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Showing content with the highest reputation since 03/21/2020 in all areas

  1. 3 points
    This cannon that shoots hoops uses an emitter, but the emitter velocity doesn't seem accurate enough for my calculations, so I set the speed to 0 and gave the emitted object a custom initial velocity. Has a hoop cam There's sliders in the scenefile to move the shooter around. hoops.c4d
  2. 2 points
    Hello, I'm a UI/UX designer and 2D motion artist. For about 2-3 years I have been learning C4D. I started my adventure with a lot of tutorials on modeling hard-surfaces, although I don't consider myself an expert yet and hope to learn more. One of the areas I want to improve is working better with details and holes on surfaces that bend such as tiny intricate details on the band of a watch. Another goal of mine is to improve my Mograph skills. Looking forward to starting awesome techniques debates on this. You can find some of my existing work here https://www.instagram.com/nelsonnoa/
  3. 2 points
    Please use the cafe's image upload system rather than bouncing us out multiple times to external sites. Yes you pretty much require Sub-Surface Scattering for this sort of thing, and that needs to be setup in quite a specific way (see SSS section in manual)... But I think you want to do the entire background in post, and use a shadow catcher to produce shadows that will later work over any background. So you need one set of lights that illuminates from the front and sides and casts shadows how you want them, and then you can make additional specific omni lights in the scene positioned behind your gummies (and affecting ONLY the sweets, and with shadow casting off) to illuminate them nice and brightly which will best catch the light with the SSS in your luminance channel. CBR
  4. 2 points
    Hi guys! We might have something that you guys would like. Maybe! We’ve created a plugin called the PBR Texture Manager for Cinema 4D . You can store all your textures and import them with a single click. There is support for all major render engines. We keep on updating and improving with the help of you guys. Our latest update includes the ability to create rendered thumbnails of your materials in which you can see all your materials and pick out the perfect one for your scene. Please send us your comments so we can keep on improving your workflow! Check out the plugin here
  5. 2 points
    Hi, i made a quick video. I hope it helps It would be too long for me to explain (my english is not that good)
  6. 2 points
    Hello everyone, my Name is Ben, i been doing a course on Cinema 4D. I try all sorts of things. But still need A LOT OF HELP I am here to find it and to introduce myself (Sorry for my english)
  7. 1 point
    Cloth systems could maybe work for this, and it is easy to manually fix points (see dresser options / fix points). You'd have to turn gravity way down, or even to positive values so the grass didn't collapse. Normally, for grass, the Hair system is most ideal, which has fixed bases by default, but I suspect that won't work with megascans because the texturing options with hair are rather more limited. CBR
  8. 1 point
    Hi all i'm looking for some help, I'm not very experienced with texturing and I'm trying to make an ad for someone basically consisting of winegums (sweets) among other things. I've modelled them fine (i think) but i've spent ages struggling to get the textures right. I want to use an orange gradient background its really messing with the textures and no matter what settings i change i cant get it right. I've been playing around with the transparency and the blurriness and absorption. As you can see here the consistency of the sweets is not dense enough and a lot of colour is lost https://imgur.com/a/kiSfdtn This is the same project with a white background so the colours pop more https://imgur.com/a/k7C17Mt And this is how i want the sweets to look, even on the orange background https://imgur.com/a/vcHYhuF So basically I want the textures to be effected less by the background and for the actual sweets to be less transparent overall. Any help would be hugely appreciated. lots of love
  9. 1 point
    At the beginning of the year there was a thread about vibrating strings. Try if it help you... https://www.c4dcafe.com/ipb/forums/topic/108769-vibrating-string/
  10. 1 point

    Version 1.0.0

    19 downloads

    This is a laser cut version of the London Tower Bridge, which also is part of my "Christmas 2019 Give-Aways" set you can find in my blog. Like the other models of this type I posted in the Market here, it is 100% parametric and only consists of splines and Extrude objects. Enjoy! Cheers, contrafibbularities

    Free

  11. 1 point
    Hello everyone, this is my first try Rocket launch using Xpresso / Pyrocluster / reflector any advise to do better? Thanks.
  12. 1 point
  13. 1 point
    "Isometric" Industry City Cinema 4D Test Film Hello everyone, Here is another scene, this time its a Industrie City Szene, with a little flip animation. I have been inspired by a Pruduct video for a network router or something. Im not sure. I cant find it anymore.. Didnt do much lighting. "Isometric" Industry City Cinema 4D Test Film.
