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Showing content with the highest reputation since 03/08/2019 in all areas

  1. 12 points
    whats up guys, so gonna be putting up some free models over the next few weeks, some older ones and some more recent ones, most of these are characters i've either never used or have recently updated, going to take me awhile to clean up and sort through them, but i'll post up some new ones when i can. Hammy cute little cartoon hamster! hammy.c4d Donut Derick fun little character i made a while ago after watching sausage party :D derick donut.c4d Rory the Robin one of my oldest but still one of my favourite toon characters :D rory final 2.c4d Big Ugly Baby its a big ugly baby.. baby final.c4d Brain dead Banana This is what happens when you eat a bananas head! be warned! also comes with my plastic toy shaders ! Brain dead banana final.c4d Fat Brian Another really old model, i put quite a lot of time and detail into this one at the time, and he still holds up 3 years later fat Brian final.c4d watch display.psd
  2. 11 points
    My beautiful wife works as a social worker at the juvenile court, and she uses the signs of safety-tool: the three houses. These three houses are a great way to talk to children about the good things in their lives, their worries and the dreams they have for the future. She made an example sketch for me, so I had a very good idea of what she wanted. I made a new sketch (below) because she really likes the old skool pencil-on-paper style. I thought it would be cool to make a 3d version of the house, so here it is!
  3. 11 points
    Lots of ways to go about that, but I think this is probably the fastest... 1. Top view, poly pen in Quad Strip Mode, and draw yourself a network of polygons, like so... 2. Extrude that (with caps), and delete the end caps to get your tunnel ends... 3. Smooth Subdivide that to Level 4 or 5, then use a displacer deformer (make it a child of the object), driven by Luka noise to make it look rocky... It might look like a giant pretzel from the outside, but from inside we're approaching something cave-like... Don't forget to select all polys and Reverse your Normals at this point... You can add further displacements (in a group with the SDS Object) at smaller scales, and use that additional SDS to increase polycount much higher. Here I'm at a combined Subdivision to Level 7, and I've got Luka at 600% driving the bigger detail, and Electric Noise, 50%, stretched 500% on V for finer detail.... Lastly, you can handle smaller detail still with normal or bump maps in the material... talking of which, if you are using photo-based textures you want a nice Triplanar mapping setup to texture this properly, but you can do it equally well with just layered procedural noises... Lastly I should mention some techniques for making it look 'big'. These might include... Building in small holes to the tunnel roof to let beams of sunlight in, and using a plane in an Atom Array in front of your sunlight to further break it into godrays.. Adding some Physical Sky, not for its weather, but for its atmospherics haze... Using small area lights, with small illumination falloffs Park the camera very low, and use wide angles Hope that helps... CBR
  4. 10 points
    For the past years I have been working on this solo project during my spare time. It took me way too long, because in between i lost interest, had paid jobs, scrutinized the story, scrutinized the characters, scrutinized my lifechoices etc. But eventually i was compelled to finish this short film because i had invested too much time to just drop this project. So here, I'd like to present you: SUNDAY, a story about a lonely penguin's quest for refreshment on a hot and sunny southpole sunday.
  5. 7 points
    Hi folks :) As you can see we have some new features on the site. First is that the members display at the bottom of forum is showing avatars Second is, we have a direct topic feed with Cafe Youtube videos Hope you like the improvements, there are still some issues we have to iron out but it works!
  6. 7 points
    The other day my pc crashed with several apps open. C4D survived ok, but Photoshop had reverted to OOBE - welcome screen, load of panels I don't use etc. I tweaked PS back to how I like it and that was that. 2 days later I needed an image for C4D, so I opened PS and created a 1000px square doc, only to get an error message 'could not complete operation - disk full'. I looked in explorer and sure enough my SSD was bright red and completely full. I closed everything and ran virus check, and other stuff and the SSD went back to normal. I opened PS - disk full. This went on and on - problem kept appearing, disk full. Didn't Einstein say that repeating the same thing, expecting a different result is a sign of insanity ? On the 10th attempt, I opened PS, made a doc 1000 ... hold on 1000 INCHES ? The PS reset had set the default units to inches, and I was trying to create a doc 7,000 square feet. PS standard res is 300dpi, so pixel-wise I was out by a factor of 10^5. panic over...
