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Showing content with the highest reputation since 07/09/2020 in all areas

  1. 3 points

    Version 1.0.0

    7 downloads

    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too!
  2. 2 points
    @paulselhi Here it is! @Igor I agree. When I was playing around with shading the smoke, the smoke is actually following the same motion as the fire. When I make the smoke darker it completely enveloped the same, as if it didn't have its own motion, I will do research on fire, and I thank you for taking a look. @3D-Pangel You were right, X-Particles may be intimidating, but once you dive in its not that scary, just take it in steps.
  3. 2 points
    Actually percentage of the Align To Spline tag has very little to do with real length of the spline unless interpolation is set to uniform. In any other case percentage is taken based on number of points, so.. in your example first cusp equals 25% and second one is 50% . Yeah..I was shocked too.. In case you needed to set interpolation of your spline to uniform, you can use offset in the Xpresso spline node. It ignores interpolation set on a spline as long as you keep Use Uniform Distribution unchecked.
  4. 2 points

    Version 1.1

    3 downloads

    This script will hide polygons that have no selected points. Can be useful if you have an high polycount object which you want to edit, but there is just too many polygons to see what you're doing. Select some points you want to work on, execute the script ... and all polygons not sharing those selected points get hidden. original topic: <to be continued>
  5. 2 points

    Version 1.2

    4 downloads

    UVisland Outliner is a Python plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. A new option introduced in version 1.1 (available via cog wheel) provides a way to ignore the outer edges of an open-ended mesh. In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries. On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option. Original thread: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner
  6. 2 points
  7. 1 point
    I am no stranger to this type of mesh myself, and indeed have made setups for clients in the past that do largely what you want, but weren't designed for animation alas... This setup is all polygons and cloners for example with displacers doing the general bumpiness. It did slow my scene right down too, but you can turn off any SDS or set clones to be multi-instances (may be in R20 ?, can't remember) to get things faster... CBR
  8. 1 point
    You could alternatively select the control itself in point mode and either push the points to where you can see them or scale the controller size up. But if you want to drive them with nulls, you can simply constrain the controller to the null with a parent constraint. I always use Cactus Dan's constraints for that, as they allow scrubbing much better and I think they are more easy to use, but the standard ones should also be fine
  9. 1 point
    Another short little video I forgot to post. Not much 3d in this one but the fly's were animated in Cinema 4d and rendered with Octane.
  10. 1 point
    Haha that was my last one for a few weeks. Waiting she starts crawling so I can think of more creative ideas!
  11. 1 point
    In this tutorial we are going to create a complete Synthwave-Style Landscape from start to finish, including Color-Correction and some other additional effects inside After Effects.
  12. 1 point
    @bezothank you! I will have a look at this
  13. 1 point
    Well...you folks are doing a great job. So far, from where I sit, this seems to be going smoothly. Dave
  14. 1 point
    Loaded fast on both Chrome and Edge. Overall, I am enjoying the new Edge better than Chrome right now so glad to see it working on Edge. Chrome is a little bit slower but I got tired of Google tracking everything I do across multiple apps so I loaded the Duck-Duck Go app to be spared the spam advertising on Chrome without having to log out. That may explain the speed difference in load times....not sure. Dave
  15. 1 point

    Version 1.1

    4 downloads

    TINA (Texture Importer 'n' Assigner) is a Python plugin to automate importing multiple textures into appropriate material channels. The plugin was originally created to import the different texture sets created in Substance Painter, into Cinema4D's native materials before the node-based materials where introduced in R20. Plugin is compatible with R17 - R21. Hasn't been tested on S22, nor with node-based materials. original topic: https://www.c4dcafe.com/ipb/forums/topic/92673-speti-and-tina
  16. 1 point
    Here is what I ended up with. It animates nicely up close, but you really can't see the animation at any distance. I'm still trying to figure out how to get the animation to appear more noticeable from a distance.
  17. 1 point
  18. 1 point

    Version 1.0

    11 downloads

    I don't think this one needs much explanation, the title says it all. The script repositions selected points into a circle. original topic: https://www.c4dcafe.com/ipb/forums/topic/104197-alternative-to-points-to-circle/
  19. 1 point
  20. 1 point
    Hi, you can either select all keys in your dopesheet and just drag them out to be twice as long, but the more intuitive way would probably be to make a motion clip from your skeleton/ character rig (under animate> add motion clip) and then stretch the clip in the timeline to be twice as long. This also allows you to cut your clip and only have some parts of the animation be timewarped. Or you could slowly fade into the timewarp by using the time curve within the motion clip's attributes In case you have access to Cineversity there is a Mixamo motion clip workflow tutorial there that covers exactly that Oh and another way would be to add a time track to your F-Curves and manipulate that. It basically is a curve that retimes your whole animation without having to shift keys around in time
  21. 1 point
    I found this information here on the forums. I'm playing with that and also doing several different lights with several different noise patterns and animation speeds.
  22. 1 point
  23. 1 point
    Got it myself just a short while ago. Now tinkering with making it look the way I want. Noise is tricky to get right.
  24. 1 point
    I am starting to like the changes so far. Nice work. To me it looks like the new choice of colors (fore- and background) provides for a much more readable experience. At least that's how I notice it for the dark theme. The bottom bar icons ... yeah, I am not too sure about that one. But as it is work in progress, let's wait and see. One thing I found odd was that the bottom bar has a search icon, while the top banner area has one as well, with a text input field next to it. Again, since this is work in progress, that will probably be taken care of ... just wanted to point it out. Really nice work. Thanks for spending the time to make this forum more enjoyable.
  25. 1 point
    Don´t know, for me it´s harder to look thru notifications or messages since must role whole page to most bottom part. For me it was good on top of the page...
  26. 1 point
  27. 1 point
    It seems unlikely that anyone will have already scanned this specific bar and made that model available for download, but I can certainly tell you how to make it from scratch in a way that would actually end up superior to even a scanned model... Never has the phrase 'model things in the same parts as they exist in the real world' been so applicable ! If you break this bar down to its individual components, and model / texture those with enough care you can break this down into easy manageable chunks. Unfortunately I can't see what the sides are doing, so you'd have to show me. But the top seems to be 4 different kinds of nut and a chocolate drizzle on top of whatever the base is... So I'd start with those. Use simple primtives and deformers to make a few different models of each type of nut. Displacers most useful here I imagine. Big ones you can manually place, but for the smaller sprinkler type nuts you can clone onto the surface and randomise parametrically. The chocolate drizzle I would do with either spline dynamics or the volume builder. CBR
  28. 1 point
    I'm loving the new theme @Igor! I haven't experienced a forum that allowed such control over the appearance before so this is really new to me. I've been sticking to night mode 99% of the time. The darker font is ok to view on a screen outdoors here because Ireland is cloudy most of the time The toolbar on the bottom of the screen is different. Is that something you think is customizable to choose have it on top or just one setting for that? Just sometimes when move cursor down (on Windows) it'll move down a bit too far and my taskbar will pop up. Not a complaint as it'll just mean adjusting to new experience. Just one thing I notice when click the Day Mode is some boxes stay in the default style. I'll post screenshot below of what I mean there Awesome changes though! Really looking forward to all the new features you and the cafe team are bringing
  29. 1 point
    If it´s UD/xpresso based parameter, just edit UD. If it´s some standard parameter of some function of tag or so, you could create new UD and thru range mapper restrict range...
  30. 1 point
    (As this is discussed on PluginCafé, I'll just mention that I believe it's a bug in the Python matrix inversion. I just posted a screenshot there; it's easily reproductible.)
  31. 1 point
    Yes, as soon as you do anything to the model that changes the point count or order that's you saying goodbye to the existing UVs and needing to do them again. But UV mapping is neither difficult, or random when you know what you are doing with it But fixing a UV is not any single general technique - and it's absolutely impossible to advise you specifically what to do here do from just a partial screenshot of your model. We need to see the whole thing, and ideally you need to provide the scene file, and at the very minimum screenshots of the textures you intend to use with it, so that we know what restraints and conditions you are working with, and want you are aiming for mapping-wise - at the moment we know none of these things... CBR
