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Showing content with the highest reputation since 01/18/2020 in all areas

  1. 3 points
    Here is an example with joints/bones as you suggested. I re-modeled a slice of the shape, rigged it and cloned the result. The subdivision generators are just there to create a bit of smoothing. But there are other ways of doing that (e.g. weighting on high res and using deformers with a restriction tag). The animation is on the joints and could probably use a bit of love to look more plausible. package_002.c4d
  2. 2 points
    Hey! Cinema 4D fans! In this tutorial we will consider and learn how to create ivy without third-party plugins like Ivy Grower. But to do render i used Octane Render. Enjoy LINK: Cinema 4D Tutorial - IVY Without Plugin Ivy Grower
  3. 2 points
    I have decided to continue this discount offering and will leave it active for everyone here, at least until I consider it to be a final release (or getting close to it). https://gumroad.com/l/jetfluids/c4dcafe Cheers, Kent
  4. 2 points
    Here is fast example. Random effector is just for different colors of clones. Profiles are just few splines with boole options... This way you could use any spline you want (sketch own or import)... scene file R21 Dodeca_03.zip
  5. 2 points
    Thank you very much bezo. This works just fine.
  6. 2 points
    While technically node material assets can be created, as you can see from the ones included in R20/21, there is no useable workflow to do this at this time. You can create an own node setup, group it and convert the group to become an asset. The asset can then be easily added to any other setup, it could effectivley become a material if you take all parts needed, end node and all, and put them in the group. If you use Node->Start Node on the asset you can access its parameters by clicking on the material, instead of having to open the node editor.
  7. 2 points
    First renders off the new laptop. Model by CG Trader - rendered with Corona.
  8. 1 point
    I don't have Redshift but to me it looks like you're completely blending the material into nothing which would explain the change in refraction. EDIT: Unless of course you've layered the glass below the droplet layer in a different way that I can't see in the image. In that case, nevermind.
  9. 1 point
    Here's .c4d file with some examples using twist deformer. Cheers, Dane example_c4d.c4d
  10. 1 point
  11. 1 point
    I second using RizomUV. It actually makes the process fun.
  12. 1 point
    Thanks! You're always there for me lol.
  13. 1 point
    Sorry I didn't get an email when you responded but yes it looks like you got it. If your using the old expresso method then you need to pipe it through an texture node as you mentioned but since your using R21 you can use the new node system now and you can pipe your nodes directly no need for the texture node. I need to do an updated tutorial on what your asking but this should help you get started with the new node system
  14. 1 point
    Also take a look at 3D-Coat for UV tasks. Dane
  15. 1 point
    There is also RizomUV. Never used it myself but I hear only good things about it. Indie perpetual license is at 150€.
  16. 1 point
    Cinema's UV toolset is a little ancient now, but I wouldn't call it unusable. Here's a decent tutorial for it. CBR
  17. 1 point
    Cerbera, Brother if you convince MAXON to do that I would owe you several beers. Cheers!
  18. 1 point
    OK, then no, we don't have a direct equivalent That I know about But we can still do it, we just have to run round the houses a bit. In the case of your example above, if you select say one of the side polygons, Align workplane to selection, activate Snap with just Workplane Snap active, then moving with the relevant axis band will do what you want. Of course this will only work on a single plane at any one time, so it's not a complete solution. But I do see the value of such functionality, and I am in the ongoing process of lobbying MAXON for a comprehensive edge and surface constraint system which would make this possible. CBR
  19. 1 point
    I go over the recently released Redshift Cinema 4D R21 new node integration. I show you how to set it up and also how to convert your existing Redshift materials to the new node system. If you'd like to keep up to date with my tutorials please follow me at the following www.WinbushImmersive.com ➜ Instagram: JonathanWinbush ➜ Facebook: WinbushOfficial ➜Twitter: JonathanWinbush ➜ VeeR: WinbushImmersive
  20. 1 point
    Bit above my pay grade, my only thoughts would be to set up two slightly different clones and blend them in a cloner , but i saw this thread from Dr Sassi, Im only on R18 so not sure whats going on, especially with the formulas Deck https://www.cineversity.com/forum/viewthread/3422/#13241
  21. 1 point
    not sure what your after but you could use the dodeca and split off each pentagon and extrude those, at which point you could put them in a fracture if you need mograph functionality otherwise you may have to use an effector with a limited falloff on each face to rotate them. Deck
  22. 1 point
    I don't think you can really game when rendering. It's GPU rendering yes, but for ever frame preparation and other stuff the CPU is still in use. Just render a still that takes a while or an animation and look at the CPU / Memory usage. You'll see what I mean. I might be wrong though, I only have a single 1070 and I always render when I go to bed or leave the house.