  7. 6 points
    This is my first product since learning Cinema4D: Made with: Cinema4D R19 Octane (Renderer) X-Particles (Air/fuel Particles) TurbulanceFD (Explosion particles) Poliigon (Materials/textures) Okino PolyTrans (CAD Conversion to .C4D). Premiere Pro CC19 (Video Editing) After Effects CC19 (Post production animations) Photoshop CC19 (Graphics) Premiumbeat (Music) VoiceBunny (Voice Over) To get to this point, it took me 18 months. The original CAD model was what I had to start with which was given to me by an engineer who originally designed this engine, turns out the once clean CAD model conversion process made my .C4D geometry a disaster, but luckily it isn't really noticeable in the final render. I'm evidently a really slow learner, and had a lot of difficulty getting some things figured out. The mechanical parts all move with a single keyframe, and all other parts are tied to the original keyframe with Xpresso. The Turbulance FD and X-Particles are keyframed. This .C4D file was 500mb and consisted of over 2000 incremental saves, totaling over 1TB of data. It wasn't until the project was over I was able to compress it to 25 individual animations, so in total this project was archived at around 20gb. This video could not have been made without direct help from: @Cerbera @jed @3DKiwi Thomas Barry @Igor "TheKid87" Andy Needham Darrin Frankovitz @bezo Also videos made from: Matt Milstead Lonnie Busch Andy Needham Ian Robinson Donovan Keith Ben Watts Mike Batchelor Scott Pagano GreyScaleGorolla/Brograph/Lynda David Mikucki I want to thank any of you who are listed and end up finding your way here. I appreciate the patience you had with me to get to this point especially. A lot of this for does not come naturally, as my background is in video editing mostly and I am more of a technical person than a creative/artistic person. My memory is often really bad, so I had to record small tutorials on the way to remind me how I did some of the things I did. If I were to go back in time: I wish I found a mentor, someone to hold my hand through this project from end-to-end, because looking back I really could have made this in a week if I had a guiding hand through the whole process - I figure that is next to impossible though, so C4DCafe will be where I continue to seek future help! Creating realistic looking explosions was a huge headache, and while TurbulanceFD was the path I chose for this project, I really would like to find a way to do the same thing within X-Particles or something so that I don't need to buy two separate plugin's down the road when it comes time to upgrade. I'll be back with a new video soon on, carburetors ;) Thanks again C4DCafe, you've been invaluable.
  8. 6 points
    And so I get to the 3rd type of ball in my Quidditch set - we've done the Golden Snitch, and the non-magical Quaffle, and now we're on to the 2nd most interesting of them, the Bludgers... These magical cannonballs need to be chained down in the box, because as soon as it's opened they are enchanted to aggressively pursue and attack anyone nearby at the time. (Health and Safety isn't a thing in Harry Potter, where they've got potions that can fix broken bones). Modelling-wise, not the most challenging of forms in the Bludger itself, but interesting working out the mechanisms that hold it down, and I think it will look good in the box with the rest of them. Textures here are first pass, and will probably get improved later by the time I have sculpted some massive dents into it, for now this is just the base mesh and I skipped ahead to first round textures... Unusually for that production, I didn't like the textures they gave these in the films - too orange for my taste, so I'm going back to good old honest gun-metal greys, with slightly more weathering than they did. That last one Physical Render (Adaptive, Automatic, 6%, 3,3,3,0) / GI (IC/QMC): 5 mins 40. CBR
  9. 6 points
    After the gold and fluttery-ness of my Golden Snitch, it seemed only logical to do a Quaffle next - I seem to be doing the set. In fact these Quidditch guys are great for an ongoing personal project in that if you don't have much time you can always just spend a free night doing 1 type of ball, and then come back to it later to add to the set... Still working on textures, but off to a fairly decent start... this one was Physical Render /GI - 3 mins. CBR
  10. 6 points
    just finished this :) @Cerbera sorry for the caps in the topic title, but the title of the video just required it ;)
  11. 6 points
