Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 06/14/2020 in all areas

  1. 5 points
    I hope all the dads out there had a great Father’s Day this past weekend! Daddy’s little girl got her first glimpse at her future superhero life! A little mini VFX shot I made over the weekend, animated in cinema 4d, and rendered in octane! Make sure to subscribe for more fun videos weekly!
  2. 5 points
    Boris FX just released the standalone version of their software Particle Illusion for free. More details here: https://borisfx.com/products/particle-illusion/ I haven't tried it myself yet, but apparently the entire thing is pretty much fully featured, and has almost no restrictions (even supports up to 8k ProRes). The only downside is, it's standalone only. No integration into any compositing software.
  3. 4 points
    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too! And the best thing ... it's available here, and it's ... wait for it ... free !!! Set New Selection.zip
  4. 4 points
    wish the release notes and Service Pack update release notes would have alot more detail. instead of something vague like "update to calibration tag", say what the fixed,added,improved. what was the problem.. in 2-3 lines
  5. 4 points
    Hi, I was wondering why I never see just one person making "shorts". Now I know.. In the end, the list of “necessary” fixes only got bigger. I had to ignore it in order to post this in a decant time frame.. It's t actually far from done. I used C4D. No plugins or pre-made assets where used. Yes I’m aware the bow is reversed, thought it looked cooler. The character is a girl, sidekick of Fred. While she can do magic, Fred just likes bananas. You can follow me for more on: https://www.instagram.com/myosis/ https://www.artstation.com/myosis https://myosis.cgsociety.org/
  6. 4 points
    Just refreshed and it works now. Phew. Pretty good deal...on a perpetual license of course. And the timing is great as I was looking for a reward after having successfully putting my youngest daughter through college!!! Dave
  7. 3 points

