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Showing content with the highest reputation since 05/29/2020 in Posts

  1. 3 points
    Excellent - thank you. Good news - this is a surprisingly well constructed mesh, so will be easy to put bullet holes in. However, as this bullet travels all the way through the sign and you don't want to have to model the same thing on each side independently, so first step is to lose the thickness on that object, which we can then add back later once the bullet hole is done... You didn't say you wanted metal tearing so I will assume you need a relatively clean hole... So, use phong break selection or any other method to select just the flat front polys then do U,I to invert selection and press delete. Now you should have single flat plane to work with. Next, find 4 polygons roughly in the position where you want your hole, select those and inner extrude them once (Extrude inner tool). Then use slide to move the points to circular. (I used points to circle script for this, which you can find online, but can easily done by manual sliding as well). That will give you something like below... Next inner extrude once more to get a nice edge flow around the hole, and then delete the polys at the centre to get your bullet hole, like so... I also tweaked the surrounding points to better meet the hole section (also slide tool). Now you can select all polys, and extrude them back (with caps) to restore your thickness, although you will have to do the edge bevels again, either via the bevel deformer or the command... At distance this will look round, but obviously won't stand up to any close ups where we see the edges. But that is what subdivision surfaces are for, you you could fix that by dropping this mesh under L2 subdivision. Hope that helps CBR
  2. 3 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
    If you save out the noisy image with a normal and albedo those can be used in the Compositor in Blender to denoise using Intel denoiser. In the blender compositor the image nodes should be hooked to the Denoise node which is hooked to the File Output node. Pick a place to save it then hit render. Samples don't matter because nothing is being rendered and the denoise happens after the render and saves to the output. For that reason I'd say keep it on Eevee or 1 sample with nothing in the scene.
  4. 2 points
    You can then use a bump map or displacement to break the edges up. I arranged both sides the same should you have thickness. then bridged between. Edit: Beat me to it Cerbera . . The extra loop you added enforces the edges that you added. Leave this with you Jay
  5. 2 points
    This is the ultimate question. Answer: set all your values to 42. : )
  6. 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
  7. 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?
  8. 2 points
  9. 1 point
    Thank you! I missed the Project Settings part, and google searching never mentioned that. Thank you Very much!
  10. 1 point
    Please complete your profile to show at minimum which version you are working with. Have you changed the units in the 2 different places you need to - Project Settings and preferences / Units ? When I do this my grid defaults to 1 ft exactly. CBR
  11. 1 point
    If I'm understanding correctly, I don't think this is possible in Rs. I'd recommend you post on the official Redshift forums for a definite answer. There has recently been a major re-write of the Rs shading core to enable various new rendering tech, and I think that the whole area around 'volume rendering' is one that Rs acknowledges as weak, so hopefully this might get attention sooner than later. - but I would definitely check on the Rs forums.
  12. 1 point
    This is almost certainly something to do with OpenSubdiv settings, but unlikely to be a bug. Like everyone else here we need the scene file to be able to tell what is going wrong. CBR
  13. 1 point
    Fundamentally what's happening is that the displacement is distorting the texture mapping - so the texture is shifting / swimming on the surface slightly. To fix: Look in the Rs object tag on your sphere > Geometry > Reference section - right at the bottom. Set to Object and then drag your sphere into the object slot. I think that should fix it.
  14. 1 point
    Curious. The subdivision for editor and renderer is set to the same value, so the resulting image should be the same. The Standard Renderer does not have render setting options to switch SDS off, either. There is no animation on the SDS, and the timecode for both screenshots is the same anyway. Doesn't seem obvious to me... Please send a (reduced) scene file. In the meantime, what happens if you switch the SDS to another type?
  15. 1 point
    Go to Sweep object Object Tab and chenge rotation of the sweep..
  16. 1 point
    Check out my newest weekly fun little live-action VFX shot! I'm going for more of a cartoony/realistic vibe. So it's not to scary, and more fun. Animated in Cinema4d and rendered in Octane! Only 10% of my viewers are subscribed to my channel! Make sure to subscribe for more fun videos weekly. https://youtu.be/xFGFk5iKCDE
  17. 1 point
    Alt-click will change the increment to 0.1, Shift-click to 10. (Ctrl cannot be used for increments as this qualifier allows changing several fields as one.) I'm not aware of a method or preference setting to change the increments arbitrarily.
  18. 1 point
    Hi, You need to insert RS Material with environment map (hdri), into environment slot in render settings, and turn on GI. Dane
  19. 1 point
    Hi French Creative AD, I work in motion design and digital advertising. Started 3d more than 20 years ago with 3d Studio. Switched to cinema 4D 10 years ago. Now I mainly use the software for prototyping, proof of concept, style frames and short animations. While, given enough time, I can generally produce what I need with cinema, I hope to discuss in the cafe about workflow optimisation, time saving tricks and neat features with experts from all over the world.