    Folks that are speculating here and via pm, here is a simple answer. Adobe is not buying Maxon - simple as that. Not sure how on earth can anyone conclude that given this development? This, if anything nullifies such assumptions... If Adobe ever wanted this then probably good time for them was 10 years ago, certainly not now, and to best of my knowledge, and I was saying this every year when this comes up - C4D is not for sale. It is simply silly for Nemetschek to sell such a valuable and growing company. Anyone can find financial results of companies online, this is simply publicly available information. Now, I am looking forward to open some accounts for Redshift folks ;)
  12. 6 points
    Inspired by @anglereserve's recent post on his Bull Ant, I set about finding some reference for a Jewel Wasp I was thinking of modelling myself. And while I was doing that, I came across this remarkable site, which not only provides some of the best arthropod reference anywhere on the net, but also is worth a look just for the sheer beauty of the images and the ridiculous level to which we can zoom in to appreciate the microstructure of these creatures. Absolutely breathtaking stuff, so sharing here for your reference (not you, angle, they don't have a Bull Ant unfortunately !), or general appreciation... Now I've seen those, I'll be doing this orchid Bee I think... http://microsculpture.net/orchid-bee-top.html CBR
  13. 5 points
    I had this idea a long time ago, and made a first setup a couple of years ago. But with paid work coming in, didn't really have the time to finish this. After a while, when I had some spare time, I picked it up again and made a still. I still am planning on making a short animation of this guy.
  14. 5 points
    Going on a holiday in a few weeks, which gave me this idea: crappy things that could happen when you travel with the worst airline ever. Horrible ground crew, control tower that doesn't pay any attention at all, crappy taxi drivers, and so on. A lot of objects, vehicles and actually just one character, but with different outfits and assets. Also made up a name, logo and some great advertising posters. I'll upload some more images of the models in next posts, as I only get to upload 4.9Mb So in the end, I created these 5 animations: Watch on Vimeo: The joy of traveling: taxi The joys of traveling: checking in The joys of traveling: ground crew The joys of traveling: control tower The joys of traveling: vip > upload limit exceeded on Vimeo =( will upload it next week! Hope you like them, and of course, feel free to give feedback!
  15. 5 points
    And this is what happens, when you click on "Disclaimer" on my next homepage... Physical render, Marvelous designer for the suit.
  16. 5 points
    Fancied a quick little personal weekend modelling project, so thought I'd do the Golden Snitch from Harry Potter. Painfully easy to do with either Volume builder or Sculpting, I fancied more of a challenge so I did it properly, with SDS. Here we are at the end of Day 1, most of the modelling done, but no textures yet... 100% quads, but still the odd 6 point pole remaining, not that it creates any artefacts here :) Of course it's different in every film, and you can tell they didn't know it was going to have to open until film 6, but I'm doing the film 3 version, arguably the best of the series because Alfonso Cuaron was in charge... Texturing tomorrow... CBR
  17. 5 points
    Can finally show some work I did for the Walking Dead Season 9 last year. This was a pretty dreamy project. The props department needed a sword designed for the Jesus Monroe character. They gave me basic dimensions that they had tested out with the actor and some research from the comic and previous action figures and then I was let loose from there. I designed three different options - this is the one they ultimately went with. Stitching, seams, etc in the renders could be better overall, but the whole thing went together in just two days.
  18. 5 points
    Created for fun.. Software used: Zbrush, Rizom UV, Substance Painter, Cinema 4D and Redshift
  19. 5 points
    A few hours into this Bull Ant model I posted in the members challenge area. I worked on a couple of drawings on paper and then in Procreate. I almost always do a drawing or two so I can try and figure out what shapes I'm going to be working on. After that I put a few hours into the mesh. Time to refine! @cerbera Looking forward to seeing that wasp!
  20. 4 points
    I always wanted to create a 3d character here is my attempt. I learned a bunch of stuff. It's mostly finished but needs some little touch ups. I will rig it in the futute.