    Version 1.0.0

    7 downloads

    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too!
  8. 3 points
    And this one is pretty good as well:
  9. 3 points
    You can't. While polys and points exist as object data, edges are just the connection between two adjacent points on a polygon. Without polygon information, there is no edge. You can create a linear spline from the edge, of course. But that's not the same as an edge collection.
  10. 3 points
    Personally I would consider upscaling out of the question under almost any circumstance - certainly not normal workflow by any means. Always render out at the resolution you need, or higher, for later downscaling. CBR
  11. 3 points
    @HippoDasTamus The first file save was 4 weeks ago from today. Most of the time went into rigging, cloth simulations and particles. All these systems feel outdated but served the purpose. Except for the particle emitter I ditch that and draw them in by hand... Animating a sphere over a spline. (Far from ideal, but fast) Modeling texturing and rendering went fast, I hardly took time to “revisit” any. As for the texturing, I like body paint unfortunately it’s been getting worse with each new edition of C4D. I’ve briefly played around in substance painter, but there wasn’t much to texture, a simple fabric bump and some stitches did the trick. There is a small piece of that in the “making of” video. I should work with more software “for better results”. If I had to choose I would probably learn Houdini. And then switch completely Yes, doing UV’s in C4D sucks. I relax using an edge selection but this never gives me symmetrical results, I then have to copy, delete, and flip.
  12. 3 points
    Wow....amazing. I do appreciate the amount of work you put into those 6 seconds and can therefore understand your first comment: "Now I know why just 1 person does not make shorts" Not sure what you have planned, but I hope that the lighting, modeling, texturing and rigging (which you did to an outstanding level of perfection) were the lions share of the work that needed to be done. Hopefully, the rest of the work (animating?) goes quicker and therefore keeps your interest and energy level high so that we benefit from seeing more. So please don't be discouraged! I personally can't wait to see what comes next! Dave
  13. 3 points
    Let it be me https://www.behance.net/ambiclusion https://vimeo.com/ambiclusion https://www.instagram.com/ambiclusion
  14. 3 points
    looking at rfanoni's post even the resellers are confused. In principle a new deal with the posibility to hold the R21 license is a good thing. But why only active MSA Holders? They should get S22 anyway. And the ones that don't have a active MSA anymore... well MAXON canceld them not the users. It is just a matter of luck or bad luck if someone still has a MSA or not. Sorry to say this but it is still a chaos. and yes: 5G doesn't cause corona! No doubt about that. We should add this statement to every post
  15. 3 points
    Update: I have not worked on this plugin for ages. Which means I haven't had the time to add support for the new node-based material system introduced in Cinema4D. Because of this I am provided the plugin here, free of charge, for anyone who still might take advantage of its feature set. The latest version (available for download at bottom of first post in this thread) should work on R17 - R21. I haven't tested S22, since not available to me, so feel free to provide feedback if it does. It definitely does not work on R16 and previous, and I do not have any plans to spend time in making it work in those versions of Cinema4D. There is no documentation available, except for the information provided in this thread. If anyone would be interested in providing detailed documentation, be it written or as a video tutorial, feel free to provide a link here. PS. I do want to keep this plugin exclusive to C4DCafé. As such, please do not distribute or upload the plugin anywhere else. Please respect the work of others, and don't claim credit for things you snatched somewhere.
  16. 3 points
    Its quite hard to see but if you go to a zoomed in view you can actually see what's happening, re the grabs below. you can see some small movement in the first one, that's the current 30th of a second, and then longer at 1/2 second and streaky at 2s but if you zoom out the same 2 seconds doesn't look like much as it doesn't travel that far relatively in the frame, for to to travel further you need to up its speed in the emitter, to 2000 in the last grab. but all of the time it gets fainter and in your reference image each individual streak isn't that long either. I don't do much animation but I imagine the effect of all the individual frames will give that effect when run together. Deck
  17. 3 points
    If the stored animation is deformation (so not PSR animation) you'll have to go through point positions. Two solutions: 1. Cloner (simple) You can use a cloner to constrain an object to a polygon or point selection. To create the selection just make a copy of the abc generator, make it editable, select the face or point you want to use, set a selection and copy the selection tag back to the original abc generator. You can now use the selection tag in the cloner to limit the cloning to only the faces/point in the selection which should do the job. 2. Xpresso Xpresso in theory works as well and gives you more control but unfortunately the point node doesn't accept abc generators as an input. For that to work you'd have to run it through a python node to extract the cache. To do that create a python node with one input and one output both of type "link" and pase the following code in there: def main(): global Output1 Output1 = Input1.GetCache() Now you can use this node as an "adapter". The point node has an index input that allows you to pick the point you want to use. You can use to neighbouring points to create your own matrix to get proper alignment.
  18. 2 points
    Actually percentage of the Align To Spline tag has very little to do with real length of the spline unless interpolation is set to uniform. In any other case percentage is taken based on number of points, so.. in your example first cusp equals 25% and second one is 50% . Yeah..I was shocked too.. In case you needed to set interpolation of your spline to uniform, you can use offset in the Xpresso spline node. It ignores interpolation set on a spline as long as you keep Use Uniform Distribution unchecked.
  19. 2 points

    Version 1.1

    2 downloads

    This script will hide polygons that have no selected points. Can be useful if you have an high polycount object which you want to edit, but there is just too many polygons to see what you're doing. Select some points you want to work on, execute the script ... and all polygons not sharing those selected points get hidden. original topic: <to be continued>
  20. 2 points