  23. 1 point
    Thank you very much! The idea was to make some small animations for the drone and make it come to Life. Will check out the tutorials as a start :).
  24. 1 point
    Here is your file ( i had to delete all other parts to be able to post here) with the last key frames selected and changed to liner, it works: examplefaceid_cafe.c4d
  25. 1 point
    Ah ha, thnxs CBR. That did the trick
  26. 1 point
    If you use Animation layers, not to be confused with Motion layers you got even more control as you can make multiple animations all from frame zero as each layer has its own timeline free of other keys. I like to break them down this way, and solo each layer as I go. You can then convert them layers to motion clips when your ready. Dan
  27. 1 point
    Unbelievable! I cannot believe it was that simple. Thank you 100 times! Ultimately, I opted to go back to the build mode and replace the entire finger. For some reason, even after re-binding that joint turned almost 90 degrees. Now I can get back to polishing the joints! Thank so very much!
  28. 1 point
    I will take a look later on but normaly any distortion is down the weighting issues. The next bit of advice would depend on if your using the character object or your own rig, and thats how to reposition a joint without it effecting the mesh. Dan
  29. 1 point
    With matrix will be distributed TP or matrices only, not objects itself. Use cloner for this. Here is simple setup for R21. For older version similar (without fields, just standard falloffs)
  30. 1 point
    Welcome to the cafe Don. May your learnings here be great and frequent CBR
  31. 1 point
    It is a complex matrix of your own making, deliberate. Really it can be simple and transparent and by that I mean reputable. BMW also wont sell you a car then later tell you that you cannot sell it to a 3rd party, or that you can no longer get it repaired, that after a year you have to buy the car again or return it.
  32. 1 point
    Hi I think your issue is in the method you used to bake it, can you tell me the procedure you used? My results turned out fine, here is what I did. 1: Select Character object, in Display tab under Managers change it to (Components) 2: Use the Animation layout and make sure your in the Dope Sheet and that in View menu Automatic is turned off, this effects whats seen in the Dope Sheet. 3: Drag from the object manager the following into the Dope Sheet. Root, Spine, plus all Leg and Arm components. Your now see a long list in the Dope Sheet. 4: Select everything in Dope SHeet Ctrl + A. Then in the Functions menu choose Bake. Turn Copy off in the Bake options, press Bake button. 5: You can now delete Cmotion if you wish or turn it off. PS: Keep in mind that if you wish to export it as a FBX your need to bake this data into the joints, the controllers will be ignored. Dan
  33. 1 point
    I updated my tests. I dont have Rizom I have Unfold3D which only imports OBJ. As in my test your Platonic file contained the issue in OBJ files as well as FBX when viewed in MODO. When I produce a Platonic from scratch and Unfold in C4D all is fine. When I use your file as a OBJ within Unfold3D and use your same seams but perform a unwrap guess what, it fixes your file. I Used Wizard on your file and Uvs tested good. I ran a manual seam unfold on your file and seams showed good. I will ponder on this some more and have another look tomorrow. Dan
  34. 1 point
    Do you use AE? Some update of AE revert latest c4d update to base version, more here: https://forums.cgsociety.org/t/updates-are-gone-solved-adobe-ae-update-reset-c4d-to-21-022/2056048
  35. 1 point
  36. 1 point
    This one didn't exist, I made it for you, for this topic. Dan
  37. 1 point
    That is very odd. Please do a support ticket about this, including the scene file. We could also do with a look at that, which might give us a better understanding of what is going wrong, or what can be done to circumvent it... CBR
  38. 1 point
    Fusion 360 is good if you use a sketch based approach to modelling. If you modify the sketch the model will update. I like this way of modelling (parametric/history based). It is not as robust as Inventor or Solidworks and similar CAD programs that require a company sized budget, but is as close as you will find with a freelance sized budget. FormZ, MOI, Rhino and similar CAD are Direct CAD (to me almost CAD as their approach is closer to 3D applications not having a parametric/history based workflow). These tend to fit freelance budgets too. You haven't mentioned producing your designs, so I'm guessing your use is for visualisation. CAD will almost certainly complicate your work. You will need to correct topology, generate UVs and manage complexity and instancing. Assembly constraints (dof) will be lost, only rigid constraints will be preserved. Keyshot is more suitable for CAD visualisation than Cinema 4D. C4D can do a good job but it will be a lot more work even with it's supurb CAD import. If you are just looking at F360 to augment C4D's modelling tools, I recommend sticking with C4D, eventually you will master what is hard now and avoid the complications that will be sure to follow. If you are editing CAD data sent from clients then F360 is a great option and better than recreating designs from scratch.