  21. 4 points
    OK, here's the first 8 stages of that... 1. Get a cylinder, 16 segments, no caps, on Z+, then make that editable and delete half the model along Z, then place under symmetry, but then turn it off. Now, using the Line Cut tool (visible only off) and the right orthographic view, cut the curve you need into the cylinder something like this... Mine is only an approximation but you get the idea... the main thing is to add points wherever you need them to describe the curve, and irrespective of the topology flowing from left to right. But try to keep them evenly spaced. 2. Next step is to go to Poly Mode and delete all the polys above the line. Now, in the same view, ignoring the first 4 points from either end, Line Cut down from each point to the base of the cylinder. If in doubt use the pic below as a guide as to which points should get those cuts. We need quads everywhere , so make sure you don't create any triangles while you do this. At this point I used Edge mode and Ctrl+ Slide tool to duplicate the perimeter edge giving me this nice control loop. Here it is, with Symmetry turned back on, and with the model placed under subdivision so we can check our curves... 3. Next we need to bridge some edges to the centerline. Edge Mode, Path Select, and grab these edges.(left pic below).. ... and ctrl-drag them with the move tool towards the centerline on X. Then, in the coordinates manager, zero out x scale, and set x position to 0, giving you the result on the right there... 4. Now we need the Loop Cut Tool to insert the following loop, which we will do in Edge Distance Mode so that stays straight. This will be the basis of our indent later. 5. Now we just need to close the holes with only quads, which I did using Bridge and Close Poly Hole, like so... Note the extra edge I have cut in at the bottom to keep that section quads. Triangles on curves are a cardinal sin in SDS modelling, so we must avoid them at all costs, but here we need that extra line anyway, to better define the slightly rounded corner on the indent. 6. Lastly we need to select all the polys on the curve and having made sure that we have Delete Polys on Centreline ticked in the Symmetry, inset (Extrude Inner) them to get this second control loop. Now, when we place this under an L3 Subdivision Surface object we get beautiful curves, and no surface artefacts. Let me know when you've got this far, and if you need additional help cutting in the inset section in the center and the lights. CBR
  22. 4 points
    We all need some additional beauty in the day, right ? Well, today mine came from this, and although it has nothing to do with 3D whatever, I figure we're all artists, we all like tech, and so this should appeal to a lot of us. So check out the future of keyboard interfaces, where the line between piano and guitar, and anything else you can think of is getting blurry... And he's done it with SUCH a good tune. Especially worth hanging on for the solo at the end. Anyway, enjoy... CBR
  23. 4 points
    Hey, guys! Just sharing a personal project I've been working on. Rendered in Redshift.
  24. 4 points
    Just checking everyone has seen this, a brilliantly comprehensive guide to the entire photogrammetry workflow in Cinema from C4D Grandmaesters Chris Schmidt and Aaron Coverett. Includes a properly genius technique for transferring the UVs and textures of a horrendous model onto a really good one ! https://youtu.be/VRfytVKkNQw Then feel free to pop over to Patreon, and help pay Chris's doubtless massive electricity bills in gratitude for this, and his regular Wednesday wisdom Rocket lasso live streams, which continue to be similarly excellent ! :) CBR
  25. 4 points
    Hello guys! My pretty useful free ArcSplineRig XPresso preset was updated and now supports Cinema 4D R20, works faster and do not contains any python or coffee nodes! Check it out here, hope you like it! https://mikeudin.net/product-category/free/
  26. 4 points
    One of the best video clips I've seen ....(I guess) period! It's 3D and I found out that it actually was an awarded short film called "Paths of Hate created by "Platige Image" and published by the Polish Film Institute. It was brilliantly edited here to fit Gunship's song, (For all you 80's nostalgic people also listen to Gunship's "Tech Noir", in one of the most entertaining claymations you've ever laid eyes on)
  27. 4 points
    I ended up modeling actual geometry based on the loft (gif example). the c4d file was my initial set up. thanks for your help! cafe sample.c4d
  28. 4 points
    You can always just setup such a scene yourself and then reuse it with different materials. It's really not a big deal and decent HDRI's are not really that expensive anymore. Here's some directions: HDRI Haven (Free) textures.com HDRI's
  29. 4 points
    Dave is very cool and grounded guy, he never talked with any of us at Maxon with a bossy attitude. We truly believe he is capable to lead is in a better future.
  30. 4 points
    10 min keynote from the new MAXON ceo! Just announce the big news and wrap it up. I like his style! Tim Cook can learn something from this.
  31. 4 points
    New batch of setups :P 94_Raffale(MG+CA).c4d 93_EKG_rig(MG+XP).c4d 95_Concertina_rig(MG+XP).c4d
  32. 4 points
    Don’t we all love the guy who pops out of nowhere to ask a question and then doesn’t even take the time or courtesy to reply back after he’s received a thoughtful answer. I say some sort of acknowledgment or maybe even a ‘thank you’ is required operating procedure for anyone seeking help. People providing help are getting nothing out of it 98% of the time. At least honor a fellow human’s generosity for helping you. I think we sometimes are morally obliged to *not* help certain people. We owe it to ourselves to not be abused by the laziness, greed and opportunism of others.
  33. 4 points
    Here's the sort of thing I meant. Because I'm rolling the plaster on in the direction of the 'arm's natural curve I can get away with just the 1 bend deformer here. CBR
  34. 3 points
    Hi folks :) As many of you already know, Cafe has a Youtube channel with large video collection of tutorials. Please post your tutorial requests into this topic, all ideas are welcome. To increase the likelihood of your proposition being accepted and turned into tutorial, try to be as precise as possible and look for subjects that would benefit wide variety of user. This of course doesn't mean you shouldn't suggest something that is based on your individual needs. Thanks!
  35. 3 points
    Would maybe a custom bump map do this, like striped down the document run through motion blur in Photoshop? Basic example, just need the right kind of map. Dan
  36. 3 points
    If anyone is looking for free HDRIs with Backplates checkout https://hdri.ca/
  37. 3 points
    I would like to see a series of best practice workflow guides on modelling small objects, with attention paid to solving ngons. I still get stuck on the simplest of flows and I never know where I should be solving things, or the best place to start modelling. It would be great to have a series of videos where you model each of the small parts of something, like a robot arm or something like that, and then since you have perfect workflow, people watching the videos will pick things up that are not the 'purpose' of the video, just little workflow tips and solutions to modelling problems. For instance this arm - I can think of a couple of ways of making the claw, but which one is best and wont have me solving ngon lines for four hours in the middle of the night? Do I Boole them out and then try and fix them? Do I start with three circle polygons and connect them? That base object, should I just intersect some different objects and hope for the best or is there a way of using SDS for this? Should I use the volume builder? I know this is above and beyond the scope of the topic, but if you dont ask you dont get! Also, the videos needn't be the high polish of the VP days, I think I would learn a lot from just a screen recording of an expert user making such objects, even with any mistakes left in. Thanks
  38. 3 points
    few more 105_Plain_scale_emission(MG+XP).c4d 106_Emit_and_trace(XP+TP+MG).c4d 107_Rubik_Cube (XP+CA+MG).c4d
  39. 3 points
    well, that was a lot of comments. I'm glad that I have enough beer Fixed some issues while commenting. Random option was not working in picture viewer. Also fixed some other little bugs. Have fun. If any of the coders have any advice regarding the code - I'd be glad to learn some tips and tricks. Spacer.zip
  40. 3 points
    Since last post I was working on a new feature, which I am very excited about. More about that later. It took time to work out a design and required quite some supporting math to get the desired solution. Implementation is now mostly done, just not finalized yet. However, I was recently contacted for a particular request, and have put the feature on the shelf (only for a while) as I assume this new request to be more useful on a long term. Up till now Seamilar's manipulation of UVs (via points, edges, polygons, islands) was mainly focused on using interactive tools. Soon the new numeric transform tool will be available, allowing to manipulate points, edges, polygons and islands via precise values. For this to work the way I intended I had to construct a custom GUI component: ReferencePoint. With this you will be able to move, rotate, scale, position, size items from the four corners of a bounding box, or its center. For rotating, scaling and sizing you will also be able to perform the transformation actions on the whole set of selected items, or on the different islands separately. For moving and positioning you will be able to specify any corner of the UV canvas as origin. And when in Texture Display mode you will have the option to specify the transformation action in UV coordinates, or in pixel values. The icon for this new tool needs some attention, as this one is just a placeholder during the work-in-progress. I am currently finalizing the implementation of this tool. Followed with some more testing days ahead, before releasing an update. (Maybe some porting to pre-R20 version of Seamilar, depending the interest) After the release of the update I'll continue working on the other feature.