  14. 1 point
    Few days ago there was a thread about something similar. If you don´t know about C-Motion, this video will help you with simple animation. But C-Motion offers a lot of more posibilities...
  15. 1 point
    Yes it is Here's Stage 2 of the modelling approach, which consists of taking that surface we made earlier, temporarily removing the bevels and SDS, spline wrapping it via a circle and a rail, and FFD-ing it into the right general shape like so. This requires quite a complex and specific hierarchy to achieve, although it is remaining nice and parametric at this stage... That gives us this sort of result once bevels and subdivision are re-applied, at which point we'd be ready for Stage 3, isolating the patches of this we need, applying symmetry, and modelling the rest of it etc etc... CBR
  16. 1 point
    Ah yes if it came with a displacement map, then it will require that in order to work. If that is a greyscale image, you can use it in the displacement channel in your material, and you should probably turn on some level of sub-poly displacement as well. CBR
  17. 1 point
    I'm jumping from and old C4D version to R18. How do I do a simple thing like cutting a square hole in a polygon. In my previous version, I used the knife tool set to hole mode - click around to make points on a polygon and done - simple. Now, I can't figure out how to do the same thing with the newer line cut, poly cut, tools, etc. It just cuts from an edge to another edge. I just want to cut a hole within the existing polygon. I'm aware of booles but is there just a simple way to punch a square hole in a polygon?
  18. 1 point
  19. 1 point
    My agent asked me to make a simple, fun animation. 'Something with an astronaut' was the complete and very detailed briefing.. =D So I made him this: Agent very happy now! ^^
  20. 1 point
    No no, let's try and do a bit better with thread titles - you gotta make these things searchable later - ie describe the problem in the title ! Well, there's the painstaking proper way, which is almost certainly too much effort to seriously contemplate, or there's the lazier faster way, which is fine if you don't care about intersection (and I don't see why you would in a stylised tree like this). That would involve quickly building a series of 'tetris stylee' blocks, starting with a cube and using the quantize functions to extrude out identical sizes in random directions until you had 5-10 different blocks, and then you'd mash them altogether with a cloner, cloning in Object mode into the volume of any old sphere. That should get you close... Here I am changing the random seed in the cloner with that setup, which is how you get variety between trees this way... I'm sure there are many other ways to do this sort of thing too, so no doubt someone will chip in with another 1 or 2... CBR
  21. 1 point
    Wow, thank for the fast and accurate replies. I'm going to be all over that. Yeah, I'm calling them stitches, but I thought it's actually glue and now I know the actual thing. Thanks again!
  22. 1 point
    Yep, what he said. They are not so much stitches as micro holes that have then been press welded together slightly melting the plastic. CBR
  23. 1 point
    Currently there´s three modes of knife (each mode for specific job) For making hole use knife in line mode (K~K shortcut), make shape of hole, click to first point point. Then just select created n-gon and delete it...
  24. 1 point
    Cinema 4D uses its own GUI code to allow common handling for all supported operating systems. So, not all standard OS specific behaviorisms are supported. I do not think that the Windows Alt functionality for menus is available. I don't even see how this can be practical in a GUI where you may have a menu in any window. In my layout, I have the main menu, the viewport menu (in a tab, even), the OM menu, the layers menu... to determine which menu to open, you'd need at least to point the mouse at the proper window, which in case of the main menu means that the mouse is as good as on the menu anyway... If you really miss Alt-something combinations, you can define them yourself through the customize command window. Alt-F~S can be set as two-key shortcut for Save, e.g. (you will lose existing Alt-combinations though - Alt-F currently opens the F-curve display). This will require a lot of manual work, though, as you'd need to define a shortcut for each menu item. And I do not exactly recommend keyboard shortcuts that use changing qualifiers (in this case Alt/not Alt) because it's hard on the fingers. Myself, I have indeed defined tons of shortcuts - not industry compatible, but logically sequenced - starting with one key for the functional group, then continuing a shortcut for the actual command (like - R for render, then I for interactive render region, or V for viewport, or T plus more letters for Team Render). That means quite often three-key shortcuts (more keys are not really practical) but they are easy to memorize. Or you just use the Commander window. Or the star menu. Or...
