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  1. 4 points
    Hi all, Some of you may know the aaOcean plugin - for ocean / sea surface creation. It's been available for a while, but broke with the R21 update. I'm pleased to say that, due to the voluntary work of Kent Barber, it's been updated for R21 / S22 on both Windows and MacOS. I've also expanded the minimal documentation that was available. Sorry for the slightly convoluted links - but if you visit: http://vantagegraphics.co.uk/aaocean you'll find links to the plugin itself - and for the updated documentation file. Hope you enjoy it.
  2. 2 points
    Not sure if someone is into games here, but I've been working on a fan art for Last of Us, Joel. Specially now that the second part will be released in a few weeks! I'm struggling a bit with the rigging, specially wrist area, etc.. but getting there. Did box modelling, and painted in substance painter. Im thinking of doing some details and fixing somethings in Zbrush, not sure yet. Rendering in Redshift.
  3. 2 points
    I'm pretty sure the guys at MAXON already know about most of the technical papers presented at SIGGRAPH for the past decade and all the different techniques they could use to make a nice "multi-physics" solver for Cinema 4D. Lots of cool techniques (some geared toward more accurate/realistic behaviors where others are optimized for speed): - SPH (Smoothed-Particle Hydrodynamics) - (Houdini, Realflow, X-Particles) - FLIP (Fluid Implicit Particle) - (Houdini, Realflow, X-Particles, Mantaflow, Flip Fluids) - PBD (Position Based Dynamics) - (Realflow) - FEM (Finite Element Method) - (Houdini) - PIC (Particles In Cell) - MPM (Material Point Method) - (Maya "Bifröst") - CD-MPM ( Continunm Damage - Material Point Method) - (SIGGRAPH 2019) - ADMM-MPM (Alternating Direction Method of Multipliers - Material Point Method) - (SIGGRAPH 2019) - HOT-MPM (Hierarchical Optimization Time - Material Point Method) - (SIGGRAPH 2020) The list is too long to post here, so i will just put a few wild SIGGRAPH videos here ranging from (water/cloth interaction, water/hair interaction, cutting a piece of meat, baking some bread and cookies, shredding a piece of bread, lots of rubbery/elastic silliness and more...) There is so much new techniques and methods to have cool Simulation harnessing the power of Multi-threaded CPUs, Multi GPUs, AI, etc... just waiting for ppl to implement them
  4. 2 points
    What is important to achieve this look is more the lighting than the materials, I think the main factor is having a very large point light that draws supersoft shadows and. The material of the walls seem to be quite simple, maybe the first and last use a bit of sheen - what render engine are you using?
  5. 2 points
    I think it's pretty easy to do this yourself without any plug-ins, although you get a pattern different from the one Cerbera showed. I use a technique that works when the number of Rotation Segments of the cylinder is a power of 2 (i.e., 8, 16, 64, 128, etc...): 1) Create a cylinder making sure that the number of Rotation segments is a power of 2 and Caps turned on with 1 segment. Convert it to an editable object and Optimize if you have an old C4D version to make sure that the caps are attached to the rest of the cylinder (!). For a 16 segment cylinder, you now have something that looks like this from the top, which by now you are quite used to seeing (I selected all of the points in point mode for better visibility): 2) Now, we want to get rid of all but four of the radial edges but keep that central point, as illustrated in the following image: The quick way I go about doing this, which is especially helpful for cylinders with very many Rotation Segments is to go into Edges Mode and simply use Live Selection with a reasonably sized brush to select all of the edges stemming from the center, by clicking on the point at the center of the cap. You can also just select any radial edge and do a ring select (U~B) on any other radial edge, to select them all, if this way is easier for you. Then, I just Ctrl-Click the four segments, in Live Select, that form the cross shape I don't want selected (the edges going in the up, down, left, and right directions from the center) which are always constant in number (i.e., exactly four). Finally, the the edges that remain highlighted (as shown in the above image) should now be dissolved (i.e., M~N, Ctrl-BS/Del, Right-Click menu, or however you like to do dissolves). 2b) OK, if your cylinder only had 8 Rotation Segments, you're done (congrats!) and you can skip the rest of the steps. 3) For cylinders with Power-of-two Rotational Segment counts >=16, we're left with a cap Full-O-NGons at this point, as indicated by the reddish NGon lines in the image below. I've gone ahead and selected the central point in Point Mode for the following step which does most of the remaining work of creating the quad topology: 4) In Points Mode, with the central point (and only the central point!) selected we want to do a Bevel operation (M~S) with the settings shown below: Tool Option Offset Mode: Proportional Offset: 100 % Subdivision: 3 {See Note} Note: Type a value that is the following function of N, the number of Rotation Segments you started with: Subdivision=N/4-1. Since I used 16 segments for this example, 16/4-1=3 for the Subdivision count. (For 32 starting segments, it would be 7, for 64, 15, and for 128, 31) - just divide the starting number by four and subtract one. Depth: -100 % Limit: Unchecked (but doesn't matter, int his case) Shaping Shape: Round Tension: 100% Topology You can leave all of the Topology options unchecked... 5) We now have the following almost complete topology and I've gone ahead and once again selected all of the points to improve their visibility in the demo image below: 6) Unfortunately, NGon lines remain. This is because the Bevel tool slightly "missed" the existing points by a tiny offset, so we are left with doubled points along the cap's circumference that are very close to the points they should be right on top of. It is important to note for the next step that the bad, misaligned points, are the ones that have at least one edge stemming from them and going into the cap and connecting with another point in the interior of the cap. The good original points, are the ones along the circumference of the cap with both edges coming off of them forming said circumference. 7) To fix things up, you can go one of several ways here. These include the fast, easy, but not very accurate optimize operation to help merge all of the duplicate points, all the way to welding each pair of points by hand using the Weld Tool, Stich-n-sew, the Polygon Pen tool, or whatever floats your boat. Personally, I prefer the "by-hand" methods for smaller numbers of rotational segments in order to make sure that the Bevel created points get repositioned and merged to the correctly positioned pre-existing points. For larger Rotation Segment counts, Optimize is you more prudent and pragmatic pal. Going the Optimize route will tend to merge points at the midpoint between the original, correctly positioned circumference points and their Bevel Tool created pairings. This will slightly shift the original points in the process. On the positive side, the result of this is that the NGons will be gone in a single broad stroke, but the points in the top cap may not line up perfectly with the points in the bottom cap, which may or may not be OK, depending on how this object is used/modeled going forward. I will describe more specifically my welding approach when precise point positioning is desired, which is often the case for low Rotational Segment counts and/or scenes that require very accurate placement. I start by switching to Polygons Mode, select all of the polygons in the cap being worked on and then do a "Hide Unselected" command to hide all other polygon geometry of the cylinder and to in effect solo just the polygons of the cap whose points I will be manually optimizing. Then, in Points Mode, I weld all of the misplaced duplicate points using the Polygon Pen tool (don't forget to check Auto Weld from the Poly Pen options in the Attributes Manager!) to their properly positioned points along the cap's circumference. As previously mentioned, the misplaced points are the ones with edges going into the cap, either towards the center or towards a point int the cap's interior. It would be a good idea to zoom in for precision. Whichever of the above methods you choose for cleanup, the result is a relatively nice Quad based cap topology, as shown in the image below: I will now include additional images that demonstrate the resulting topology for 32 and 64 Rotational segments, just to give you an idea of what you will get: 32: 64: It is important to bear in mind that the above images represent flat cap surfaces (and not spherical ones). If there are any negatives to this topological quad-based layout it is the fact that the resulting quads tend to get slightly larger towards the center and smaller towards the original points that made up the initial "cross shaped" edges (i.e., the quads get progressively smaller towards the top, right, bottom, and left edges along the circumference of the cap). You can resize from the center with soft selection turned on to equalize things a bit, but I won't go into that here, since it is a process that would require an article of its own. I hope the above steps help you out, at least until MAXON adds some quality Quad Cap options to cylinders.
  6. 2 points
    Hi. Here is one way to do it. 1: Make plane primitive then place it to top of bottle cap. 2-3-4: Select and Extrude the edges twice down to fit close to bottle. 5: Use Loop Path Cut to add polygons for even distribution (square polygons. 6: Make a selection set at ends to use with shrink wrap. 7: Add shrink Wrap deformer and drag n drop selection set into falloff. This will only then effect polygon selection area. 8: Add cloth surface tag (if you cant find it press shift + c to bring up command and type in cloth) Add thickness and turn on bulge if required. bottle with safety lid tab.c4d
  7. 2 points
    One of the tasks that is deceptively harder than it looks is determining the pattern of the spikes on the sphere itself. If you notice, they form a repeating pentagram (5 sides) around the surface. You can't use a normal sphere's polygons to guide you because all sphere primitives follow either a 4 or 6 sided polygonal pattern. One thing to consider is to use a platonic dodecahedron placed within the sphere (turn X-ray on) as a guide on where to place your spikes. Just a thought. Dave
  8. 2 points
    Not surprised you are struggling - this looks like quite a simple modelling proposition, but actually isn't. In fact to model this as a single mesh would require a relatively wide range and knowledge of assorted modelling techniques, but as the spikes are separate objects in the real world, that is how we should model them as well, which certainly makes things easier. So, with that said there are 2 main parts to this - modelling the hatch in the main shell, which you should do based on one of the polar sections of a standard sphere. And the spikes, which you can clone on to the surface of a helper sphere object if you can find one with the right distribution of points, and then adjust the Z position of those to better match your mine. As for how to achieve the curvature on the bases, that is best done right at the start of their creation (which should begin with a disc object) using subdivision and deformers, either double bend objects at 90 degree offsets from each other, or maybe an FFD or even something like the wrap deformer with suitable settings... or you could even project your disc onto the sphere. CBR
  9. 1 point
    Yup, split them selected them all and run the Axis Centre "Centre Axis To" command. Dan
  10. 1 point
    Right, it looks like its something in your render settings I copied the scene and pasted it into a new scene, and it renders fine. I saved the default RS render settings, and loaded them up in your scene, it rendered fine. The fix here is right click in the render settings and select new. The new RS material will work. I did look through every setting between new and old and found nothing but the fact that the new settings fitted the objects into the render view, while your settings the object where way bigger in the render. Dan
  11. 1 point
    You can open several Attribute Managers. In an AM, you can lock the mode, or lock the element it's currently showing. You can also define what modes are allowed for an AM. So you can have one AM open for the tool (restricted to Tool mode only), and one AM for everything else (which allows all modes except Tool). Personally, I have a number of AMs open for Tool, Camera, View, Modeling, and "all others" so everything is in plain view all the time. To perform these settings, look into the Mode menu of the AM (consult the Help for more details).
  12. 1 point
    Ok, cheers. That issue is fixed in R21 and above. Here's my result after calling that command... Unfortunately I do not have any information about if or when that will be fixed in your version. CBR
  13. 1 point
    I just tried this out now! Thanks so much it is looking so much better I can't believe I never thought of using a spot light. I am still new to 3D. I really appreciate your input you have helped me a lot.
  14. 1 point
    We can't say until we know what is causing them, and we can't know that until you upload your scene file ! CBR
  15. 1 point
    What works even better is deleting the PSR constraint on the wrist bone and give it a parent constraint tag to the controller. The method with the PSR constraint gives me weird deformations when rotating too much
  16. 1 point
    I haven't looked but while the Mixamo Character rig controls the Mixamo bare rig Motion clips are not cross compatible as there will be controlers within the Mixamo character rig and the Motion system will include them in the hireachi. Until I have a check I would think that your best to put your motion clips together, then put the whole animation backed back into keys. Add Mixamo control rig to adjust areas of the animation. Another thing I haven't looked at is of you can use Animation layers for the mixamo character control rig as this would make sense to keep the keys separate from the target mixamo keys. If its the case that you just cant use the Mixamo character rig while the mixamo keys are baked into motion clips you may need to add a layer within the motion clips an place it at the top, above the mixamo target. So to be clear the bare mixamo motion clips below and the mixamo character rig keys above. Dan
  17. 1 point
    Adding a 'Mean' filter cleans up a small amount.
  18. 1 point
    I totally agree with this thread. Not on the part of particles though. C4D native particles will never replace x particles which is an excellent if not the best particle system out there. Extremely easy to use, great results. Same goes for TFD. Extremely fast and 100% reliable, the thing doesnt even crash. I dont even think voronoi needs anything more. C4d is a mograph software aint houdini, will never be vfx tool imo, so I try not to compare apples with oranges. Cloth though + soft bodies, well they are way back from other software. Ofc the art directability of both is excellent. But cloth with collisions is simply not possible. Soft bodies with nice geo either. Only low poly stuff. Something like vellum, would make c4d a complete software for me. I am already learning houdini (i know marvelous) but both not by choice. I am forced cause c4d hits wall in that department. Thanks guys for bringing this up. This year in IBC i spoke with devs they listened, but i dont think this is on their plans soon. And i think c4d shouldnt take any other direction rather than solidifying its main purpose: mograph
  19. 1 point
    Yup, i bought a pair of Gskill F4-3200C, the same as the pair i have in my system to avoid bottlenecking and conflicts, hopefully this will solve the issue, thanks again!