  41. 3 points
    Firstly thing - There is no way to directly access and change the value of the dropdown for the render setting within the Batch Renderer with Python AFAIK. Which means that while it's not very efficient your approach is not terrible when dealing with a body of files, don't feel bad about it, if it works then that's more important than if it works efficiently. Now onto ways you could improve your code : For a start I don't see anything in your script accessing the batch renderer to get the file. So that's done first by using the "GetBatchRender" function, e.g. batchRender = c4d.documents.GetBatchRender() count = batchRender.GetElementCount() for i in range(count): fileName = batchRender.GetElement(i) This goes through the whole list, but perhaps you only want to deal with the first (top most, just about to render) document, in which case you wouldn't do the for loop but would just do fileName = batchRender.GetElement(0). Next, you can just load in and save the file more directly than using CallCommand using the c4d.document.LoadDocument(file, flags). myDoc = c4d.documents.LoadDocument(fileName, c4d.SCENEFILTER_PROGRESSALLOWED) if myDoc is None: return At this point you now have an opened document and can see the progress as the file is loaded in. Your next step is to switch out the render data in that document. Just use the code you already have for that, it's fine. You shouldn't need the EventAdd() function calls in there though. The final step is to re-save your document, this time rather than using CallCommand again you can do it directly. With c4d.document.SaveDocument(doc, file, flags, format) result = c4d.documents.SaveDocument(myDoc, fileName, c4d.SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, c4d.FORMAT_C4DEXPORT) if result is False: return At this point you should be able to start the batch render and be good to go. If you want you can do this programmatically again without having to use CallCommand by accessing the BatchRender object's SetRendering() function i.e. batchRender.SetRendering(c4d.BR_START) should do the job.
  42. 3 points
    All credits go to the Scott Ayers. Attached is a plug-in. After installing, you'll be able to select a folder and all OBJs in the folder will all be imported. batch_importer.pyp
  43. 3 points
    Let's have a look at the Mac facts here: 1. Pro res seems like an also-ran. At present. 2. Lack of Nvidia suport with no hope of it in the future. 3. Lack of AMD support for the industry standard GPU renderers 3. Apple dropping support for Open CL and GL 4. Integration just seems non existent with Apple's proprietary Metal, and where it does exist ( like in Premiere ) it seems to make the programs run slower. 5. Apples walled garden just seems to get higher and higher. 6. Where the hell is this Mac Pro Modular, they've been talking about it for years now? All of this and more just means we're at a point ( as OSX users ) where it won't matter if you spend £15K on a full spec bells and whistles OSX machine, it just won't run the renderers needed for C4D work. Apple Pro machines are no longer pro, they're just expensive toys. Enough already. And I say this as a nearly 3 decades Mac user sitting here with a 6 core I7 2018 MBP with a Razer Core X Vega 64 that is basically a dog when it comes to running C4D. It's time to switch to be honest. My next Mac will be a PC.
  44. 3 points
    Keyframe the dynamics on ? 3spheres.c4d
  45. 3 points
    Some workflow info: I really like the Volume builder and mesher for creating these smooth surface body parts. - Some retopo in 3D Coat - Marvelous designer for the neck part - Modeled and rendered in C4D off course - Redshift for rendering Still a lot to add
  46. 3 points
    As a bit of a drone pilot myself, for a long time I have wondered when 3D mapping would get here. And indeed it just has ! DJI have just released Terra, which will turn your UAV footage into 3D digital assets complete with textures ! As a company I don't like DJI, and don't fly their machines myself (2 non-pilot-error flyaways mean I can't trust them), but they remain the people with the most budget to throw at ideas like this, and are surely the frontrunners of making it a consumer-level thing. Read more below... https://www.dji.com/uk/dji-terra CBR
  47. 3 points
    I think this does it def main(): top = doc.SearchObject('boxes') boxes = top.GetChildren() count = len(boxes) boxes[0][c4d.ID_BASEOBJECT_GLOBAL_POSITION,c4d.VECTOR_X] = 0 for a in range(1, count): prev_pos = boxes[a-1][c4d.ID_BASEOBJECT_GLOBAL_POSITION,c4d.VECTOR_X] prev_rad = boxes[a-1].GetRad().x curr_rad = boxes[a].GetRad().x boxes[a][c4d.ID_BASEOBJECT_GLOBAL_POSITION,c4d.VECTOR_X] = prev_pos + prev_rad + 1 + curr_rad the boxes are under a parent called boxes, and in the for loop current position = previous position + prev radius + 1 + current radius result along X in this file, copy some boxes into the parent 'boxes' in OM box_arrange.c4d edit - same in XPresso. Select one obj and change width with scale tool to test. box_arrange_xp2.c4d AFAIK bounding box in XP doesn't use primitives only poly, but the GetRad() python method can do both.
