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Showing content with the highest reputation since 05/21/2020 in all areas

  1. 7 points
    Hi guys! My 2 cents on the topic: https://pbs.twimg.com/media/EMfgEuGXkAIr0tj?format=jpg&name=900x900 Besides the jokes, I think Cinema 4D is one of the greatest software that I have used and now is affordable even for my location. When I open Blender, all the navigation and stuff make me feel I got into LADA car (it is old soviet cars)it can drive you in every place but in the most uncomfortable way, when I use Maya, I feel like I am driving Alpha Romeo - beautiful but it breaks every 10 km., when I use 3Ds Max (my first 3d app) I am feeling I am in a tank - I have 2 handles for everything, when I use Houdini...well like I am in CERN, I am accelerating particles to make a cube, and I accidentally make a hypertorus packed with monkeys, which are consumed by the black hole that also accidentally appeared...I end up making the cube with real paper from the garbage in the post apocalypse world that I have created. when I use Nuke - I am using BMW, cool but too expensive and in the winter you don't go out with it... and when I use Cinema 4D - I am in a AUDI! Feels good and takes you where you want to go! The grass is not always greener on the other side!
  2. 3 points
    Hi all, Some of you may know the aaOcean plugin - for ocean / sea surface creation. It's been available for a while, but broke with the R21 update. I'm pleased to say that, due to the voluntary work of Kent Barber, it's been updated for R21 / S22 on both Windows and MacOS. I've also expanded the minimal documentation that was available. Sorry for the slightly convoluted links - but if you visit: http://vantagegraphics.co.uk/aaocean you'll find links to the plugin itself - and for the updated documentation file. Hope you enjoy it.
  3. 3 points
    Yea to be honest I wouldn't use either of the techniques you provided examples of above flat surface or not, mainly because they're ugly:) one would prefer a nice quad patch like the example @Cerbera provided:D
  4. 2 points
    I think it's pretty easy to do this yourself without any plug-ins, although you get a pattern different from the one Cerbera showed. I use a technique that works when the number of Rotation Segments of the cylinder is a power of 2 (i.e., 8, 16, 64, 128, etc...): 1) Create a cylinder making sure that the number of Rotation segments is a power of 2 and Caps turned on with 1 segment. Convert it to an editable object and Optimize if you have an old C4D version to make sure that the caps are attached to the rest of the cylinder (!). For a 16 segment cylinder, you now have something that looks like this from the top, which by now you are quite used to seeing (I selected all of the points in point mode for better visibility): 2) Now, we want to get rid of all but four of the radial edges but keep that central point, as illustrated in the following image: The quick way I go about doing this, which is especially helpful for cylinders with very many Rotation Segments is to go into Edges Mode and simply use Live Selection with a reasonably sized brush to select all of the edges stemming from the center, by clicking on the point at the center of the cap. You can also just select any radial edge and do a ring select (U~B) on any other radial edge, to select them all, if this way is easier for you. Then, I just Ctrl-Click the four segments, in Live Select, that form the cross shape I don't want selected (the edges going in the up, down, left, and right directions from the center) which are always constant in number (i.e., exactly four). Finally, the the edges that remain highlighted (as shown in the above image) should now be dissolved (i.e., M~N, Ctrl-BS/Del, Right-Click menu, or however you like to do dissolves). 2b) OK, if your cylinder only had 8 Rotation Segments, you're done (congrats!) and you can skip the rest of the steps. 3) For cylinders with Power-of-two Rotational Segment counts >=16, we're left with a cap Full-O-NGons at this point, as indicated by the reddish NGon lines in the image below. I've gone ahead and selected the central point in Point Mode for the following step which does most of the remaining work of creating the quad topology: 4) In Points Mode, with the central point (and only the central point!) selected we want to do a Bevel operation (M~S) with the settings shown below: Tool Option Offset Mode: Proportional Offset: 100 % Subdivision: 3 {See Note} Note: Type a value that is the following function of N, the number of Rotation Segments you started with: Subdivision=N/4-1. Since I used 16 segments for this example, 16/4-1=3 for the Subdivision count. (For 32 starting segments, it would be 7, for 64, 15, and for 128, 31) - just divide the starting number by four and subtract one. Depth: -100 % Limit: Unchecked (but doesn't matter, int his case) Shaping Shape: Round Tension: 100% Topology You can leave all of the Topology options unchecked... 5) We now have the following almost complete topology and I've gone ahead and once again selected all of the points to improve their visibility in the demo image below: 6) Unfortunately, NGon lines remain. This is because the Bevel tool slightly "missed" the existing points by a tiny offset, so we are left with doubled points along the cap's circumference that are very close to the points they should be right on top of. It is important to note for the next step that the bad, misaligned points, are the ones that have at least one edge stemming from them and going into the cap and connecting with another point in the interior of the cap. The good original points, are the ones along the circumference of the cap with both edges coming off of them forming said circumference. 