  32. 1 point
    Hi Everyone! Here are the final renders of my first serious project in C4D. I initially started this as an exercise in modeling, somehow it came to this. I myself am aware of some of the shortcomings in this scene, but I'd like to hear some honest peer critique. More pics in higher resolution can be found here: https://www.behance.net/gallery/99589199/F1-Race-Concept-Car-Project
  33. 1 point
    If you want light only between these planes, you could simply use cliping options with visible light...
  34. 1 point
    Everyone seems to have missed the obvious question, whats in your background? eg. is there possibly a giant sphere wrapped around your project, blotting out the sky? If you upload the c4d project we can take a look
  35. 1 point
    @Tina Would you mind uploading a frame from your PNG sequence and/or your c4d project? Might be easier to see what is going on.
  36. 1 point
    Also, for this to work, leave the groundplane itself visible during rendering the AOV and don't use the alpha for it
  37. 1 point
    My guess would be that after turning off the background, your black dark background that Arnold creates is visible through the transparent plastic. So in order to have this be affected by the AOV mask as well, you should try to get an AOV out of the entire ground plane; put a custom AOV tag on the plane, enable transmit AOVs in the plastic shader and render out the custom AOV for the ground plane, then you should be able to composit with that later on
  38. 1 point
  39. 1 point
    The classic tools are all there. The only problem there is is animation retargeting. In C4D your rigs need to have the same axis orientation to transfer motion between rigs otherwise you need manual constraining of the joints which is annoying. Maya especially shines here with HumanIK. If you want high end vfx muscle simulation you are in problems with C4D too because the cloth simulation often used for it is broken for over a decade now and they don't care. I work together with a Blender guy and I think C4D is way more advanced in character animation than blender. The NLA system is superior and the Mixamo Control Rig is great plus the best part is the character object. This is an animation of a former coworker of mine. The rigging and animation did not take longer than 2h becaus he used the char object with cmotion Integration: https://m.youtube.com/watch?v=n1K1ldfRynM
  40. 1 point
    Iv managed to bake pivot into the root joint of the rig. See video.
  41. 1 point
  42. 1 point
  43. 1 point
  44. 1 point
    Let it be me https://www.behance.net/ambiclusion https://vimeo.com/ambiclusion https://www.instagram.com/ambiclusion
  45. 1 point
    A long while ago I had uploaded a script, but cannot seem to locate it on the C4DCafé anymore. I cannot even locate the whole download section anymore ??? I tried to contact @Igor via PM, but the system mentions he cannot receive any messages (mailbox full maybe?), as such he will not even be notified by the trigger here. For your convenience I am uploading the script here ... (unzip the files into your scripts folder). Hope this helps. Points2Circle.zip
  46. 1 point
  47. 1 point
    Hello It has been a while and i wanted to share my most recent creation. I call this Slums 2092- I edited the E30 BMW with custom Body kit and then added suitable environment and character
  48. 1 point

    Version 1.0.0

    23 downloads

    This Cinema 4D scene file is available under as “open source” concept. This is intended for educational use but really can be used for whatever you want. You don’t need to credit me for commercial or non-commercial use. This scene file is Cinema 4D R21 based fully rigged and editable project. Just download the scene file, open it and add your object as a child of the OrganicReveal null object. After adding as a child wait a moment to calculate. If nothing happens just change Point Count or Seed parameter to refresh. For change one material to another just copy vertex map from the VertxMap material’s alpha channel and paste to your material’s alpha channel.
  49. 1 point
    Do you think this file from French-C4D Team? https://www.dropbox.com/s/b8lv5384mdynu7y/formulas.pdf?dl=0
  50. 1 point
    I'd have to agree. Although I have seen it mentioned on the cafe before (in another context) I wasn't sure it had been reported officially, so did so myself today. CBR
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IMPORTANT INFO:

We are in the progress of finalising upgrade to Cafe 3.0. If you are experiencing issues, please change the default theme to Cafe 2.5 and thing’s should work again. We will notify everyone when we resolve all the issues.
 

It would be also great if you could report any issue you might have on your side so we can fix them. :cowboypistol: