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Showing content with the highest reputation since 10/10/2018 in all areas

  1. 3 points
    Due to very popular demand, here is a puppy shader asset (for any random value of puppy that is) The asset is stored within the scene, you can copy it to an own database, or the preferences database, by selecting it in the asset area, right clicking and choosing copy asset. The asset was build using only a circle shape and manipulation of its projection. Puppy 01.c4d
  2. 1 point
    Here is an example file for the free plugin NetCreator. It is an amazing plugin and I should be using it a lot. You will need NetCreator to visualize it and it is free at this site: https://www.behance.net/gallery/38292207/NetCreator-v11-Cinema-4D-plugin Network.c4d.zipNetwork.c4d.zip
  3. 1 point
    Dramatic Readings # 5 - but likely the last one for a long while. Side effects of isotretinoin, better known as accutane - pimple medication. This one is a good minute longer than the others. There SO MANY side effects! I cut a few out or it would have been another minute of ranting. Still trying to push my characters into more extremes and he gets there a couple times. This was my tenth animation this year! My plans now are to do the raven by EA Poe and design the out of it and also do a new series if it works out called Dog and Weasel. I have already made characters and som props for each of them but it will be not next year before I make any real headway into animating anything.
  4. 1 point
    The surface defromer would give you that low poly proxy mesh solution. Make a basic cage mesh of the body, apply surface deformer to the proxy mesh and the target as rigged character. Apply cloth collider to the low poly proxy mesh, and the cloth belt between the cloth and proxy mesh. I assume you want to do this to get some distance between the cloth sim and the body of character as to avoid intersections? Your need out bring up the itterations for that cloth sim. Marvelous Designer is expensive as a for 10% of your use for a perpetual licence, but there is rent options. Marvelous designer dont just make the simulation fast and perfect, but its such a good way to create clothing in detail, with buttons zips, pockets, that process of modelling clothing takes way longer and wont look as nice. Dan
  5. 1 point
    Yes, use fracture instead of cloner - it will "clonify" your objects :)
  6. 1 point
    Check the attached images to see the main difference. The object is a heavily sculpted plane with hige UV distortions, in the triplanar-off image you can see the stretching very obviously. In the triplanar-on image you can see that there is no stretching, though the transition frome one projection to the next is slightly visible. The main advantage is that it takes practically no effort. Check triplanar01 for an example where a simple tileable wall image produces something that works as a secondary item in a scene within seconds.
  7. 1 point
    I'd rig the cloths to the same joints the body uses for the most part. The only part I might use cloth for is the little flap at the bottom. To make it look better you can add some textures with creases or subdivide and sculpt out some folds. The folds should then look about right when the bodies bones move.. If you did want full body cloth you would have to use Marvelous Designer or Houdini for it to not have the cloth go all over the place when the person moves. Even for the flap on the bottom it is good to make a low poly object specifically for the cloth to hit it to get the cloth physics looking right.
  8. 1 point
    Looking at your scene file, there are these things I'd like to mention: - About the seams in general Before baking textures it's necessary to think about the so called pixel border (in some applications called padding). In the texture baking dialog the default value for the pixel border is set to 1. This might be enough if the texture output size is 256x256 (default). But if your desired texture output size is 1024 x 1024 pixel, it's necessary to increase the pixel border value to e.g. 10. This fixes the seams issue by creating an additional, stretched to 10 pixel width, texture data padding around the UV islands. Always provided there is enough free space which can be used on the output texture map. The areas marked with red arrows are showing some UV polygons touching the edge of the UV space, or some are very close to the edge. This is not good, even the largest pixel border setting can't solve this. All texture data for this areas captured by the baking process will be ignored and this might cause some texture mapping trouble. So just move the UV islands slightly away from the UV space border, increase the pixel border value and bake again to solve this. Btw.: The Supersampling setting in the baking dialog can help to improve the output quality (Anti Aliasing) of the generated texture map(s). Unfortunately it also dramatically increases the processing time. If your output texture map looks pretty jagged, set the Supersampling value e.g. to 2 and compare the results. Or just choose a much higher resolution for the output file, manually optimize these areas in Photoshop and scale the whole thing down at the end. - About the normal map As far as I know, the normal map baking requires a second, higher resolution mesh, to capture those surface details you wanna bake. Since I don't have access to a computer with R19 at the moment (I'm still on R12 and its baking options are unfortunately absolut outdated), I have to guess for the right baking settings. Must be something like this: for the output texture options: "Normal" checked, usually a source mesh has to be defined, and in most cases "Tangent space" for output has to be activated. - About the UV layout: I do not see the need to cut the mesh in this "pacman style". A simple loop cut to get two "donut halves" would be enough. illustration: https://i.imgur.com/58QekJ6.jpg Hope this helps
  9. 1 point
    Here is a simple Weave shader with some controls Weave.c4d
  10. 1 point
    Ah, I see.... The issue here is that internally cissoid is compromised of many points. If their tangents are used for orientation then there will be abrupt changes due to point density. You can circumvent this by using Cloner and MoSpline with which you can resample the spline. cissoid_0001.c4d
  11. 1 point
    I think you just answered your own question there. I just took a quick look at the system requirements for R20 on the MAXON site and you need 10.11.6 or higher. My guess is that the Volume Meshing relies on some library that is only present on 10.11.6 upwards. https://www.MAXON.net/en/products/info-sites/system-requirements/ Minimum System Requirements Cinema 4D and BodyPaint 3D Windows 7 SP1 64-bit or higher on Intel or AMD 64-bit CPU with SSE3 support or MacOS 10.11.6 or 10.12.4+ with 64-bit CPU running on Intel-based Apple Macintosh 4 GB RAM (8 GB or more recommended), OpenGL graphics card supporting OpenGL 4.1 (dedicated GPU recommended)
  12. 1 point
  13. 1 point
    Can you find the "Volume Builder" in the commander by pressing SHIFT-C?