    Version 1.2

    4 downloads

    UVisland Outliner is a Python plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. A new option introduced in version 1.1 (available via cog wheel) provides a way to ignore the outer edges of an open-ended mesh. 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 if these are UV seams or not. You can do so by unchecking the new option. Original thread: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner
  21. 2 points
    Hi Everyone! Here are the final renders of my first serious project in C4D. I initially started this as an exercise in modeling, somehow it came to this. I myself am aware of some of the shortcomings in this scene, but I'd like to hear some honest peer critique. More pics in higher resolution can be found here: https://www.behance.net/gallery/99589199/F1-Race-Concept-Car-Project
  22. 2 points
    Hmmmm....both humble and very good. I hate him. Without even seeing the wire frames, just looking at the tire and tire rim and I have an appreciation for your talent. Plus the lighting is well done. The car paint could have a bit more gloss but otherwise the renders are nicely executed. Again, very good. Dave
  23. 2 points
    Everyone seems to have missed the obvious question, whats in your background? eg. is there possibly a giant sphere wrapped around your project, blotting out the sky? If you upload the c4d project we can take a look
  24. 2 points
    Hello! If you want to start in C4D, use this link for FREE 3d Class https://skl.sh/3d3v0c3 https://skl.sh/3d3v0c3 " Geometric Shapes in Cinema4D: Create you own 3D World" Is perfect if you are not a Designer but you can do great composition. Use the link and watch the class completely free and get acces to all the course of Skillshare for 2months. Here watch one lesson! Instagram: https://www.instagram.com/evelingsalazar_/ In this class, we'll cover: ✯ Main tools of the C4D Interface. ✯ Find your Style ✯ References, style, and shapes. ✯ Patterns ✯ Creation of the stage: from geometric shapes. ✯ Composition: design principles: shapes, hierarchy, scale, rotation, direction. ✯ Modelling Shapes. ✯ Lights: Light and Physical Sky. ✯ Background. ✯ Materials: Linear patterns •Metal material • Gradient material • Base color material • Glass material. ✯ HDRI. ✯ Camera settings. ✯ Physical render configuration . ✯ Post-work in Adobe Photoshop. ✯ Final Thoughs Link of free class: https://skl.sh/3d3v0c3 ☺ Thanks for reed! If you have any suggestion or comments, let me know! ☺ Instagram
  25. 2 points
  26. 2 points
    Indeed - a scene file would show us what distortion is remaining in your unwrap as we'd be able to load it into later versions. But what you have now will certainly work, and you can check this very easily by loading a typical UV checker bitmap into a temporary material and applying it... CBR
  27. 2 points
    Added original file, where I encountered the problem, to first post. For screenshots I recreated the issue with cubes to be sure that the problem is repeatable.
  28. 2 points
  29. 2 points
    There are AI upsamplers, for example it's integrated in Octane. The results are not great, and depending on the content, even horrible. This is not a normal workflow at all. Downsampling is probably more frequently used, as it gives you a nice sharp image.
  30. 2 points
    Or use the python node: import c4d import random #Welcome to the world of Python def main(): global Output1 random.seed(Input1) Output1 = random.random() * 100 Create the python node, copy&paste this code, delete Input2 and feed the User Data into Input1. Output1 will give you a random number between 0 and 100 (in this case).
  31. 2 points
    Let's see if they will maybe even support multi-GPU, that would be truly great
  32. 2 points
    You don't need any plugins. Here is how you do it. 1) Place the spline under an extrude under a connect: Extrude the spline by a huge amount in the Y axis (like 2000 cm) Then hit current state to object. That should give a set of connected polygons. Use a rectangular selection in a side view and ONLY select the bottom plane of polygons. With that selection, then hit "Edge to spline". You should now have your connected spline as well as you extruded polygons. See attached; Coastline-connected.c4d I hope that helps. Dave
  33. 2 points
    Yes I had the same problem, it turns out that the Beta release expired on the 26th of June, so you can no longer use it. It took me hours to find that out after reinstalling again and again and then contacting customer service. But the service guy told me they will launch the official version early July, so it won't be long until we can use the new features again
  34. 2 points
    Surprised nobody has mentioned the summer sale yet or have I missed the post. Deck https://www.MAXON.net/en/news/MAXON-news/article/coming-soon-our-30-off-blowout-summer-sale/
  35. 2 points