  20. 1 point
    You mean show Vector displacement? If you mean that then you either need to use something like Zbrush to produce the dense mesh needed for such a task or find a vector displacement of a bullet hole online. You could try to sculpt the peeling parts In C4D but that could get difficalt. (more so if you have Ngons) Personaly If it was my project and would have planned ahead how I could form the volume of such a holes exit via modeling then add a map to that. Adding a standard displacement is easy. PS: Looks like you didnt follow the method we showed and gone down the boole option, this has now introduced Ngons and has made any futher options void. If you had a nice loop as sugsted you could have extruded peel back on the exit. The hold looks too big also, that gun is firing a missile. Do you need furthger help in doing it the way cebera had laid out as that way is clean, always choose the clean option where posible. Dan
  21. 1 point
    Hi everyone, I'm Marco from Valencia, Spain. Started my journey as 3D Artist in UK long time ago. Founder of a CGI boutique studio started while ago in London and now based in Valencia. Shifted to C4D recently, so happy 3D to all! Cheers M.
  22. 1 point
    Yes, funnily enough we just found this last night and were thinking of giving it a go. You've given me some food for thought now and we have a bit more time as we've decided to go with a simpler first stage launch then update with animation at a later stage. I will definitely be in touch at some point soon I've no doubt. Would you be interested in helping in an advisory capacity? i.e. We'd be happy to pay you for your help as it might get a bit complex
  23. 1 point
    No problem. Let me know if you have any questions or run into any issues. Scene prep is important so try to optimize for Unity before export. Are you familiar with Sketchfab? I use it to test/share/preview client models.
  24. 1 point
    I know it's bit a late response but maybe still will be of some use. To split stream of particles, you could use a Birth Number as a custom particles channel. Then using math node in modulo set to 2, you can send every second particle to a different group. Remember to set the condition node data type to Link and drop the names of your particle groups there.
  25. 1 point
    My advice is to export to Unity and use the Khronos Group Unity GLTF exporter with animation turned on. The Blender GLTF export is another option. I have not had luck exporting directly out of C4D.
  26. 1 point
    Depends on what it is as its can be displacments, normal maps with the right texture map. You could also make actual holes in the geometry and place displacments around that. Look for bullet hole displacement or alpha maps online. Dan
  27. 1 point
  28. 1 point
    Oh I see. You need to use a Pixel Shader on the image, directly in Cinema, where you can add it as a parent of any material bitmap. CBR
  29. 1 point
    Thanks for mentioning tutorial, I'll look into it, and see if its applicable!
  30. 1 point
    Basically you just clone a load of square polys (most likely in Grid array mode), and then use a Shader effector, and a material (which gives you the mapping), to color those clones as per the image driving the shader. The manual does explain all this... Or there are various tutorials online, of which this is one... You would not use cubes in your cloner like he did, but rather flat planes or polygons... You can define in Cinema which layers in a PSD get used, so you need as many materials as you have layers to make that work by assigning a different layer to each cloner set. CBR
  31. 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
  32. 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
  33. 1 point
    There is a huge body of work in dynamics. Some of it is extremely relevant to the future of dynamic simulations (like the CD-MPM method in the first video) while others are interesting but have a more narrow range of applications (like the thermo-mechanical MPM solution for baking and cooking). There are even some that I am struggling to see why it is relevant: in particular the SPH method for snow simulation. Honestly, the MPM methods developed back in 2013 produce more realistic results and the video makes no effort to explain why SPH is a better method (faster to compute? Less memory?...no idea). Nevertheless, do NOT expect to see any of this in C4D any time soon. I would imagine that their first offering will be in liquids as there are already elements of the program that can handle fluids (dynamic fields and the mesh solver). What may be a limitation is C4D's ability to handle millions of particles in the view port. Should they want to move into gaseous liquids, then they need to improve their native rendering capabilities. Where you will most likely see some of these latest developments will be from Insydium. Honestly, X-Particles already has cloth, liquids, fire, volume breaking, hard body dynamics, soft body dynamics and the ability for one simulation to drive another (or n-systems). That is huge. Their architecture (it all starts with points and particles) enables all these systems to influence each other. Fine tuning everything with material point methods (MPM) would (in my humble and completely non-expert opinion) fit right into the trajectory of their development timeline. I would also imagine that the developers at Insydium have probably already absorbed each and every technical paper they can get their hands on. They are so far down the road on this, I would imagine it is a bit of discouragement to MAXON to develop anything on their own ("why bother....XP is moving at light speed"). Smarter to work a licensing deal with Insydium to get better dynamics into C4D when you are this far behind. This would be similar to what MAXON did with Ministry of Flats on UV mapping. Of course, that creates all sorts of problems for existing XP owners like myself (similar to when MAXON made Studio available for everyone), but it could happen. Dave
  34. 1 point
    Nah it seems like you got it spot on, I will do that, thank you very much!