  25. 1 point
    Hello Ben Welcome to the cafe, look forward to seeing your progress. Dan
  26. 1 point
    As a last resort you can try caching both the sphere and the cloner with alembic.
  27. 1 point
    Thanks, Cerbera, that is exactly the response I was hoping for. I'm quite sure I didn't turn those off on purpose. in fact I'm not sure I have ever turned them off. I must have done it accidentally and not even realized. Things worked as expected once I turned them back on. Mike
  28. 1 point
    Yes, just upload it here to the thread ! CBR
  29. 1 point
    Not exactly sure when MoGraph caches are evaluated, but setting the Xpresso tag priority to generator did the trick for me.
  30. 1 point
    There's a few different approaches to this. Soft bodies, collision / smoothing deformer combo, cloth and sculpting. Some are a lot faster and easier than others ! For example, this is about the simplest way to sort it out... Here's the softbody way, which, as you will see, if a fair bit more complex, but can produce better results. The other methods just require basic knowledge of the main tools, so I am sure you can find videos on those if you need them, but the methods above have been shown to produce the most realistic results... CBR
  31. 1 point
    Simply use shader effectors restricted to different mo-selections... scene opened in R13, so there are standard falloffs instead of fields signal-intensity-graph_for_forum_0001.zip
  32. 1 point
    3D-Pangel, I completely agree with first part of you post. I'm 63, lived a full life and have no family. if it comes down to me getting a respirator or a young person, its young person every time. They are our future. more than ever we need to ban together and help each other. yes isolate in attempt to contain this but help each other to get through this.
  33. 1 point
    like most, it depends on what I am doing. if serious 3D concentration then it is jazz, classical or Indian Raga (Ravi Shankar), if just plinking around then alternative rock.
  34. 1 point
    How did you make this ? Because if you did it via 2 helix splines in a loft your UVs should be pretty much right without you having to do much to them. You need your UV map to look something like this one... with basically all the polys in a single straight line from left to right. To get mine to do the right thing I had to select all UV polys, and do Fit UV to canvas, followed by a Mirror V command to flip them as they were the wrong way up initially. Lastly you just need to load the same image in your material into the UV editor window via Open Texture, and the UV canvas should expand to fit it. You didn't provide the picture so I had to use any old random panorama I had lying about, which is why mine is blatantly too short for the spiral, but you can hopefully see the concept working, and if there were mountains in mine, they would be pointing at the centre of the spiral... CBR
  35. 1 point
    Hi Dan. So good and so well-explained! Thank-you for taking the time to do this. I had a suspicion that motion clips might be useful, but I had no idea you could loop them like that and then animate them along a spline. It's everything I need. And the tips for dealing with the quirks of the technique are very useful. I destroyed the character walkcycle I started with, as some the legs were bending with a mind of their own. What I have been doing in the hours since I watched your video was make a new project trying to use align-to-spline tags to animate simple objects and then looping them with your technique. Now that i have finally worked out how to use userdata tags and xpresso to create align-to-spline animations that motion clips can use, I've got a nice animation technique worked out that i think I can use in many interesting ways. I will also re-address my old walk-cycle idea and make sure I can get that working cleanly too. Again, thanks so much for you help!
  36. 1 point
    I figured it out, there are some animation keys - i think it's something new in mixamo that they now rig the character with some animation to remove them, I choose the layout animation and then removed the keys (the boxes in attached pic in the timeline)
  37. 1 point
    Here are some workarounds all of which I do not clearly understand! https://blender.stackexchange.com/questions/132273/make-an-object-exclude-a-light-source-in-cycles I have made a ton of example files, almost all around Animation Nodes, as a result of the Blue Fox tutorials. Do you have any interest in downloading these?
