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Showing content with the highest reputation since 05/21/2020 in all areas

  1. 7 points
    Hi guys! My 2 cents on the topic: https://pbs.twimg.com/media/EMfgEuGXkAIr0tj?format=jpg&name=900x900 Besides the jokes, I think Cinema 4D is one of the greatest software that I have used and now is affordable even for my location. When I open Blender, all the navigation and stuff make me feel I got into LADA car (it is old soviet cars)it can drive you in every place but in the most uncomfortable way, when I use Maya, I feel like I am driving Alpha Romeo - beautiful but it breaks every 10 km., when I use 3Ds Max (my first 3d app) I am feeling I am in a tank - I have 2 handles for everything, when I use Houdini...well like I am in CERN, I am accelerating particles to make a cube, and I accidentally make a hypertorus packed with monkeys, which are consumed by the black hole that also accidentally appeared...I end up making the cube with real paper from the garbage in the post apocalypse world that I have created. when I use Nuke - I am using BMW, cool but too expensive and in the winter you don't go out with it... and when I use Cinema 4D - I am in a AUDI! Feels good and takes you where you want to go! The grass is not always greener on the other side!
  2. 3 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.
  3. 3 points
    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
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 2 points
    Hello all, I had a plugin to create studio backdrops that ceased to work, so I made my own. You can get it for free here : https://www.dropbox.com/s/m12a5u23b6x67l0/BazStudioScenes.c4d?dl=0 Might not be perfect but it works, enjoy !
  9. 2 points
    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
  10. 2 points
    that meme made me spit out my beer
  11. 2 points
    No no you misunderstand me - it was you saying you were a beginner that made me think you wouldn't be on the beta team ! Anyway, thank you for checking out the posting advice, and changing your profile. As @DasFrodo says, if you can attach a scene file that is the best and fastest way to show us your problems, because our answers depend on understanding your whole setup, so we need to see it... CBR
  12. 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
  13. 1 point
  14. 1 point
    I think there is lot of potential with Blender now for C4D users because of new interface.
  15. 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
  16. 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
  17. 1 point
    The loop cut has a few options. Have you tried disabling some of them? Sometimes the cut will not continue if it comes across an N-gon or pole.
  18. 1 point
    maybe inverted normals, breaked phong shading or disconnected polygons...
  19. 1 point
    More work with the Aston Martin.
  20. 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.)
  21. 1 point
    SOLVED! Bumped up the min samples on unified samples and that fixed it. Also was able to lower the volume samples to 1024 and fix any minor noise with noise reduction. The settings that fixed it were in unified sampling. Samples Min: 256, Samples Max: 512, Volume Samples: 1024, Desnoise set to OptiX on default settings. There is some minor denoise artifacting, but not enough to worry about.
  22. 1 point
    Without mayor testing I could emagine this to work. It feels a bit complicated so there may be a simpler solution. ok... so this is a untested setup, but you could try this. make a Matrix objekt (linear) with the amount of elements that you need diferent phonetic sounds. arange them for example x0 y0 z50. Use the clone selection tool to generate one selection tag for each element. generate one sound effector with y100 for each element and use one selection for each effector. define the fequencies in in the effectors. Now every element should rise 100 units when its sound is played. to read out this information. use a xpresso node drag in the matrix and connect its object exit to a Data node. Whith it you should be able to extract the z Vallue of each matrix element. best regards Jops
  23. 1 point
    haha ye my friend told me it totally freaked her out
  24. 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
  25. 1 point
    Have you tried UV mapping the sphere? If you UV map it, and relax it, the texture should be even across the entire surface.
  26. 1 point
    Vray and the standard C4D renderer are not compatible. If you try to render Vray materials on a model using the standard renderer, it will often show up as orange. If you don't want to use Vray, you will have to go through the model and replace all of the Vray materials with the standard materials. The reason why the render looks washed out is because there are no lights in the scene. Whoever put that file together did not include the lighting setup that it shown in the renders (the sunlight). If you go into the Vray settings, in the environment tab, you'll notice that it is set to a light blue color (see attached image). This means that a light shade of blue will be applied globally. That is the only light being emitted in the scene. This is why your image is washed out. Normally the environment is set to black. If you want to render a sunset type image, you'll need to add a Physical Sun + Sky object and make the proper adjustments to it.
  27. 1 point
    I've been playing around with it, thank you for taking the time to explain it!
  28. 1 point
    Hi! The only thing I notice is with v6 that it is faster but not better. And I still get artifacts with detailed shots when working in 2k or higher. Sometimes i get better results with the native Force Motion Blur
  29. 1 point
    I see! That's really interesting. Thanks so much!
  30. 1 point
    Thank you! Hope to see some new work from you soon too.
  31. 1 point
    Looking good bro! Glad to see you're still going with these
  32. 1 point
    Do you have an example of the problem, and what you want to achieve? Not sure I understood
  33. 1 point
    Thank you for your answer, I followed your advice and contacted one of the administrators of the server. Now I just have to wait for his response. I thought about that before and deleted the cache of the browser and also followed your advice with the incognito mode but unfortunately it didn't work. Anyhow thank you for your advice!
  34. 1 point
    That's hardly a valid comparison. With a leased car, you may no longer be able to drive if you don't pay, but you don't lose all your already-driven distances. And if you change to a different car, you don't have to get a new driver's license.
  35. 1 point
    Hi everyone, I've been using C4D for about 1 year now and I am trying my best to improve my 3D skills in order to use it in my graphic design projects. Nice to meet you all!
  36. 1 point
    Hello and welcome to the cafe. 3D covers a wide range of skills, what area are your interests in? Dan
  37. 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
  38. 1 point
    05.21 More product shot practice.
  39. 1 point
    In R21, the flag does move with the pole, and apart from some intersection issues caused because the pole itself has no cloth collider tag on it, that is actually working in my viewport with your current setup ! However, if you cache the flag with the pole stationary, then obviously it can no longer respond to any movement you subsequently make with the pole. But you can cache the cloth AFTER you have recorded any pole movement animation and then it should cache the flag movement including that caused by the animated pole. Not sure if that answers your question as to why that may or may not work in R19, but I don't have the version installed any more to test in... CBR
  40. 1 point
    Thanks a lot man !!!! very kind of you. I needed to figure out a way to make it nice and metalic again after what you suggested but I think I made it ! thanksssss !!!
  41. 1 point
    More interior work with Corona renderer.
  42. 1 point
    Not sure why but as son as you set the generate option to circle, it seems to then require a regular texture on top of hair, whereas when generate is set to none, you still get the expected colour and width from the tag, but no geometry hence the flat bottom of triangle on grab below. I don't know much about hair, so maybe one of the other members might enlighten us both. Deck
  43. 1 point
    just uploaded a compilation of all the toon FX setups i've done to vimeo
  44. 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
  45. 1 point
    c4ds rigging tools are much more capable than most people think! we do have a few limitations because of how our object system works, but most things that can be done in maya can be done in c4d as well.
  46. 1 point
  47. 1 point
    If you didn't want AO applying to everything in the scene, and instead were applying to specific objects via a material. CBR
  48. 1 point
  49. 1 point
    You just can't beat the Cafe..now if it only could serve Amsterdam ..extras ..
  50. 1 point
    In some cases is needed to adjust up-vector. But in my example (when you check single tree axis) is axis of clone on the bottom of the tree a tree grow in Y axis, so no needed any adjustments...
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