7) To fix things up, you can go one of several ways here. These include the fast, easy, but not very accurate optimize operation to help merge all of the duplicate points, all the way to welding each pair of points by hand using the Weld Tool, Stich-n-sew, the Polygon Pen tool, or whatever floats your boat. Personally, I prefer the "by-hand" methods for smaller numbers of rotational segments in order to make sure that the Bevel created points get repositioned and merged to the correctly positioned pre-existing points. For larger Rotation Segment counts, Optimize is you more prudent and pragmatic pal. Going the Optimize route will tend to merge points at the midpoint between the original, correctly positioned circumference points and their Bevel Tool created pairings. This will slightly shift the original points in the process. On the positive side, the result of this is that the NGons will be gone in a single broad stroke, but the points in the top cap may not line up perfectly with the points in the bottom cap, which may or may not be OK, depending on how this object is used/modeled going forward. I will describe more specifically my welding approach when precise point positioning is desired, which is often the case for low Rotational Segment counts and/or scenes that require very accurate placement. I start by switching to Polygons Mode, select all of the polygons in the cap being worked on and then do a "Hide Unselected" command to hide all other polygon geometry of the cylinder and to in effect solo just the polygons of the cap whose points I will be manually optimizing. Then, in Points Mode, I weld all of the misplaced duplicate points using the Polygon Pen tool (don't forget to check Auto Weld from the Poly Pen options in the Attributes Manager!) to their properly positioned points along the cap's circumference. As previously mentioned, the misplaced points are the ones with edges going into the cap, either towards the center or towards a point int the cap's interior. It would be a good idea to zoom in for precision. Whichever of the above methods you choose for cleanup, the result is a relatively nice Quad based cap topology, as shown in the image below: I will now include additional images that demonstrate the resulting topology for 32 and 64 Rotational segments, just to give you an idea of what you will get: 32: 64: It is important to bear in mind that the above images represent flat cap surfaces (and not spherical ones). If there are any negatives to this topological quad-based layout it is the fact that the resulting quads tend to get slightly larger towards the center and smaller towards the original points that made up the initial "cross shaped" edges (i.e., the quads get progressively smaller towards the top, right, bottom, and left edges along the circumference of the cap). You can resize from the center with soft selection turned on to equalize things a bit, but I won't go into that here, since it is a process that would require an article of its own. I hope the above steps help you out, at least until MAXON adds some quality Quad Cap options to cylinders.
  5. 2 points
    Hi. Here is one way to do it. 1: Make plane primitive then place it to top of bottle cap. 2-3-4: Select and Extrude the edges twice down to fit close to bottle. 5: Use Loop Path Cut to add polygons for even distribution (square polygons. 6: Make a selection set at ends to use with shrink wrap. 7: Add shrink Wrap deformer and drag n drop selection set into falloff. This will only then effect polygon selection area. 8: Add cloth surface tag (if you cant find it press shift + c to bring up command and type in cloth) Add thickness and turn on bulge if required. bottle with safety lid tab.c4d
  6. 2 points
    One of the tasks that is deceptively harder than it looks is determining the pattern of the spikes on the sphere itself. If you notice, they form a repeating pentagram (5 sides) around the surface. You can't use a normal sphere's polygons to guide you because all sphere primitives follow either a 4 or 6 sided polygonal pattern. One thing to consider is to use a platonic dodecahedron placed within the sphere (turn X-ray on) as a guide on where to place your spikes. Just a thought. Dave
  7. 2 points
    Not surprised you are struggling - this looks like quite a simple modelling proposition, but actually isn't. In fact to model this as a single mesh would require a relatively wide range and knowledge of assorted modelling techniques, but as the spikes are separate objects in the real world, that is how we should model them as well, which certainly makes things easier. So, with that said there are 2 main parts to this - modelling the hatch in the main shell, which you should do based on one of the polar sections of a standard sphere. And the spikes, which you can clone on to the surface of a helper sphere object if you can find one with the right distribution of points, and then adjust the Z position of those to better match your mine. As for how to achieve the curvature on the bases, that is best done right at the start of their creation (which should begin with a disc object) using subdivision and deformers, either double bend objects at 90 degree offsets from each other, or maybe an FFD or even something like the wrap deformer with suitable settings... or you could even project your disc onto the sphere. CBR
  8. 2 points
    Hello all, I had a plugin to create studio backdrops that ceased to work, so I made my own. You can get it for free here : https://www.dropbox.com/s/m12a5u23b6x67l0/BazStudioScenes.c4d?dl=0 Might not be perfect but it works, enjoy !
  9. 2 points
    First of all the top of this cylinder is flat - fully planar, so it doesn't matter if there are triangles or complex poles, even under subdivision. There is no functional difference between the 2 quad options you have shown - they are all kite quads at the centre, and either is an equally acceptable solution for quads on a planar surface. However, both of these ways are rubbish under subdivision on a curved surface - in that case neither will do because you can't be having the complex pole that remains at the very centre, which will result in artefacting during render. In that case then this is the answer for quad solving - it can cope with curving in any direction, and has not a single complex pole anywhere ... CBR
  10. 2 points
    that meme made me spit out my beer
  11. 2 points
    No no you misunderstand me - it was you saying you were a beginner that made me think you wouldn't be on the beta team ! Anyway, thank you for checking out the posting advice, and changing your profile. As @DasFrodo says, if you can attach a scene file that is the best and fastest way to show us your problems, because our answers depend on understanding your whole setup, so we need to see it... CBR
  12. 1 point
    Did you sort this out? Dan
  13. 1 point
    If your working on the basis of deforming polygons then pose morph would be the way to go, but as its over a eyeball your use a Rotational mixing method for a morph target. You can then assign user data to them if you wish. Dan
  14. 1 point
    I don't know what your initial problem was ! But it is possible to model everything without ngons, and it would be possible to cut this mesh all the way through despite them using Plane cut or Line cut, which are both tools that that are designed to accommodate ngon editing.. CBR
  15. 1 point
    that's great. I never thought about CMYK vs RGB as being a cause!!! You've been super heplful!
  16. 1 point
    wow. Not sure how i didn't notice. Thanks for sorting that. Your help has been extremely appreciated. Shawn
  17. 1 point
    Hi Cerbera, Wow thanks for all your detailed advice! I'll be sure to research the topics you have mentioned, especially edge flow as I often find myself stuck when modelling with no choices left but to resolve mesh issues by adding triangles. I read that having a good edge flow on a model will prevent you from having to do this so perhaps I will practice this technique on a simpler model just so I get the hang of it. Also interesting about the disc primitives and FFD deformer which is a new way to approach this that I hadn't thought of. And totally agree with you on doing a model second time round. I find myself remodelling things over and over as I sort of feel the model isn't quite right and am always surprised at how much better the results are each time just by approaching it with a different method. Thanks again for your tips on this!