  38. 1 point
    IK is rather easy as long as you know a few things, a few gotchas which many have posted here, one of them being they dont add a Pole vector from the Ik settings, this essentially makes sure the joint bends in the correct direction so a knee does not bend backwards. Along the same thought is to have a slight bend in the knee joint to start with to aid the IK in the first place. You can add hair and use a polygon object just as a tube for tentacles and have that instanced to each hair, this is done from the generate tab from the Hair Object. As the hair dynamics only applies dynamics to the spline, not the hair it needs to know how to deal with collisions. When using the Generate Instance and the geometry is thicker than hair your get intersections between geometry and itself. To deal with this a invisible forcefield is applied as a radius setting, this stops some intersections, its not perfect but it works. Because its using geometry it will render in any engine. You dont have to use Instancing from geometry, you can use the preset shapes in which the hair thickness setting will control its geometry. Having separate tentacles from using hair object would be on a per hair guide basis, you cant weld, or melt the tentacles and still have it work. The hair object generates the dynamics and geometry and this the geometry remains as it is. You would set the geometry to intersect the roots into the body of creature or plant. Using a Spline Ik is added to a well made 3d model with all legs e.c.t joined before the Ik rig is skinned. Volumes are not meant to create animatable character from without the additional step of creating a new topology thats for animation purpose. Volumes can be animated for other things but not that. Characters need good well made models with proper edge loops in place. Dan
  39. 1 point
    Here is the video link. give it 10min max for it to be processed by Youtube.
  40. 1 point
    I mean that's not bad, but it would be even better if it wasn't the same couple of cords for seven minutes straight What always get's me pumped is this: Sit in your car and let this run. It's amazing. God I can't wait for Doom Eternal. Funfact: the guide hid some stuff in his soundtrack @Vizn Most of that stuff is way too dark / hard for me as well not a fan of Black Metal at all unfortunately.
  41. 1 point
    Video is of no use. Have you made the cylinder editable ? or is it still parametric..i e from the shelf ? Make it editable
  42. 1 point
    Chris Schmidt's long-awaited 3-parter on advanced cloth wrinkling has commenced. Part 1 up now... CBR
  43. 1 point
    Working on some random sci-fi material, just trying out new tools. Hexagons make everything look sci-fi! Not quite happy with the edge wear yet. Thoughts?
  44. 1 point
    Thank you @Igor for contacting us - honestly, the sponsoring idea is really awesome and we are happy to join and be part of this community as well - much appreciated. I am going to introduce myself in the proper thread and I also will upload some of the renders our community and we did using Cinema4D, Octane and World Creator in combination. Since we are currently developing World Creator 3 and pushing things where we can, I hope it is also OK and welcome that we keep you up-to-date with the development progress. Also of interest might be our upcoming shortfilm (mid March 2020) that we rendered in C4D / Octance. Since we are addicted to terrains and landscapes you can expect a lot of content, like renders and animations from us Stefan Kraus - BiteTheBytes GmBH
  45. 1 point
    Just came from work and what I see! So AMAZING news... Thanks so much to you Igor ( and to C4DCafe crew too), simply don´t know what to say. I had a pretty tough day today, but this made me really happy.
  46. 1 point
    Hopefully everyone will appreciate what amazing news this is for cafe peoples ! Massive thanks to Igor for sorting it out ! World Creator is properly amazing btw - can't recommend enough. CBR
  47. 1 point
  48. 1 point
    Got something new! Made this for my girlfriend for Christmas, printed on Plexiglass (60x40cm). Rendering took ages because 60x40cm @ 300DPI is kind of a ridicilous amount of pixels Rendered with Physical Render and inspired by Rik Oostenbroeks awesome Artwork.
  49. 1 point
    Thanks Contra, very generous.
  50. 1 point
    The subdivision is not to blame here In fact I don't know why you are trying to use Subdivision this way. The optimal way to make that target shape is not via pointy lower res geo and subdivision, or with ngons of any description - SDS wants quads to work predictably. But do we need SDS at all ? We don't need any maths either. Why not just make 1 'petal' segment (from a 15 sided disc primitive then delete all but 1 segment), and then insert enough loops into it so you can describe the perfect 'petal' curve yourself, then array that with 14 copies to give you the perfect form like so... I divided each 'petal' into 6 so I could describe the outer curve, but you could use more segments if you need better rounding without SDS. So this is about the minimum geo I need to describe that shape without the subdivision. But we can still use SDS Object if we want, but then we'd need to ideally quadify it first, like so... note I have down-stepped the loops from 6 to 2 to 1 so we keep our polygon density even. I also added some selective SDS edge weighting, to get those razor sharp corners between petals under SDS without the bother of higher segmentation or control loops... Anyway, now that just goes under a connect (which welds the array together), and SDS and you're done... Oh, and in my quest for quad excellence, I might have re-patched the centre to lose the one remaining complex pole... this is now approaching what we could reasonably call perfect / ideal topology. CBR
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