    I picked up Redshift from that sale.
  36. 2 points
    Newest mini VFX shot. 3d potions animated in Cinema 4d and rendered in Octane. Let me know what you think! Mom recruited a few nap time assistants! Make sure to subscribe for more fun videos weekly
  37. 2 points
    Er... you might wanna read that first post again CBR
  38. 2 points
    It's a bit difficult to know where to start with this, other than telling you it isn't a bug, so I have moved it to a better category. Generally speaking people new to the software and 3D shouldn't post anything in the bugs section, because they are invariably wrong, and in 99% of cases it is user-error. In 3D we do not expect the viewport to be the same as the render, and generally speaking no DCC software does, although differences between the 2 get more minimal as time goes on... the viewport is there to show you the positioning and framing of your shot, and to provide wireframe overlays and other gizmos that assist in creating 3D content. Preview renders are there to show you what it will look like. Rendering is what happens when the machine calculates the cumulative effect of all the elements you have placed in the scene, which will normally be models, materials, lights, and animation, and getting the result of all this on screen requires enormous calculations to take place, that would ordinarily make the viewport unusable if it was happening in real-time. To complicate matters at this point, one of the biggest advantages of 3rd party renderers is that they often provide near real-time render previews using powerful GPUs, which are much better and faster at this than regular CPUs. So, unlike AFX, where all your content is there from the start, that is not the case with 3D, and only the things you put in the scene will turn up in render. Therefore to make your scene look 'right' you also need to setup things like lights, reflection environments and cameras before you can render anything useful. Slapping a pre-made material on an object and calling it done is not enough. CBR
  39. 2 points
    Nige's tutorial there remains perhaps the best there has ever been about that tool... CBR
  40. 2 points
    Here's a tutorial that some joker made a few years ago. This may help.
  41. 2 points
    I always find this kind of thing a bit of a slap in the face for those of us who have paid full whack.
  42. 2 points
    Cycles 4-d node editor is pretty awesome and the best part. Great UI and a pleasure to work with. The latest release brought even more improvements. Having the parameter values accessible on the nodes I think is very intuitive. I can just have one monitor dedicated to node editor and not even have to use the attribute panel if I don’t want.
  43. 2 points
    I like Cycles4D, but when using the CPU it can be pretty slow. I don't think you'll see much speed increase over Physical render if your using a mac, unless you have a high core count, but you will definitely be able to reach a more photo real looks with the right settings and shaders. Best to download a demo if possible and play around to see if it suits your workflow. If you want fast rendering, GPU is the currenty the best option, or a machine with a high core count. I've found the realtime viewport a big help in giving a quick indication of how things will look, I usually set the samples quite low, and set the resolution lower than HD for fast previews, then once I get closer to what I'm looking for, I make some test renders at higher samples and full HD to get rough time estimates for the final render. Another thing to note is to render at 32bit TIFF or 32bit .EXR format, otherwise your rendered image will look different to what you see in the realtime viewport. The rendered files can be pretty big, but you can always convert them to png after compositing. The documentation is quite reasonable too.
  44. 2 points
    I kind of get it now. Tried doing the steps in c4d and my version doesn't seem to do that or I can't figure out how to do it. One of the two. Since I don't know what it's doing I can't say how to do it in Blender. Seems like it would make a lot of loose ends on the geometry though. That was actually 4 ways to do it, but today I found the fastest way. It's called Rip Fill and is in points mode in Blender. Select the points, Alt+v, g to slide. Pay attention to the side the mouse is on before doing the tool because it will determine not only which way it slides, but also if it makes new triangle on the edge of the geometry. It is talked more about here.



×
×
  • Create New...

IMPORTANT INFO:

We are in the progress of finalising upgrade to Cafe 3.0. If you are experiencing issues, please change the default theme to Cafe 2.5 and thing’s should work again. We will notify everyone when we resolve all the issues.
 

It would be also great if you could report any issue you might have on your side so we can fix them. :cowboypistol: