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Showing content with the highest reputation on 09/21/2020 in all areas

  1. Heres a version doing same thing but with all those letters within a fracture object. If you move the fracture it all stays still. You could achieve similar with a shader effector to move the letters in z direction and use noise in the shader tab for the randomness. Deck Edit: it dis change your random pattern but in a similar style excentrico_0001.c4d
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  2. are you using any falloff, upload the scene file and it will get sorted by someone. deck
    1 point
  3. Just checking and it seems there are two ways to go with this, either you choose noise modes Gausian or Random to create your pattern in which case nothing moves, or in your current set up change the "space" parameter from global to UV, I think that should sort it. Deck
    1 point
  4. With you on the shift thing, its changed twice in last two versions I think. I believe you can change it in the prefs somewhere. Deck
    1 point
  5. Video review of Rocket 3F that was made by askNK:
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  6. If anyone missed, the labs plugins were updated at labs.MAXON.net by the sdk support team. (to R23, python and c++). Big thanks to them. ScnNodes is alive
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  7. I find the shadow Cather a bit annoying as the shadow doesn't run under the object itself, I prefer to give the object a comp tag and not seen by camera, then render the shadow on a pure white which you can then use in multiply mode in pshop. or even turn it into an alpha. You can then nudge things about a bit if you need too without seeing the line where the shadow ends under the object. I also sometimes do a full on 100% reflection which I can then blend in or out in pshop if the client changes there mind. Really does depend on your work flow / pipeline tho. Deck
    1 point
  8. I have to agree with CBR. I have tried everything to get cloth to work, and the cloth simulations with X particles have many of the same issues.I always end up faking it with morphs or the jiggle effect or with dynamic joints. Probably not what you wanted to hear!
    1 point
  9. I'll be honest with you - the 'pipeline' for adding full-on clothes to an existing body mesh isn't really up to it IMO. Cloth only works with characters either on a really basic interaction level, like a cloak or something (and even that would be problematic) OR you can not try and do clothes over the top of an existing mesh, but instead make the whole mesh incorporating the clothes, and the areas that have clothes don't have skin underneath them so that then you can animate them as you would a regular model, and add pose morph deformations on top to get wrinkly bits... In that way
    1 point
  10. This sort of thing is easy in Cinema if you get your setup right, and there are lots of different approaches to that. The simplest is just to do separate renders of the backdrop and floor plate - ie the stuff that remains the same, and then hide all that and render the swappable elements elements to png (or some other format that support transparency) with shadow catchers (see MAXON quick tip below). Then it becomes a breeze to add or combine these things in Photoshop or AFX. CBR
    1 point
  11. Thank you EALEXANDER, I am finding the Cafe and it's members an invaluable resource and intent to make a donation in the next few days. I just found the Demystifying Mograph tutorials and they look really good. Very well explained by the creator of the content. This surely is one of the best forums I have encountered. Thanks for all the hard work to the up-keepers of this site. and thanks again for all the help guys.
    1 point
  12. r23 comes with two new templates: the toon rig with an included face rig and a standalone face rig by bret bays. this short was created with those templates, the toon rig for the artist, and the standalone face rig for the bust. also here's a quick promo video of the toon rig, demoing some of its features:
    1 point
  13. Yes, different to ICE, Scene Nodes are not an immediate solution, they are a glimps into the future. Don't be fooled by the small number of assets though, the nodes you see are just the tip of the iceberg. On coding level there is another layer of nodes available to programmers and many of the non asset nodes in 23 are actually still assets, but build one level lower. Of course these will not appeal to non developers, but it should make thinks more interesting and easier for plugin developers in the future.
    1 point
  14. As an avid observer of C4D over the years (I'm a consultant these days advising clients in the advertising sector on the ever shifting sands of DCC technologies), I'd say the biggest danger for Scene Nodes right now is that they create unrealistic expectations. One of the earliest entries on the MAXON corporate blog back in 2016 made a big deal regarding the engineering efforts towards a new Core, and if memory serves right, it was around the time of R13/R14 that talk of modernising C4D's Core was first publicly aired. So we're talking approximately 10 years here; on that basis users can be fo
    1 point
  15. I am not in a position to post roadmaps and i doubt that Dave will go into any real details here, but it is safe to say that future Cinema 4D will have a foundation in what currently is the scene nodes. If you think "What will be supported by nodes?" you are looking at it the wrong way, Scene nodes are the base, not an add on.
    1 point
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