  20. 1 point
    Since standard rendering engine does not follow real physical properties, it can be hard to tweak. I think that was one of the reasons people migrated to engines like VRay before physical rendering was developed. Even non physical materials can be an issue. I hear Arnold is good. Good luck.
  21. 1 point
    You did well to find it - he does produce A LOT of videos ! CBR
  22. 1 point
    Moved to correct section. Can you: a) ctrl click to remove it ? b) ctrl double click to remove it ? c) right click it, and choose remove ? If none of that works try a restart and see if it persists. If it still remains after that you will need to upload the scene file so we can take a proper look. CBR
  23. 1 point
    Make sure it's fast memory as well - the performance of your Ryzen (you have same processor as me) is very much linked to how fast that is. Id say you wanted PC3200 minimum. CBR
  24. 1 point
    Meh. So I sat down and wrote a few quick scripts for material management. The first one is here, have it for free: import c4d from c4d import gui def main(): name = "" search = c4d.gui.RenameDialog(name) if search == None: return search = search.lower() mat = doc.GetFirstMaterial() while mat != None: if search in mat.GetName().lower(): print "Found!" doc.SetActiveMaterial(mat) doc.GetActiveMaterial() # Should be called afterward to update the internal selection state. c4d.CallCommand(16297) # Find first active material c4d.EventAdd() return mat = mat.GetNext() if __name__=='__main__': main() This one shows a dialog to enter a (partial) name string. The script will then select the first material whose name contains the string (case-insensitive) and scrolls to that material in the material manager. (Also attached as file as we know that copy&paste sometimes works weirdly.) The other three are for my Patrons on Patreon here: https://www.patreon.com/posts/script-club-1-13-37630995 They contain one script to select all materials fitting the search string, one script to filter all materials fitting the search string (making all others invisible), and one script that makes all materials visible again. I have given them just a quick test, so if there is any trouble, notify me. Material_Search_ByName.py
  25. 1 point
    I'm not sure what help is available to you ! You simply need more memory to render that scene ! 16 GB is not really enough these days. I'd say 32 is the practical minimum for larger projects, with sometimes 64 or even 128 being needed, especially when using a lot 8K megascans etc... CBR
  26. 1 point
    Do you watch Rocket Lasso at all ? Because i am fairly sure I remember him covering something like this - if not exactly the same, it was closely related, and would probably be of maximum help if you could find it. Of course I have no idea what episode it was in, so maybe someone with a better memory than me will be able to chime in and narrow down your search... All I do remember about the tut itself was that it used softbodies to get perfect intersection-free results. CBR
  27. 1 point
  28. 1 point
    Planning a nebula scene and messing around with options. This of course is not what I am after but I may as well put it up as it is quite pleasing and shows potential
  29. 1 point
    I don't know what your initial problem was ! But it is possible to model everything without ngons, and it would be possible to cut this mesh all the way through despite them using Plane cut or Line cut, which are both tools that that are designed to accommodate ngon editing.. CBR
  30. 1 point
    It is worth remembering that a lot of the poly modelling tools work predictably when working with legal topology. Allowing ngons in your meshes, which is generally speaking bad practice anyway, adds a degree of unpredictability to poly tools, and in some cases prevents them working... CBR
  31. 1 point
    More work with the Aston Martin.
  32. 1 point
    The strength field is not limited. You will get the same trouble if you switch the widget in the Attribute Manager to Float Slider. You can get around that by defining a User Data float slider with sensible limits (e.g. -100 ... 100), use Set Driver / Set Driven to create an XPresso connection, and drag that field to the HUD. AFAIK you cannot change the limits of a built-in slider directly. (You CAN but only if you manipulate the GUI definition files... rather don't.)
  33. 1 point
    Hi Cerbera, Wow thanks for all your detailed advice! I'll be sure to research the topics you have mentioned, especially edge flow as I often find myself stuck when modelling with no choices left but to resolve mesh issues by adding triangles. I read that having a good edge flow on a model will prevent you from having to do this so perhaps I will practice this technique on a simpler model just so I get the hang of it. Also interesting about the disc primitives and FFD deformer which is a new way to approach this that I hadn't thought of. And totally agree with you on doing a model second time round. I find myself remodelling things over and over as I sort of feel the model isn't quite right and am always surprised at how much better the results are each time just by approaching it with a different method. Thanks again for your tips on this!
  34. 1 point
    Is there any specific reason why you wanted it to be on a green background? Were you wanting to key out the green? If so, there is no need to do that. You can render out the image with an alpha channel. I do this often. Just render it as a PNG and make sure alpha is enabled. See attached images for how to do that.
  35. 1 point
    I started making some mini vfx shots with my daughter for fun. This is my first attempt at vfx integrated with live action. Let me know your thoughts. The 3d assets were created and animated in Cinema4d, and rendered with Octane! https://www.youtube.com/watch?v=uMOMhUummYc Make sure to subscribe for more fun videos weekly
  36. 1 point
    On a quick break, so just popped back to say that once you have extruded your ridges (just needs a single extrude) you can use Normal Scale (as different from the regular scale tool) to slightly shrink the extruded polys all at once which will give you slightly nicer rounding and finish to them. CBR
  37. 1 point
    I can give you the brief strategy / overview, but unfortunately do not have time to explain in great detail at the moment. Th best result will be achieved via regular SDS poly modelling, starting with Lathe with the same amount of radial segments as there are ridges in your bottle, then making it almost immediately editable, and manually extruding the ridges from there... this way they will follow the curves of your topology when used with Subdivision. CBR
  38. 1 point
    Heres a version where I have animated the damping to 100% after the last domino falls. for a complete stop you could also animate the dynamics timescale to zero in the project prefs. in a bit of a rush at the mo so no time for a greater explanation. Deck domino rally3.c4d
  39. 1 point
    I used hinge connectors here with angle limits for bounce. Opens with custom angular velocity, but you could use a collider object in the box keyframed upwards. You can add damping in the force tab on the dynamic tag. box.c4d with object box2.c4d
  40. 1 point
    I've been playing around with it, thank you for taking the time to explain it!
  41. 1 point
  42. 1 point
    Do you have an example of the problem, and what you want to achieve? Not sure I understood
  43. 1 point
    Please complete your profile to at minimum show which version of Cinema you are using. We can't really help unless we have that information. CBR
  44. 1 point
    Yea to be honest I wouldn't use either of the techniques you provided examples of above flat surface or not, mainly because they're ugly:) one would prefer a nice quad patch like the example @Cerbera provided:D
  45. 1 point
    First of all the top of this cylinder is flat - fully planar, so it doesn't matter if there are triangles or complex poles, even under subdivision. There is no functional difference between the 2 quad options you have shown - they are all kite quads at the centre, and either is an equally acceptable solution for quads on a planar surface. However, both of these ways are rubbish under subdivision on a curved surface - in that case neither will do because you can't be having the complex pole that remains at the very centre, which will result in artefacting during render. In that case then this is the answer for quad solving - it can cope with curving in any direction, and has not a single complex pole anywhere ... CBR
  46. 1 point
    Z-Depth can be used for different kinds of effects that rely on the depth information. These include but are not limited to DoF (what you already know) and fog effects for example. When you want to add your DoF in Post with Z-Depth you DO NOT use DoF in your final renders. The entire point with Post DoF is that you don't have to invest the additional rendertime to do it properly in the render. It does have it's limitations and does not look as good as "real" DoF, but in many scenes it works just fine. EDIT: You import the Z-Depth into After Effects and apply the Camera Blur effect on your main footage. Then you use the Z-Depth as "Mask".
  47. 1 point
    Hello, For a modular terrain generation plugin I work on in my spare time, need a couple of beta testers. In short, the deal would be: You test the plugin, report bugs, create example scenes & renderings, request features. I develop the plugin, fix bugs, and give you the latest builds. Of course, everything that is shown or discussed during the beta test, is totally confidential. When the beta test ends, you get perpetual licenses for the plugin The plugin is actually still in Alpha stage, but I wanted to get some feedback as early as possible. Since I have a job, a relationship, a child, and other interests, too, don't expect this beta test to get stressful If you're interested, please drop me a private message. Best greetings, Frank
  48. 1 point
    Hey man, hope you're well… Yeah, they opened in R21 so I resaved them and they opened in S22… I think this was an X Particles thing, I was using an older XP build … I've updated my XP so hopefully it won't happen again.
  49. 1 point
  50. 1 point
    In this Cinema 4D Quick Tip we take a look at Baking Mograph animations down to objects, specifically animations that are associated with Generators and Effectors. If you would like to support Digital Meat, or follow me on social media, see the below links. Website: Digitalmeat.uk Patreon: https://www.patreon.com/DigitalMeat3D Merchandise: https://redbubble.com/people/digital-meat Support: https://digitalmeat.uk/donate/ Facebook: https://www.facebook.com/digitalmeat3d/ Twitter: https://twitter.com/digitalmeat3D
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