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Showing content with the highest reputation since 10/22/2020 in all areas

  1. 4 points
  2. You guys are definitely doing things right. This is the most helpful and friendliest forum I have ever been a member of. Well done to all of you guys. Welcome back Tomalexu.
    3 points
  3. I often try to either recreate stuff I've already made in Cinema in Blender, or start something new in Blender but ultimately return to Cinema. I learned how to model in Cinema, without any plugins really apart from occasionally using HB modelling script for snapping, but I prefer Cinema's vanilla tools. It is so intuitive, just being able to visibly parent / child objects to each other, amongst a million other little idiosyncrasies, is one particular point that stops memoving to Blender. And the selection tag, with it's well thought out icons, you don't even need to click on to know it's eith
    3 points
  4. Thought this was a cool little short rendered in RS https://blindsight.space/
    2 points
  5. There is also a great plug in called Topowire which makes a great starting place for cable clusters.
    2 points
  6. You could try and add some debris at corners. This is where the dirt keeps piling up. I mean stuff like deformed cans, paper, whatever trash. Otherwise the clean line where the wall meets the ground (don't know how to explain that properly) always looks odd. Because there are seldom such straight lines, even in urban environments. There is always a bump. And maybe you could try some wet surfaces. Like after the rain. With puddles on the ground, reflecting the nice neon lights. That's like a free detail enhancement. Regarding cables, you can use spline dynamics. If remem
    2 points
  7. I was playing around with gears and came up with this. Has a 4:1 epicyclic set.
    2 points
  8. Prime numbers - Looney gears is a plastic toy where the red 13T has a handle and the game is to guess how many times you need to turn it until all the gears line up again.
    2 points
  9. Here's a more general scene where the ring also rotates - just set ring rotation to 0 to see how my rig works planetary.c4d If Tr, Tp, Ts are the number of ring, planet, sun teeth - the carrier (star shape) is the driver and the planets turn with local rotation of carrier angle * Tr/Tp. The sun turns using that value * Tp/Ts, but you must add the carrier rotation. This gives the overall gear ratio as ratio = 1 + Tr/Ts so the planet size doesn't play a part - they are just idlers, but for everything to fit Tr =
    2 points
  10. Very nice, did something similar couple years ago..
    2 points
  11. The easiest way is to simply delete what you do not want to keep. @SmolakI am not aware True Split supports Scene Nodes
    2 points
  12. scene file : LogoTower_WIP_0001.zip
    2 points
  13. Wow....really great work. Not sure how long it took to render but I find myself wanting to see it at twice the size just so I can feast on the modeling and lighting. What has NOT been talked about but needs to be highlighted is the color pallet and the placement of the complimentary colors. It all just works. Why is my eye drawn to the astronaut? Tiny little thing tucked away in the dark but yet he is the first thing I see. I think it has a lot to do with the balance in color between him and the similarly shaded windows on the left and right and at the same level. He is fram
    2 points
  14. Do you have a reference image for the type of scene you want? I know some people have a specific look they are going for, if you want realism Id suggest working on the neon a bit. Maybe put the neon light inside the glass tubes. It looks like you have the neon material on the outside of the entire objects. Also adding an HDRI to the scene could improve it a lot, the blue/purple sky isn't selling it for me.
    2 points
  15. Hi LECHUCK, I think that what you are experiencing is something a lot of design workers experience. Most of the things you mention are universal for graphic designers as well as for 3d Artists. I would say that long hours for example are more dependent of the company you are working for then the stuff you do. It is absolutely not uncommon in the 3d World. But as you often have longer projects then working 2D you might have the possibility to arrange your work in a smarter way and therefor you might be able to influence it a bit. But the more efficient you are the more work will be
    2 points
  16. I love it. Really creates a unique take on many existing genres: cyber punk, dystopian futures, etc. I love the lighting. As soon as I saw the astronaut with the glow I thought of Daft Punk....not sure why but it has that vibe. Kind of like a Blade Runner inspired slum in the land of Tron. I would love to know what inspired you for this. If the final piece is going to be that dark then some of my comments don't apply as it is adding details that quite frankly won't be seen and more importantly don't need to be seen. I can't wait to see more. Dave
    2 points
  17. 1 point
  18. had to search this up a few weeks ago and it took a while to find a good tutorial! Thanks for sharing!
    1 point
  19. ...and may I say 'very neatly solved !' Gears doing clever things are always very rewarding. More like that please, everyone ! CBR
    1 point
  20. Thanks @Cerbera- I must have missed that thread in my searches, appreciate the heads up. And thanks for the the Depilage tip too @contrafibbularities Both really helpful :)
    1 point
  21. It's a problem of "random_selection" assets,fixed it with two methodes(i don't know reason, just experience); 041_fix(clamp).c4d 041_fix(outer_scope).c4d
    1 point
  22. Im with CBR on this one re doing it in post. If you want it 200px in cinema then you just set your render settings to that ( plus enough width ) and make sure your object just nudges the top and bottom of the frame, but that's a lot of faff and finding later your missing a pixel or two. Also bigger is generally always better when it comes to pixels so I would be rendering it bigger with a little padding top and bottom to not cut off any pixels. Once rendered you could adopt a smart object workflow in pshop, if you render with an alpha the smart object will crop to the edges, then you can
    1 point
  23. Please check the attached scene, it interprets a bitmap into positions with color. Evaluate Bitmap 03.c4d
    1 point
  24. Wintab and Windows Ink will never be friends. It's the same struggle every time and different for each app!
    1 point
  25. If you add inputs with the UI Buttons it creates carried variables, or am I missing something?
    1 point
  26. You can also try holding shift as you change component modes. Of course you can also do this with 100% quads, which might be helpful if you need to use this with subdivision surfaces. It is a slightly more protracted process, but is one of those jobs where the HB modelling bundle makes things very much faster. This took under a minute to do using the features 'Points to circle (surface aware)' and 'relax selection (also surface aware)'. Only other things I used were Set selection, Extrude, and Extrude Inner, which as you have seen, works on groups of polys concurrently.
    1 point
  27. Absolutely perfect technique and tutorial. Thanks so much!
    1 point
  28. You could for example use scale factor for multiplying positions of spheres... (in my example are spheres separated objects)
    1 point
  29. Use Fracture instead of Cloner... Panel_0001.zip
    1 point
  30. Please complete your profile so we know at minimum what version of software you are working with. Well, as the manual indicates, any area of a vertex map that is setting a mass of 0 will leave that part static, so I'd have to assume your vertex map didn't allow movement when in the mass map slot for a reason connected to that. I am able to move a soft body with a vertex map in the mass map slot so I know it does work. CBR
    1 point
  31. It could be done maybe with just few xp nodes, in my example it has more because I want to reset values, clamp entering values over spline length etc., but all that waste you could remove and adjust xpresso to your needs
    1 point
  32. Yes there is room in most brains for more than one DCC, though as middle age progresses you do get cause to wonder CBR
    1 point
  33. In its most basic form, this is a great idea. But as soon as you have multiple selection tags assigned to your mesh it potentially becomes a very complex thing, as there are many possible scenarios to handle. In your example (why external links? why not simply upload the images here?) you are doing an extrude inner. As a user you might want to expect that the new polygons you are creating then gets added to the same selection tag the original polygon belongs to. However, you might also expect just the opposite, that each new polygon gets added to the selection tag th
    1 point
  34. This worked perfectly. Thanks a lot!
    1 point
  35. update - undock primitive palette by clicking on upper double dot edge of opened palette - right click on on some icon and select "Customize Palettes" command on the bottom - in opened window to the "name filter" input field enter name of your plugin - from filtered view select your plugin and drag and drop into primitive palette to place where you want - in undocked palette right click and select "Fold palette" command - double click on original primitive icon palette to remove it - drag folded palette to place where was original primitive palette
    1 point
  36. I was working recently on some code to join every clone in a cloner to every other clone with a spline - no dupes allowed In this clip the clones are on a circle. orange splines.c4d
    1 point
  37. I go between 3 machines regularly and find the online activation brilliant. I've a 4th machine just for rendering. The vote button mentioning about a license used by a rendering machine. Is that more towards a plugin preventing it been used on the main machine rather than an instance of C4D? I use render server/ client and the only issue is if a plugin is required for rendering then I can't use that same plugin on my main machine the same time. Other than that it's very handy just releasing a license with a few clicks. Haven't encountered major issues yet (touch wood). Not su
    1 point
  38. Hey! So here is the final render of the scene i tried to colour grade it to be a little bit brighter but could not figure it out how to do it on premier pro ( some of the lights are animated. Let me know your thoughts if i need to improve anything.
    1 point
  39. Results or quality-wise there isn't any difference at all. Your choice of whether to use one or the other is largely preferential, or should be based on how much element re-use there is within a material, for that is the main advantage of nodes - the fact that although the systems take longer to setup initially, they make the changing of subsequent values in shared assets a whole ton easier in complex materials. For simple materials, there is no need for nodes, and they are a needlessly protracted way of getting an identical result to something that could have been done in much les
    1 point
  40. As far as I know, you can't do that with the "controller" you tried. You need to break the tangents, which is what you did in your first image, and that can only be done manually as far as I know. Maybe you can use PoseMorph to morph between the two states? I don't have that in Broadcast, so I couldn't try that. Does it have to be a closed spline? If not, the simplest solution might be to create two semi-circles and animate the rotation of one of them. However, if you use a Sweep Object (i.e. if you want to create actual geometry), it will not look like a single object. It works
    1 point
  41. @Rectro Thank you! I reused and tweaked bones from another mesh as guidelines. I'm relatively new to rigging and it tends to help me understand it, especially around the hip and shoulder area. So yes, mainly use it to find the right placement for joints
    1 point
  42. Love this! ... The spacefarer threw a fish towards a black hole and got hit by this black ball in return?
    1 point
  43. Thanks Cerbera your technique has worked! Genius, thank you for your help. I used your technique of drawing the square in the orthographic top view and then joined them to the outer polygons. Then I did the smaller inner extrude. Then I extruded the square shape up and flattened out the top. This top shape was made slightly thinner on the x axis to taper the shape (this caused the sides of the tabs to become non-planer but it is under 2º so I set my Planarity Threshold to 5º). I also rearranged the points on the top of the tabs to match the desired slot shape and also
    1 point
  44. Nice concept. Kind of "Blade Runner" atmosphere
    1 point
  45. Version 1.0

    100 downloads

    I don't think this one needs much explanation, the title says it all. The script repositions selected points into a circle. original topic: https://www.c4dcafe.com/ipb/forums/topic/104197-alternative-to-points-to-circle/ Does probably work with R16 - R21, not sure about S22, will definitely not work with R23.
    1 point
  46. Hey there, Is there any way to have Sketch and Toon's outlines appear in reflections? For example, I have a scene with a mirror and items in the mirror render in a sketch and toon style but the outlines do not appear in the reflection. Any workaround to this? Thanks!
    1 point
  47. The plain needs to be add (dragged) into the effectors tab of the cloner, like this.
    1 point
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