  18. 1 point
    Without mayor testing I could emagine this to work. It feels a bit complicated so there may be a simpler solution. ok... so this is a untested setup, but you could try this. make a Matrix objekt (linear) with the amount of elements that you need diferent phonetic sounds. arange them for example x0 y0 z50. Use the clone selection tool to generate one selection tag for each element. generate one sound effector with y100 for each element and use one selection for each effector. define the fequencies in in the effectors. Now every element should rise 100 units when its sound is played. to read out this information. use a xpresso node drag in the matrix and connect its object exit to a Data node. Whith it you should be able to extract the z Vallue of each matrix element. best regards Jops
  19. 1 point
    I started making some mini vfx shots with my daughter for fun. This is my first attempt at vfx integrated with live action. Let me know your thoughts. The 3d assets were created and animated in Cinema4d, and rendered with Octane! https://www.youtube.com/watch?v=uMOMhUummYc Make sure to subscribe for more fun videos weekly
  20. 1 point
    Hey guys what's up, been out for quite a while, thought i'd ease back in by revamping an old model from a few years back, very early stages just playing with materials and lighting, some remodelling has been done already and i'd imagine more will come. I'll also include a shot of the old one for comparison (click for a close up :D)
  21. 1 point
    On a quick break, so just popped back to say that once you have extruded your ridges (just needs a single extrude) you can use Normal Scale (as different from the regular scale tool) to slightly shrink the extruded polys all at once which will give you slightly nicer rounding and finish to them. CBR
  22. 1 point
    I can give you the brief strategy / overview, but unfortunately do not have time to explain in great detail at the moment. Th best result will be achieved via regular SDS poly modelling, starting with Lathe with the same amount of radial segments as there are ridges in your bottle, then making it almost immediately editable, and manually extruding the ridges from there... this way they will follow the curves of your topology when used with Subdivision. CBR
  23. 1 point
    No sculpting doesn't support edge weighting, so that needs to be baked in before you sculpt it by making the SDS editable first. THAT then goes under sculpting. CBR
  24. 1 point
    Probably to do with your old version of the software. Our FBX import started getting good somewhere around R19. CBR
  25. 1 point
    I wanted to do something original and something different for our gender reveal, so last year I 3D modeled and animated a animation that we watched in a movie theater. I created two versions with a boy and girl version so I also did not know the ending until the day of. It was created in Cinema4d and rendered with Octane. Let me know what you guys think! https://www.youtube.com/watch?v=PdQRAusxtkw I also started creating some fun mini VFX shots https://www.youtube.com/channel/UCd4OQ7QVz_53yLT5y6t9RNQ
  26. 1 point
    Well, good job @Rectro is on the case for you; not a lot that man doesn't know about hair, so I shall leave you in his capable hands CBR
  27. 1 point
    Look for the script log in the Extensions menu; all your actions are recorded there. You just need to clean up a little, like removing the call for the script log which is also logged
  28. 1 point
    You need to keep your quads even on the low poly surface. Your current low poly mesh contains too many large quads, which may cause problems when subdividing.
  29. 1 point
  30. 1 point
    BRILLIANT! I would have never thought about starting with a disc! Thanks, I'm working through it now and hopefully by the time you're back on I have some progress made. I can't thank you enough.
  31. 1 point
    Funnily enough I am also on a client job at the moment in which I am forced to use Boolean Operations, but unlike you, I can't go back for better STEP reference I am getting things to work with a rather assorted variety of tricks and bedevilment, some of which seem to have no reason behind them whatsoever, yet *touch wood*, I do find myself winning most of the boolean battles I face. In short my top boole tips are: Do anything you can to avoid using them at all. But if it is unavoidable... Aim for a solid boole first, so you get the inside of say carved lettering, but if that is not possible, for example if one of your source meshes is open, then still do the boole, but you will only get an intersection, and have to model indents yourself from that outline, which is still helpful. Make sure the mesh you are cutting into has regular, even distribution of polygons and enough density. Always break the phong shading along intersection lines If things go invisible... Move the source geo slightly. Move the other mesh slightly. Change the interpolation in any spline based geo to uniform / natural, and vary subsegment numbers Have all the options in the boole object ticked to start with... If that fails, turn off HQ, but then set and use proper phong edge breaks. Better to turn HQ back on, and instead change the topology of the source meshes until it doesn't fail any more. This can be as easy as sliding 1 vertex or as complex as re-topologising an entire section, but if you are patient you WILL find something that works... Spin edges to avoid counter-flow junctions and complex poles. But not if it's animated booleans. That sh1t is just not predictable or reliable and there's really not much we can do other than find another way CBR
  32. 1 point
    Nice analogies but I think C4D is more like a Toyota C-HR: very practical for day-to-day things, super easy to drive but also considerably stylish. Unfortunately the price is not the best and there is some features lacking...
