning off Edge Breaks in the Phong tag will all play a part in eradicating your material problem... CBR
  12. 1 point
    That definitely is possible, and should be so without changing anything about your set up except keyframes. As its name suggests, PoseMorph is designed to morph between poses, so if we don't want that to happen we have to just change any interpolation between the keyframes so it is stepped rather than continuous. So, pop into your Fcurves, and change the interpolation type of your PM keyframes to Step and that should do it, jumping from 0 to 100% of the next pose in one frame, rather than ramping between them over many. Let us know how you get on. CBR
  13. 1 point
    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 $100.000. Allow me to quote the following opinion from https://blenderartists.org/t/3ds-max-gets-a-slap-in-the-face/1154106/177: For MAXON to survive in the long run, just like AutoDesk, they will have to adjust to the changes ahead. The way I see it, is that C4d is in desperate need of a better built-in render solution. Standard/Physical is terribly outdated, slow, and can't match the quality nor the speed of modern competitors. Redshift should be included by default in C4d. This WILL happen in a few years. As far as I can tell, the only reason MAXON hasn't included it yet is because they a) milking the cash cow, and 2) management might not completely realize what is happening in the 3D DCC market. I just checked: renting C4d with Redshift would cost me ~can$ 1300. PER YEAR. While major parts of C4d lag behind the competition, including the free Blender. And C4d development trundles at a glacial pace compared to Blender - not to mention the ever-increasing ecosystem of plugins and support. Heck, I noticed that *.blend files have become one of the standard offered file formats on many 3d model asset sites in the past two years. MAXON will not be able to maintain their current business model for very long. Not with AutoDesk, Houdini, and Blender offering indies a far more viable cost model. And it's going to get worse for 3D DCC companies. With the economy's down-turn, C4d's yearly rental model has become quite repulsive - insulting even, when compared to its competitors. Anyway, back on topic. To survive, C4d ought to: - include Redshift as a replacement for the decrepit Standard/Physical at no extra cost. It is quite telling that many (if not most) C4d users rely on third-party / Redshift renderers. - improve the overall performance. Viewport, dealing with large number of objects. - reduce the rental price to compete with AutoDesk (at the very least). - vastly improve and modernize components such as BodyPaint, Hair, physics, UV tool set, particle system, ... - Focus on improving tools and performance of MoGraph. Know you niche. - overall less reliance on expensive plugins to patch holes in base feature sets All open doors, of course. Some have been open for years and years.
  14. 1 point
  15. 1 point
    I'll move this to Dynamics for you, as that's what this question primarily involves. I'm not sure what was wrong with your current dynamics tags (I couldn't immediately see anything drastically bad) but when I deleted them both and added new ones, everything just started working for me... I did have to put the objects comprising the cup into a connect so it didn't fall apart. Ideally that would be a single object. cup fixed CBR.c4d CBR
  16. 1 point
    def main(): global out if cframe <= int(initframe) : out = 0.0 else : out = varitime def main(): global ntime if ctime == ltime : ntime = stime else : ntime = runtime ...that is, if I interpret your ports and types correctly...
  17. 1 point
    The main illumination at night is from the moon, so we have to get that first. So I think you want a single directional light which is a sort of 'moonlight grey blue', and possibly a darker blue /grey ambient(only, no direct illumination) light set at very low strength to avoid your shadows getting too dark... Obviously also keep all your feature street lighting and point sources, but possibly consider making them more orange-y than usual, which helps them stand out against the blues... CBR
  18. 1 point
    I am. I don't have the current version of XP, but back in the day when I had it there were loads of rendering vids, and as I recall it didn't really matter which renderer you used because it was all about the materials that come with XP primarily... but I'd wait for some 'XPerts' to come along - it's been too long since I used it for me to remember much useful to you CBR
  19. 1 point
    I switched from C4D to Houdini about 3 years ago and I have to say that the "steep learning curve" and "very difficult to learn" fame that precedes it has been greatly exaggerated (I am finding learning Blender or Unreal Engine at least as equally challenging if not more). All in all it took me about 1 week to wrap my head around the basics of how to do things with nodes, and most importantly which nodes one tends to use 99% of the time. 3 years later I'm definitely much more knowledgeable with more advanced features, and even started a YouTube Channel with some tips and tricks that I enjoy sharing as I learn them: https://www.youtube.com/channel/UCqQzy1kAB5HXRLeZ5h_BKRA Going back to the OP's question, I thought I would touch on something that I rarely see mentioned, but which IMHO is one of the biggest plusses of Houdini -- the ability to not only easily repurpose very complex set ups, but also to very easily re-purpose someone else's set up, as well as easily diagnose issues throughout the community. Let me elaborate a bit, particularly on the very last part of my previous sentence. C4D has a thriving community of users who help each other out as needed, typically with posts such as "how to I do this?" and "I followed the tutorial but it's not working for me." The Houdini community however is unique in the way it can easily share Houdini (.hip) files freely and without necessarily having to part with non-shareable geometry, in order to get very specific answers. Let's say I'm working on a spaceship breaking up, and for some reason I can't get the effect that I want, or it's not working as I thought it would. I want someone else to take a look at my file, but I can't share my spaceship model which I bought on TurboSquid. No problem, simply change the spaceship to any primitive, hook it up in the node tree, save as... and send the .hip file to see where I might be going wrong in one or more of my nodes. Even better, because of the nodal nature of Houdini, I can examine someone else's .hip file, and understand exactly how to achieve a desired effect because I can see step-by-step exactly what they did. Think of nodes as a "work history" embedded in the actual Houdini file, a very detailed peek into what's behind the curtain! This is simply not possible with any other DCC as far as I can tell.