  14. 1 point
    No OpenVDB installation required, that just works within C4D R20 right out of the box. Did you maybe import a Layout from R19 or somehow share preferences with a previous version? What happens if you select Standard Layout in the Layout dropdown? I would uninstall, remove the C:\Users\User\AppData\Roaming\MAXON\Cinema 4D R20_xxxx folder and install again.
  15. 1 point
    Can i have a puppy shader please? :)
  16. 1 point
    I wanted to post an Xpresso less way, just set up 1 section you want to loop, and clone that 3 times, than move everything down exactly the same distance as you cloned the 3 sections. But this tutorial is soo freaking clean I am not even going to bother.
  17. 1 point
    I found this directly after posting if anyone else has the same qeury -
  18. 1 point
    You could try selecting all the relevant objects, go to poly mode and then use the "Normal Move" Tool. Then, in the tool, use the value 0,01 for example. That'll move the polys along their respective normals with that specific value. Prerequisite are correctly oriented normals, of course.
  19. 1 point
    Simple rainbow shader Rainbow.c4d
  20. 1 point
    Brick shader. You can control color of brick and mortar, number of repetitions and softness :) Brick_Shader.c4d
  21. 1 point
    Perhaps a different approach will work better? As I understand it all you're trying to do is add some thickness to the plastic. If so then why not actually add some thickness to the model. That can be done with the extrude tool with the caps option enabled. Here's what I mean where I applied an extrude to an elongated sphere. Lastly I applied the Boolean. Pity C4D doesn't have a thickness deformer. This would be much better as it's non destructive. Other apps like Blender do plus their Booleans work a lot quicker than C4D's. Hope this helps.
  22. 1 point
    Hi all, I am happy to announce a new plugin I have been working on for quite a long time: 3delight for Cinema4D (3DLfC4D), a rendering bridge between C4D and the amazing 3Delight renderer from Illumination research (www.3delight.com). I have developed this plugin for use in my own personal projects, but I have now decided to make it available as open source. Some feature highlights: -Render C4D scenes with 3Delight, a production ready renderer used on several hollywood productions. -Physically plausible rendering with OSL shaders. -Based on the new NSI (nodal scene interface) technology from Illumination research. -The 3DLfC4D comes with its own API, and is designed to be extensible by 3rd party developers. Feel free to try it out if you are interested! To use it, follow these steps: -Download and install the 3Delight renderer from www.3delight.com, Illumination research offer a free version with unlimited features, but restricted to rendering with 12 cores. -Download the 3DLfC4D plugin from https://github.com/FMalmberg/3Delight-for-Cinema-4D (See the "releases" page for downloads). Current version is windows only, and should work with C4D versions 17-19. The download contains four c4d plugins (3DLfC4D, 3DLfC4D_geometry, 3DLfC4D_lights, 3DLfC4D_shaders) . Place all of them in your C4D plugins folder. Note that the current version of the C4D plugin is a pre-release version, so be prepared that it is still a little rough around the edges. The plugin is under active development, so feedback and feature suggestions are welcome! /Filip
  23. 1 point
    Final image: I adjusted the time of day to try to address @EAlexander's lighting comment. I think it's more natural now. Finished it all up with a little bloom, color tone, brightness/contrast, and window exposure in post. A big thank you to everyone who took the time to appreciate my effort. To those who also offered their criticisms and suggestions, you're the best! Cheers!
  24. 1 point
    a bit late but anyway :) import c4d from c4d import gui #Welcome to the world of Python def main(): doc.StartUndo() # this generates an UNDO stack, every "AddUndo" between .StartUndo() and .EndUndo() will be "undoable" in a single "Ctrl+Z" objects = doc.GetActiveObjects(0) # this get's currently active objects in a list. The "0" parameter means that we don't want to select the children of the objects and we don't care about the oreder of the returned selection for obj in objects: # this iterates over the list of active objects. So for each object: instance = c4d.BaseObject(c4d.Oinstance) # create a new instance object instance.SetName(obj.GetName() + '_instance') # set it's name to the object's name + "_instance" instance[c4d.INSTANCEOBJECT_LINK] = obj # set the instance's source object instance.InsertBefore(obj) # insert the instance object in the object manager, right before the source object. You can use other options. Like .InsertAfter(obj), if you want it after the source object. doc.AddUndo(c4d.UNDOTYPE_NEW, instance) # this adds the insertion of our new instance to the undo stack. doc.EndUndo() # this ends the undo stack c4d.EventAdd() # we infrom C4D that something has occured, otherwise it will not refresh until you click something or do something else if __name__=='__main__': main()
  25. 1 point
    I will be uploading the plugin here shortly. Here's already the "documentation" how to use it. No fancy interface, as it just gets the job done. Here's the plugin: Ringloop v02.zip