  48. 3 points
    If, like me, you use the modelling axis all the time, then it will probably have frustrated you on several occasions that there isn't a reset button there, and that r-clicking the field arrows didn't work here either, as recently as R19. I'm sure I wasn't alone in suggesting we fix that to MAXON, and I have just noticed that in R20 the right-click reset now works !! So, while we still haven't got the Reset button that would sort them all out in one click, we can at least now do it in 3 right-clicks, which is a lot better than manually moving the sliders to 0 with no quantization. So just giving my fellow modellers a heads up on that one, as it seems to been thought of as too minor to include in the R20 feature lists... But that's a biggie for me - will save a lot of time cumulatively, that one... CBR
  49. 3 points
    Got a little farther along. I had a day of voice recording with my voice actor, Mike Luce this week. We did 2 scripts so I'll have stuff to work with for a while now. One thing I can't seem to remember is that when you scale the characters, the hair and fur don't scale with them! It took some time to get them looking right again!
  50. 3 points
    I like both techniques and wonder why they couldn't be combined. While the Lester Banks video was easy to follow (as well as just brilliant) the first one minute tutorial required you to be super quick with the pause button to unpack all the steps. To help, here is what I as able to discern from multiple views in the first video: Tree Deformation (first video): 1) Set up a spline that matches the main trunk and subdivide it appropriately. 2) Set up a hair object converted from that spline 3) Link that hair object to some planar object (a disk in this video) placed at the base of the tree. 4) Set the hair object to generate squares --- I would imagine that this step somehow allows the geometry of the tree to be linked to the hair object performed in steps 6 and 7. Not sure. 5) Select the hair object and go to the simulate tab in the C4D main menu and select "Set roots". Now because the planar object was linked to the hair object in Step 3, that planar object now becomes the "root" of the hair object. Again, not sure. 6) Bring in a mesh deformer and make it a child of the parent tree object. 7) Drag the hair object into the object window of the mesh deformer. Set the external mode to "surface" and press initialize. 8) Go to the hair object's Dynamic's tab and set Rest Hold to 50% 9) You now have the tree model to be impacted by hair dynamics. Grab the planar object created in Step 3 and the tree will react appropriately. Add wind and the tree bends (but the leaves do not move -- for this go to the second tutorial. At this point, you can do some pretty neat things with the tree that even plugins like Forester cannot do. While Forester can simulate wind blowing the leaves and branches around, physically moving the tree around has no dynamic impact on the tree. This technique allows you to simulate a tree being cut or knocked down. Or something big (like a truck) crashing into the tree. For those who are truly gifted with X-particles (which means "not me"), imagine using the multi-physics capabilities of X-Particles to impact the tree dynamics. Could particle Advection be used to the drive the base hair spline on those trees? Couple that with the X-Particles grain solver and could it be possible to have an avalanche tear through a forest pretty realistically? Or have the leaves on the tree generate static particles which are then advected by the fluid simulation of an explosion while the tree reacts dynamically. The effect I am thinking of would match those 1950 videos of nuclear bomb shock wave ripping through a winter forest in slow motion (as seen here at 18 seconds in) I feel that this can be done because X-particles is so well integrated with C4D --- but not sure. I would hope Mario Tran Phuc reads this thread and is challenged by the concept. If anyone could do it, it would be him. That guy never ceases to inspire. I also hope that full dynamic capability is added in Forester 2, but they are too busy with Rock Engine - a pretty cool landscape generator for C4D - so don't hold your breath. Dave

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