  39. 1 point
  40. 1 point
    maybe it will be useful for somebody I have decided to make model of braided cable because even use PBR textures - reflections is not so good. I have searched for a simple way to make model of braided rope / cord but failed. there is only one video in YouTUBE for 3dsMax, which not useful for C4D, what more - "reeper" plugin limited by 5 wires, but using my way you can easily make as much wires as you need. Project attached and also here is simple video how to do it: https://youtu.be/GFF-dGs3uBM Braided Cable.c4d
  41. 1 point
    i will remember this! i couldn't reply to another one of your answers (MODIFY ANCHOR POINT OF A JOINT). i noticed that my mixamo rig hips is off center and it was driving me nuts. your solution and steps did the trick and got me unstuck, so thank you!
  42. 1 point
    Thanks for the responses! Here is a file for you to look at. @Noseman, I tried your approach and it helped but the kink remained, just moved closer to the end so I feel like I'm still missing something. I also found a cheat by reducing the end growth to 99%. That seems to do the trick but just curious if that's the best solution. Thanks again! Helix_Sweep_Issue.c4d
  43. 1 point
    As Ras says, a lot of design sensibility is intrinsic and personal, but there are things to be learned, like the history of art, and general design helpers like the Golden Ratio, concepts like negative space, the Rule of 3rds etc etc. But just as there are Youtube and Vimeo videos that cover nearly all technical and practical uses of Cinema, there are also videos on the basic 'rules' of design, and there are a lot of them ! Here's an interesting one to get you going... But while you are learning all this stuff, it remains more important that you dive in there, and start making what looks good to you and beginning to define the things you like, and the things make your work and style unique to you. Do short, achievable projects, and lots of them, and share your works in progress - other people can be very helpful in letting you know what you could do better, or where to focus your learnings next... CBR
  44. 1 point
    Yes. It's not that hard to achieve, but those sort of looks are created by a number of different elements. 1. The Models... ...are always very clean and precise, and tend to use very visually pleasing and regular forms, often based on simple primitives. 2. The Lighting can be done several different ways. Sometimes a standard photo studio setup works fine - 3 omni lights with soft or area shadows. Some people prefer to do it with sky object (use a swept gradient rather than an HDR in the material applied here) and Global Illumination. Ambient occlusion with soft, subtle settings can be used as an alternative to GI for when that is too slow. 3. The materials component channels will be different depending on how you are doing lighting. In both cases you need colour and (subtle levels of) luminance channel, and reflectance, which you would use mainly for specular content with standard lights, or with diffuse reflections if you are using GI. The Phong model here with roughness values of around 60% is good for this sort of thing. Your luminance channel can either contain a more vibrant version of the color channel's colour (at low levels), or it can contain Subsurface Scattering for more subtle 'inner light' and backlit effects at the expense of longer render times. There is no 1 set of settings or rules that will work for everything, and each scene you make will need something different, but those suggestions above might make for a good general place to start before you get into the hours of tweaking that produce a result you are finally happy with. Or you can not do that, get it generally right, then fix it in post ! And indeed, lastly, don't underestimate the value of post production. You'd be surprised how much of a final look is arrived at in AfterFX or similar, which can utterly transform or enhance the look of any 3D footage that emerges from Cinema. Nearly every still shot should go through Photoshop as the final stage, and the same is true of animation and AFX. Often that extra final sheen and level of classiness comes from subtle grading choices in post. So there's some stuff to think about... hope it helps. CBR
  45. 1 point
    Thanks so much. I never even thought to try that.
  46. 1 point
    I used to think square cogwheels were just another fake YouTube thing, but I've almost got it sorted. Still WIP
  47. 1 point
    @rasputin I just used the general log spiral equation where angle is in radians, e is the natural log base (aka Euler's number 2.71828) and tweaked the constants a + k until it looked right. I tried using a helix and radial bias but the gears were jumping. I guess it's the properties of logs that makes it work. Also, when I added the struts, with a helix I had to use a spline on the step effector to make things fit, but with the log curve the struts fitted without a spline. I usually animate gears with XPresso, but with the varying radii that would be beyond my math skills. Dynamics to the rescue ! The video above is version 2 - I didn't like how dynamics had introduced a small collision gap, so after baking for TR I increased the teeth size. The dynamics is Compound Collision Shape, but with all the geometry it was too slow in the viewport. I added some switched off rigid body tags to parts that don't contribute to the dynamics calculation. Here's the video I got the design from. The guy has some good stuff eg non-circular gears I'm still trying to figure out square gears...
  48. 1 point
    I hate to say it, but if C4D becomes part of Adobe's Creative Cloud that is actually a better deal than what MAXON is giving us today. Creative Cloud has more software options, cheaper price, true monthly billing plus cloud storage. It is truly a sad day when you start to prefer Adobe over MAXON. What has become of this world? Dave
  49. 1 point
  50. 1 point
    More real fake lighting instruments.

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