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  1. 4 points
  2. From the album: Janine

    Rendered with Octane, still from this animation: youtube.com/watch?v=IDfOrBP69FE

    © Janine Pauke

    3 points
  3. You guys are definitely doing things right. This is the most helpful and friendliest forum I have ever been a member of. Well done to all of you guys. Welcome back Tomalexu.
    3 points
  4. I often try to either recreate stuff I've already made in Cinema in Blender, or start something new in Blender but ultimately return to Cinema. I learned how to model in Cinema, without any plugins really apart from occasionally using HB modelling script for snapping, but I prefer Cinema's vanilla tools. It is so intuitive, just being able to visibly parent / child objects to each other, amongst a million other little idiosyncrasies, is one particular point that stops memoving to Blender. And the selection tag, with it's well thought out icons, you don't even need to click on to know it's eith
    3 points
  5. Yep, that is what he meant. There's really no reason to render directly to movie... even Adobe Media Encoder can straight up take image sequences and encode them. With movie file export you risk losing EVERYTHING if the render crashes, or you have a power outage. If you render to frames, all you're going to lose is one frame maximum.
    2 points
  6. Thought this was a cool little short rendered in RS https://blindsight.space/
    2 points
  7. There is also a great plug in called Topowire which makes a great starting place for cable clusters.
    2 points
  8. You could try and add some debris at corners. This is where the dirt keeps piling up. I mean stuff like deformed cans, paper, whatever trash. Otherwise the clean line where the wall meets the ground (don't know how to explain that properly) always looks odd. Because there are seldom such straight lines, even in urban environments. There is always a bump. And maybe you could try some wet surfaces. Like after the rain. With puddles on the ground, reflecting the nice neon lights. That's like a free detail enhancement. Regarding cables, you can use spline dynamics. If remem
    2 points
  9. I was playing around with gears and came up with this. Has a 4:1 epicyclic set.
    2 points
  10. Prime numbers - Looney gears is a plastic toy where the red 13T has a handle and the game is to guess how many times you need to turn it until all the gears line up again.
    2 points
  11. Here's a more general scene where the ring also rotates - just set ring rotation to 0 to see how my rig works planetary.c4d If Tr, Tp, Ts are the number of ring, planet, sun teeth - the carrier (star shape) is the driver and the planets turn with local rotation of carrier angle * Tr/Tp. The sun turns using that value * Tp/Ts, but you must add the carrier rotation. This gives the overall gear ratio as ratio = 1 + Tr/Ts so the planet size doesn't play a part - they are just idlers, but for everything to fit Tr =
    2 points
  12. Very nice, did something similar couple years ago..
    2 points
  13. The easiest way is to simply delete what you do not want to keep. @SmolakI am not aware True Split supports Scene Nodes
    2 points
  14. scene file : LogoTower_WIP_0001.zip
    2 points
  15. Wow....really great work. Not sure how long it took to render but I find myself wanting to see it at twice the size just so I can feast on the modeling and lighting. What has NOT been talked about but needs to be highlighted is the color pallet and the placement of the complimentary colors. It all just works. Why is my eye drawn to the astronaut? Tiny little thing tucked away in the dark but yet he is the first thing I see. I think it has a lot to do with the balance in color between him and the similarly shaded windows on the left and right and at the same level. He is fram
    2 points
  16. Do you have a reference image for the type of scene you want? I know some people have a specific look they are going for, if you want realism Id suggest working on the neon a bit. Maybe put the neon light inside the glass tubes. It looks like you have the neon material on the outside of the entire objects. Also adding an HDRI to the scene could improve it a lot, the blue/purple sky isn't selling it for me.
    2 points
  17. Hi LECHUCK, I think that what you are experiencing is something a lot of design workers experience. Most of the things you mention are universal for graphic designers as well as for 3d Artists. I would say that long hours for example are more dependent of the company you are working for then the stuff you do. It is absolutely not uncommon in the 3d World. But as you often have longer projects then working 2D you might have the possibility to arrange your work in a smarter way and therefor you might be able to influence it a bit. But the more efficient you are the more work will be
    2 points
  18. I love it. Really creates a unique take on many existing genres: cyber punk, dystopian futures, etc. I love the lighting. As soon as I saw the astronaut with the glow I thought of Daft Punk....not sure why but it has that vibe. Kind of like a Blade Runner inspired slum in the land of Tron. I would love to know what inspired you for this. If the final piece is going to be that dark then some of my comments don't apply as it is adding details that quite frankly won't be seen and more importantly don't need to be seen. I can't wait to see more. Dave
    2 points
  19. Hi Lechuck, Here's my experience. :) My time at London's branding and design agencies as a freelancer was the best time I had 3d project wise. I got a lot of interesting work through two creative staffing(?) agencies (one of them doesn't exist anymore unfortunately, the other one was Aquent). I mostly did visualisations of products and interiors that they were designing, not just stills but also animations. I think as a freelancer you automatically get more respect than as an employee, plus you can charge extra for overtime. I'm not sure how much that overlaps with the
    1 point
  20. 1 point
  21. 1 point
  22. You could maybe use xpresso with random node as driver for colorspace... random_light_color.zip
    1 point
  23. Hey, big thanks for all the info! Will dig into this.
    1 point
  24. Glad to help Foxtuon Although everyone keeps telling me Houdini, Houdini…
    1 point
  25. Hi Mad. Thanks for taking the time to post in what you thought was the right category. However, I have moved it over to Hardware for you, as even people that don't have Redshift may have something helpful to suggest hardware-wise. CBR
    1 point
  26. It's a problem of "random_selection" assets,fixed it with two methodes(i don't know reason, just experience); 041_fix(clamp).c4d 041_fix(outer_scope).c4d