  35. 1 point
    Well, V-Ray in C4D is kind of a half baked thing unfortunately, at least the ones that were not done by ChaosGroup. I don't know when those will be available or if they are already. What you can do is either look into the overall V-Ray documentation (because they are the same render engine just in a different host software) or just use the V-Ray4C4D documentation. Maybe such a list exists, but I don't know of any. Different render engine means learning stuff again, no render engine is the same and just because C4D has stuff doesn't mean that other renders have the same
  36. 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
  37. 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
  38. 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
  39. 1 point
    NVLINK: Does work on: - All Quadro RTX cards - Titan RTX - RTX 2080Ti - RTX 2080 super - RTX 2080 - RTX 2070 super (not sure) Does NOT work on: - RTX 2070 - RTX 2060 super - RTX 2060 - GTX 10XX (needs confirmation) Source: https://hothardware.com/news/nvidia-geforce-rtx-2070-gpu-will-not-support-nvlink-sli-but-why (the 2070 super is based on the 2080 board, i guess that's why it is in the supported list)
  40. 1 point
    Agreed. We shouldn’t have to buy a separate plugin to be up to par with what 3ds max, Maya, Houdini, and Blender already have.
  41. 1 point
    It doesn't do anything because it's not in the effectors list of any of the cloners
  42. 1 point
    Well, what I usually do for this is to use PureRef (which you can download for free), put my image inside and set the window to be a transparent overlay that is always on top, that way you can get the desired effect pretty easily and comfortably
  43. 1 point
    Nope - can't be done natively. If you need a ref pic that usefully moves with the viewport you have to put it on a plane object (of same aspect ratio as pic) in the scene. CBR
  44. 1 point
    Just for kicks and giggles, I downloaded the file and tried to render it on my wimpy and very cheap every day computer (not the machine I use for serious work in C4D). That every day PC only has 8 Gb of memory. As expected...it ran out of memory. I then made one change: I turned off displacement on the 3 textures that use it. I just rendered it to the viewport and then took a snip (around 1800 x 1000). It is still working through the 12th pass of the progressive render when I captured this image. Now, there are no textures loaded but as you have 16 Gb of memory (vs. my 8 Gb), then maybe it is worth a try without displacement. Or you can drop over 500 euros on more memory...which is not a bad idea as you will always benefit given the machine you have. Dave
  45. 1 point
    Somehow the castle design is really interesting - I absolutely like the look, it has kind of a dream quality to it, with these ultra high walls and the gobo lighting. Very nice. I think you could put a bit more work on your animation tangents though, especially the head rotations look a bit too sharp and could use a few moving holds IMO. Did you model the castle and textures completely from scratch or did you work with assets?
  46. 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
  47. 1 point
    The thing is all the mentioned examples above have plugins/add on available, but it didn't stop them from making their own NATIVE system. - 3DS MAX have Phoenix FD, Realflow, FumeFX, Thinking Particles, the new TyFlow etc... - Maya also have Phoenix FD, Realflow, FumeFX, along with crowd sim plugins such as Golaem crowd and MiArmy while having Massive as their native crowd sim system. - Blender have Flip Fluids, Molecular script, etc... - Houdini not sure they have any vfx related plugins judging by what they already bring to the table. I mean C4D could make their own (from scratch) simulation system which would be great, or they can buy/license what already exist (like what they did recently with Ministry of Flat's UV unwrapping tool) Maya did the same with Bifrost and Massive.
  48. 1 point
  49. 1 point
    Blender ships with an add-on called "Import Images as Planes", which makes it a doddle to import any number of images in one swoop, map them to planes, tell it to offset the planes at a preset distance and the axis, and have them track the camera. All part of the plugin. Camera (projection) mapping is also fully supported in Blender. And, unlike Cinema4D, Blender features a nodal compositor, so it is easy to composite things directly in Blender as well. Last, but not least, Cycles (Blender's renderer) has really nice GI and overall output quality. It's a modern render engine, and if you have a good GPU it will render your work fast. If you need faster output, e-Cycles is even faster (not free, though).
  50. 1 point
    Hi Guys This problem had my brain ticking over thinking of tracers following a target on circle getting faster and slower etc but actually you can do a bit with effectors, but its a bit tricky getting the falloff correct. If you set the effectors deformation tab to point mode and just move the spiral points in one direction, then you can use the falloff to control the movements. I don't think I've quite mastered getting that ease in ease out kind of falloff here. Can also get a but lumpy in the transitions. Only seems to work with linear falloff. so you can move or animate the effectors to change position. Far from precise control tho. a plain and shader option here but can't seem to fine tune the grad on shader. Bit of experimentation required. Maybe a mirrored plain effector back to back with the other one with opposing fall offs may give that smooth in and out feel. Possible addition to the formula option Deck Helix effectors.c4d
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