  20. 1 point
    I think you are going to see R22 focus more on VFX work. All the elements are there with field forces and OpenVDB support. I would like to see improvements to AR or PR that help support native integration of a fluid simulation system built into C4D rather than rely on Redshift for volumetric rendering of VDB data sets. Hopefully some of that RedGiant code for Trapcode Particular makes its way into a native C4D fluid simulation package. I would also like to see AR or PR updated with better glows, volumetric lights, etc....again pulling on Red Giant. In essence, if you are not going to make Redshift native to C4D, then please improve its existing render engines...I mean, we are paying high-end prices so we should expect those improvements in C4D core without having to pay more for Redshift. Next up would be a complete admission of defeat when it comes to Bodypaint and admit that Substance Painter is the ONLY way to go. Therefore, focus on complete integration with all Allegorithmic products. Finally, please do something with the monthly billing. I know that the whole license server implementation was a big thing for MAXON in 2019, but you really need to step up the billing side of it. Also, now that you have more products than just C4D, start to compare yourself to Adobe Cloud. Honestly (while I would never thought these words would ever be typed by me), I would prefer Adobe Cloud's subscription program over what MAXON offers in their subscription program (yes...it's that bad and the fact that you only get 1 product from MAXON rather than a full suite of Adobe products, then by comparison MAXON's subscription program is far more expensive).
  21. 1 point
    With that much flexibility, do you ever find yourself in "analysis paralysis"? I mean, once you are deep into a project, the non-destructive nature is wonderful, but how do you get started? With standard modeling, you start with a spline or a primitive and then cut, push, pull and/or sculpt to get where you want to be (or what is in your minds eye). It is almost tactile. How do you get there with procedural nodes? You blew my mind when you said "anything" can have as many attributes as you want. Yes...I would be paralyzed. I would imagine that is the bulk of the learning curve....developing the methodology and approach to standard modeling tasks. What I love about C4D + XP is that they are both powerful and intuitive. Together (especially with fields) they are like "Houdini for Dummies"...which is not meant to insult C4D or XP but rather compliment the fact that both programs walk the line between ease-of-use and power so effortlessly. I don't know....I guess this says it all
  22. 1 point
    You probably need a Rail. This should be helpful. CBR
  23. 1 point
    1 - Maintaining Perpetual licensing - Real monthly subscription where pay per month 2 - I'm looking forward to the UV announcement. Well that's me guessing there'll be some announcement about that given Dave's cryptic tweet a while ago. 3 - Some early indications of workflow integration between Red Giant & MAXON 4 - Further integration of RedShift - even though i mainly use team render / octane I'm interested to see how RedShift progresses 5 - Mind meld between user and C4D where if I think it in my brain it will just appear in the viewport... with perfect geometry. If this can't be done then the obvious ones of performance improvements, feature improvements, bodypaint update, etc.
  24. 1 point
    Yep, that basic plan seems to work very well at stage 1... ...but what will happen when it all starts to move ?! I need to stare at that movement for a few minutes more, but I think I see a plan forming... CBR
  25. 1 point
    No, Smith, what ARE you doing !??? (...other than once again taking my yearly award for 'best explained post' !) What we could do instead is spline wrap the spring coil along a length of secondary spline that makes it assume the right shape ! Hang on, I will do some tests, and see if that is feasible, or if something we need it to do later might compromise that approach... CBR
  26. 1 point
    ICE came relatively late to XSI/Softimage, but was awesome. FaceRobot was also amazing, since prior technology for this was ridiculously expensive. But the user interface and menu system was a lot more unified and coherent than Maya. When MR was king as a rendering engine, XSI worked better than Maya as well. Softimage was my first 3D program and I think it was undoubtedly the best at the time. But even back then, C4D was easier. But back then C4D had a pretty limited standard rendering engine as the only option.
  27. 1 point
    So, perhaps we should split out the bit you are using displacement with into a new object, and solve it that way ? After all , those things won't be contiguous in the real world, which is how we should be building these things in 3D (generally speaking)... CBR
  28. 1 point
    You are right, but I fail to see how the displacement would help with realizing the car paint? As far as I know you can't stack "volumetric" layers of materials with displacement, it just deforms the actual geometry... I think the SPD is just wreaking havoc on the topology somehow and that's what's causing it, even though it's not all over the model. I just tested this; if you have a single model and you apply a material with SDS only on a certain amount of polygons the main effect will be there yes, but it destroys the topology of the rest as well. Looks like this: However, with "round geometry" active it looks like this: So yeah. Either enable "round geometry" on your SPD material or get rid of the SPD entirely if possible. That's definitely where the facetting is coming from. EDIT: Another way would be just to seperate the model that needs the SPD material entirely from the rest of the model.
  29. 1 point
    Lols - yes, SDS and curved surfaces is exactly the situation where you should be allowing none of the above other than 100% regular quads We could also talk about the wiseness (or not) of using SDS weighting here, but all that aside... Here is your model, no materials (clay render), phong angle increased to 60 degrees, edge breaks turned off in phong tag. Do you agree we are not seeing the faceting problem here ? CBR
  30. 1 point
    That mesh is not free of problems of course; (as well as the normals being wrong), in that you are tolerating both triangles and ngons on curves under Subdivision, which is breaking some golden modelling rules, and what is causing your unattractive creasing and deformation around the various openings. But that is not what is causing the faceting. I am still thinking about why that might be happening.. CBR
  31. 1 point
    Iv gone through the process on my own character and it works fine so I think maybe its to do with that mixamo character. I tried the Mixamo character and I can confirm it is that character which is the issue. Dan
  32. 1 point
    Hi Can you tell us the process you have been through so far such as did you rig it online, bring it into C4D then apply C4D mixamo rig to it? Dan
  33. 1 point
    Are the bones one single mesh, or do you have separate meshes for each bone? I interpret your text as the latter... If the bones are one mesh, you can simply skin it (C4D skin object), use the same joints that you use for the epidermis (sorry, don't want to call it skin as it is ambiguous), and weight the bones 100% to a single joint each so they move like hardbody objects. Note that joints can influence more than one skin object. If the bones are separate meshes, you can just sub-group them to the joint objects themselves so they move together with the joints; no need for skins or weights in this case as the movement is "robotic". There are probably even more ways to solve the issue...
  34. 1 point
    I've had success removing shading errors in SP with this Vertex Normal Tool.
  35. 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/
  36. 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
  37. 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)
  38. 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
  39. 1 point
    Howdy folks! Hi @Havealot @AlexJerome! I'm not sure if anyone on this thread will see this but if so, I'm trying to do the same thing - a plain effector to change size and one material to another as well. I'm kinda a noob with fields and I'm not sure how to apply your solution. I've attached a sample file. Any help would be appreciated! Thanks Color_Change.c4d
  40. 1 point
    That's some nice design on your Instagram, like it a lot! Welcome!
  41. 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
  42. 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
  43. 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/
  44. 1 point
  45. 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.
  46. 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...
  47. 1 point
    Now I see there´s a new update of plugin. With this update you can create thumbnails of every single material in your library, so materials can be searched "visually" instead of reading/searching names... https://www.thegreatsummit.com/product/tgs-texture-manager/
  48. 1 point
    I´m under Eset, for me working without any issues, no reports, no warnings...
  49. 1 point
    Hi. here is a very lovely place. you will like it. welcome
  50. 1 point

    From the album: somenerv - Redshift R&D

    © Nate Rodriguez-Vera

  • Create New...