    1 point
  27. Im with CBR on this one re doing it in post. If you want it 200px in cinema then you just set your render settings to that ( plus enough width ) and make sure your object just nudges the top and bottom of the frame, but that's a lot of faff and finding later your missing a pixel or two. Also bigger is generally always better when it comes to pixels so I would be rendering it bigger with a little padding top and bottom to not cut off any pixels. Once rendered you could adopt a smart object workflow in pshop, if you render with an alpha the smart object will crop to the edges, then you can
    1 point
  28. If you need to work with exact dimensions, then you need to be very much more careful at the modelling stage, and keep much more of an eye on the coordinates boxes, which shows you how long stuff is along the planar axes. Begin by setting your scene up in both preferences and project settings to the right units, and then consider altering your grid size as well to something that is easy to snap to and helps. You can also use the measure and construction tool to use measured guides, but you will need to thoroughly read the manual on this before you use it because it is not exactly i
    1 point
  29. @Rectro Thanks for the offer of help Dan and the links - one of which is mine BTW But it was interesting to see a website that is dedicated to Marvelous Designer help without being affiliated to the software developers. I am looking into this further and think I need to learn a little more about Marvelous Designer since I am a bit rusty having last used it on this project a few years ago now whilst on MD5 now I am on MD8… I am thinking that using the cloth buckle might be my best option for the moment but let's see how I progress.
    1 point
  30. Absolutely perfect technique and tutorial. Thanks so much!
    1 point
  31. You could for example use scale factor for multiplying positions of spheres... (in my example are spheres separated objects)
    1 point
  32. It could be done maybe with just few xp nodes, in my example it has more because I want to reset values, clamp entering values over spline length etc., but all that waste you could remove and adjust xpresso to your needs
    1 point
  33. Here is example, just fast idea, maybe you´ll find something useful. scene file : XP_real2percent.zip short video explanation : https://www.dropbox.com/s/optdvkhuz45bnq8/A2S xpresso.mp4?dl=0
    1 point
  34. Yes there is room in most brains for more than one DCC, though as middle age progresses you do get cause to wonder CBR
    1 point
  35. This is good to know! I was thinking I have to give up one to progress with the other. But yeah, good to learn both!
    1 point
  36. Yes, it's probably best to do this with a plugin, otherwise you'd have to manually animate the tris. According to the comments under the video on Vimeo, this was done without any plugins in Maya. Must have been quite a bit of work... Kuroyume's Unfurl plugin used to be able do something like that. It is no longer available, but there is the Dépliage (Unfolder) plugin by CodeVonc: https://code.vonc.fr/?a=59 Cheers, Contrafibbularities 1-1.mp4
    1 point
  37. @IgorI am assuming that the plugin works with Boolean operations, so the resulting topology will likely be similar to what you get with C4D's boole tools or plugins like MeshBoolean and the NitroBox Tool. You can download a demo for C4D and give it a try yourself. As soon as you indicate your e-mail address you can download the trial version. The demo only seems to work in R20/21. http://www.lwcad.com/html/main/new.php Cheers, contrafibbularities
    1 point
  38. In its most basic form, this is a great idea. But as soon as you have multiple selection tags assigned to your mesh it potentially becomes a very complex thing, as there are many possible scenarios to handle. In your example (why external links? why not simply upload the images here?) you are doing an extrude inner. As a user you might want to expect that the new polygons you are creating then gets added to the same selection tag the original polygon belongs to. However, you might also expect just the opposite, that each new polygon gets added to the selection tag th
    1 point
  39. I go between 3 machines regularly and find the online activation brilliant. I've a 4th machine just for rendering. The vote button mentioning about a license used by a rendering machine. Is that more towards a plugin preventing it been used on the main machine rather than an instance of C4D? I use render server/ client and the only issue is if a plugin is required for rendering then I can't use that same plugin on my main machine the same time. Other than that it's very handy just releasing a license with a few clicks. Haven't encountered major issues yet (touch wood). Not su
    1 point
  40. Thanks Cerbera your technique has worked! Genius, thank you for your help. I used your technique of drawing the square in the orthographic top view and then joined them to the outer polygons. Then I did the smaller inner extrude. Then I extruded the square shape up and flattened out the top. This top shape was made slightly thinner on the x axis to taper the shape (this caused the sides of the tabs to become non-planer but it is under 2º so I set my Planarity Threshold to 5º). I also rearranged the points on the top of the tabs to match the desired slot shape and also
    1 point
  41. Nice concept. Kind of "Blade Runner" atmosphere
    1 point
  42. No worries. Ok, if it won't need to remain parametric, then we can get the tracer to work on this. You need to make several changes to your current setup to accommodate this though... 1. You need to do a current state to object of the object literally a frame after the pieces separate. Then you can hide the original and just work with this copy. 2. Next step would be to explode that copy to separate objects, which can do using that function in the modelling menu. 3. Then you can select all the pieces, and use the axis centre commands to reset the axes of each. At th
    1 point
  43. Thanks for nice tutorial Wolfgang, great job. ...and maybe just another option for placing object over surface is using built-in constraint... https://www.dropbox.com/s/6ib6b8oaclxskpx/clamp_constraint.mp4?dl=0
    1 point
  44. Version 1.0

    103 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/ Does probably work with R16 - R21, not sure about S22, will definitely not work with R23.
    1 point
  45. 1 point
  46. Here: https://gum.co/texel_density It is free.
    1 point
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