  33. 1 point
    In R21, the flag does move with the pole, and apart from some intersection issues caused because the pole itself has no cloth collider tag on it, that is actually working in my viewport with your current setup ! However, if you cache the flag with the pole stationary, then obviously it can no longer respond to any movement you subsequently make with the pole. But you can cache the cloth AFTER you have recorded any pole movement animation and then it should cache the flag movement including that caused by the animated pole. Not sure if that answers your question as to why that may or may not work in R19, but I don't have the version installed any more to test in... CBR
  34. 1 point
    What render engine are you using? I use Redshift I I do this by using a Displacement Blender node, and have this driven by the morph slider which is a simple espresso set up. The range mapper is the key to driving one morph one while another off by using opposite values in the output field. Its the case as to what render enging your using and finding a simular set up. Dan
  35. 1 point
  36. 1 point
    i've been recently experimenting a lot with cartoon sfx setups like water, fire, smoke, explosions and so on purely with mograph, fields and volumes. no particles, no plugins. most fun i've had in a while, also i'm quite impressed what can be done with just the on-board tools. just wanted so share those here too, since people seem to like them a lot on twitter, hope you'll like them as well. https://twitter.com/everfreshdesign
  37. 1 point
    i agree 100% with this statement and i want to add a litte more. Even if the tools in c4d seem outdated (and in many aspects they are) try to check some making ofs from big anmation studios. Most of the time they are using old versions of maya , some of them are like maya 2012 or similar. Of course they have TD's in their pipeline to solve and implement custom tools but the the core is always something that they rely on instead of the newest release. C4d sometimes behaves like houdini. We can try and mix diferent modules to enhance certain capabilities. That means that we have to create most of our solutions and there are no presets for this kind of stuff. I love to mix mograph in rigging. It's just amazing . But there are even more things that are really good: Pose Morph tools are super powerfull in the rigging process and really worth it to explore.
  38. 1 point
    Please read our guide to how to post on the cafe, after which we can avoid you posting in the wrong place with the sort of post title we really don't want, and not including the information we need to be able to help. You will also need to fix your profile so that it tell us which version you are using, which is not Beta, unless you are on the MAXON Beta testing team, which we can tell you are not by the type of question you are asking. CBR
  39. 1 point
    Without a scene file or more information we have no idea what you're doing wrong. Consider attaching a (simplified) scene and someone will probably look at it
  40. 1 point
    Z-Depth can be used for different kinds of effects that rely on the depth information. These include but are not limited to DoF (what you already know) and fog effects for example. When you want to add your DoF in Post with Z-Depth you DO NOT use DoF in your final renders. The entire point with Post DoF is that you don't have to invest the additional rendertime to do it properly in the render. It does have it's limitations and does not look as good as "real" DoF, but in many scenes it works just fine. EDIT: You import the Z-Depth into After Effects and apply the Camera Blur effect on your main footage. Then you use the Z-Depth as "Mask".
  41. 1 point
    The final product. I did do a little more detailing.
  42. 1 point
    Hey man, hope you're well… Yeah, they opened in R21 so I resaved them and they opened in S22… I think this was an X Particles thing, I was using an older XP build … I've updated my XP so hopefully it won't happen again.
  43. 1 point
  44. 1 point
    Are blender forums so poor that no one uses them ? What is this craving with people trying to push blender in a cinema 4d forum ? There is clearly some personal psychology going on here..or maybe it is just that blender forums are a waste of space and users feel the need to tell us how wonderful blender is in this forum
  45. 1 point
  46. 1 point
  47. 1 point
    You just can't beat the Cafe..now if it only could serve Amsterdam ..extras ..
  48. 1 point
    In some cases is needed to adjust up-vector. But in my example (when you check single tree axis) is axis of clone on the bottom of the tree a tree grow in Y axis, so no needed any adjustments...
  49. 1 point
    I think you have finish your project already but..just for to know, there's another option....I you have (I think you must have) a subscription to Cinema4D, you automatically have access to cineversity and you can have all their plugin for free. There's one in particular that is designed to create this kind of animation "CV-Dynamic Connector" is very easy to use and you can create this animation very fast I hope this is useful for the future
  50. 1 point
    Hi everyone, I have been developing some new tools to create UDIMs, move UVs from one UDIM/Material to another, and transfer texture from your existing material across to the new UDIMs. Just wondering how many of you out there are actually importing and using UDIMS currently in your workflows, from Mari or Substance etc... and if you would be interested in seeing me continue working on these types of solutions for you. Cheers, Kent
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