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  1. 23 points
    Hi folks :) Here are some important news from us. From this point onward, all trainings from C4DCafe, both existing and future ones are free. Yes, you read that right! Given that we are now fully committed to make Cafe even greater place and universal Cinema user hub, we felt that this is necessary step. Free access to knowledge will have positive effect on the community and whole C4D eco system. All training content is being uploaded to our youtube channel as this post is made. Here is a list of trainings that will be available: 1. Introduction to R18 and modelling (currently on youtube already) 2. Introduction to R19 Fracturing 3. Xpresso volume 1 and volume 2 4. Introduction to R20 MoGraph fields 5. Introduction to R20 Nodes We would like to thank all our former customers and hopefully they won't resent this move, because, after all, this benefits them too for future content we make :) We expect to finish with upload in a week since shear amount of videos will take long time. https://www.youtube.com/channel/UC_MRjD4IdPtvYLo2dLC-POw Additionally, we also started providing very valuable scene file repositories like this: https://www.c4dcafe.com/ipb/forums/topic/91711-c4d-cafe-lost-and-new-filesfree-to-use/ https://www.c4dcafe.com/ipb/forums/topic/104415-node-based-materials-repository/ https://www.c4dcafe.com/ipb/forums/topic/104962-hrvojes-free-file-pit/ Last but certainly not the least, is our new community based project https://www.c4dcafe.com/ipb/forums/topic/105210-c4d-cafe-steam-punk-project/ We hope that with these moves Cafe will grow to be even better, help you even more to promote your work and skills, assist you in finding gigs or full time positions, or simply be a happy place for you to hang out. As a part of the staff here I try to help as much as possible and I can see incredible effort from many members to share their time and energy to help out others, which is truly fantastic :) Cafe has grown so much that we have members from all kinds. From students, hobby users, 2d artists, VFX guys, hardcore coders, to talent scouts, managers, CEO's of large companies and various other industry professionals. Have fun and for being a member!
  2. 17 points
    Hi folks :) As you may know, we are now offering massive amount of training content on Cafe Youtube channel. Content is free and available to anyone. Please consider subscribing to our channel, this will help us run Cafe, keep trainings free, and enable us to create more quality content for you. https://www.youtube.com/channel/UC_MRjD4IdPtvYLo2dLC-POw Thank you!
  3. 14 points
    Hi folks :) In this topic I decided to share many of my files for you to examine. All of these were small setups, rigs, contraptions, prototypes and fun projects that I made over the years for clients or for myself. There is a lot of them but I will post them in small groups over time in order to avoid overload :P Feel free to use techniques and whatever you learn from them to your advantage. Each file will be enumerated and with hint of what is used in the scene in parenthesis. Files will vary from simple to quite advanced setups, in no particular order Have fun! 01_Airplane_route(MG+constrains).c4d 02_Atom_array_attractor(MG+XP).c4d 03_Ballon_procedural_anim(CA+Cmotion).c4d 04_Barb_wire(MG).c4d 05_Beast_in_box(CA+Cmotion).c4d 06_Box_fill(Dyn).c4d 07_Burning_match(MG+XP).c4d 08_Butterfly(CA+Cmotion).c4d 09_Cell_tissue_penetration(MG).c4d 10_Build_up(MG).c4d
  4. 11 points
    Lots of ways to go about that, but I think this is probably the fastest... 1. Top view, poly pen in Quad Strip Mode, and draw yourself a network of polygons, like so... 2. Extrude that (with caps), and delete the end caps to get your tunnel ends... 3. Smooth Subdivide that to Level 4 or 5, then use a displacer deformer (make it a child of the object), driven by Luka noise to make it look rocky... It might look like a giant pretzel from the outside, but from inside we're approaching something cave-like... Don't forget to select all polys and Reverse your Normals at this point... You can add further displacements (in a group with the SDS Object) at smaller scales, and use that additional SDS to increase polycount much higher. Here I'm at a combined Subdivision to Level 7, and I've got Luka at 600% driving the bigger detail, and Electric Noise, 50%, stretched 500% on V for finer detail.... Lastly, you can handle smaller detail still with normal or bump maps in the material... talking of which, if you are using photo-based textures you want a nice Triplanar mapping setup to texture this properly, but you can do it equally well with just layered procedural noises... Lastly I should mention some techniques for making it look 'big'. These might include... Building in small holes to the tunnel roof to let beams of sunlight in, and using a plane in an Atom Array in front of your sunlight to further break it into godrays.. Adding some Physical Sky, not for its weather, but for its atmospherics haze... Using small area lights, with small illumination falloffs Park the camera very low, and use wide angles Hope that helps... CBR
  5. 10 points
    whats up guys, so gonna be putting up some free models over the next few weeks, some older ones and some more recent ones, most of these are characters i've either never used or have recently updated, going to take me awhile to clean up and sort through them, but i'll post up some new ones when i can. Hammy cute little cartoon hamster! hammy.c4d Donut Derick fun little character i made a while ago after watching sausage party :D derick donut.c4d Rory the Robin one of my oldest but still one of my favourite toon characters :D rory final 2.c4d Big Ugly Baby its a big ugly baby.. baby final.c4d Brain dead Banana This is what happens when you eat a bananas head! be warned! also comes with my plastic toy shaders ! Brain dead banana final.c4d Fat Brian Another really old model, i put quite a lot of time and detail into this one at the time, and he still holds up 3 years later fat Brian final.c4d watch display.psd
  6. 10 points
    My beautiful wife works as a social worker at the juvenile court, and she uses the signs of safety-tool: the three houses. These three houses are a great way to talk to children about the good things in their lives, their worries and the dreams they have for the future. She made an example sketch for me, so I had a very good idea of what she wanted. I made a new sketch (below) because she really likes the old skool pencil-on-paper style. I thought it would be cool to make a 3d version of the house, so here it is!
  7. 10 points
    For the past years I have been working on this solo project during my spare time. It took me way too long, because in between i lost interest, had paid jobs, scrutinized the story, scrutinized the characters, scrutinized my lifechoices etc. But eventually i was compelled to finish this short film because i had invested too much time to just drop this project. So here, I'd like to present you: SUNDAY, a story about a lonely penguin's quest for refreshment on a hot and sunny southpole sunday.
  8. 9 points
    FINALLY! Finished a new personal project! It took me quite a while to get started, was flooded with commissioned work, had lots of other stuff to do around the house, and had a bit of an artist block (lame!) Anyway, hope you like it! Also made a 'making of' so you can have a look how it was made. M
  9. 8 points
    Hi everyone, I'm sharing my Cinema 4D library of more than 1800 architectural profiles with you. It used to be a commercial product for a while, but as of now it is available for free. I made this libarary about 7 years ago in Release 13. It will NOT work in versions older than R12. All profiles are based on real-world references and scaled to real-world dimensions. You can downlaod the library here: https://www.dropbox.com/s/e4pshf0wast7919/arch_profile_collection.7z?dl=0 I hope you'll enjoy this huge collection of architectural profiles! Cheers, contrafibbularities
  10. 8 points
    Hi everyone, I've just finished an object library filled with 330 Chinese patterns I modelled on the basis of photo references and 2D graphics images, and I'd like to share this library with you. Each of the 330 patterns comes both as a polygon object and a spline object, so you'll have 660 objects to play around with. You can download the free library here: https://www.dropbox.com/s/5xeddl0y42j2knb/chinese patterns UD01.lib4d?dl=0 All objects as well as the library were done with Cinema 4D R18 and will work at least in R14 or better. I hope you'll enjoy the library! Cheers, contrafibbularities
  11. 7 points
    Hi folks :) As you can see we have some new features on the site. First is that the members display at the bottom of forum is showing avatars Second is, we have a direct topic feed with Cafe Youtube videos Hope you like the improvements, there are still some issues we have to iron out but it works!
  12. 7 points
    While working on a plugin I got the idea of making this small utility: Wheel Of Tools. It allows the user to set up a list of most used tools, which are presented as a circular palette to select from. Available directly within the viewport. Current state of the plugin is only a concept, and I am mostly focusing on the actual tool selection. The part where user does set up the tools still needs to be worked out. For those familiar with PolyGnome, you probably already understand where I will be heading to ... Wheel Of Tools, once fully implemented, will be the base for a new way of interacting for the main part of the PolyGnome plugin. Edit: While many have seen in this plugin what they expected it to be, this is NOT a radial menu plugin. It merely represents a list of tools in a circular way.
  13. 7 points
    The other day my pc crashed with several apps open. C4D survived ok, but Photoshop had reverted to OOBE - welcome screen, load of panels I don't use etc. I tweaked PS back to how I like it and that was that. 2 days later I needed an image for C4D, so I opened PS and created a 1000px square doc, only to get an error message 'could not complete operation - disk full'. I looked in explorer and sure enough my SSD was bright red and completely full. I closed everything and ran virus check, and other stuff and the SSD went back to normal. I opened PS - disk full. This went on and on - problem kept appearing, disk full. Didn't Einstein say that repeating the same thing, expecting a different result is a sign of insanity ? On the 10th attempt, I opened PS, made a doc 1000 ... hold on 1000 INCHES ? The PS reset had set the default units to inches, and I was trying to create a doc 7,000 square feet. PS standard res is 300dpi, so pixel-wise I was out by a factor of 10^5. panic over...
  14. 7 points

    Version 1.0.0

    347 downloads

    Rewrite of the original "Points to Circle" script in Python. Runs on R20 and previous versions of Cinema 4D.
  15. 7 points
    Hi folks :) https://www.maxon.net/en/products/new-in-release-20/overview/ Here is a full feature list Cinema 4D Release 20 Complete Feature List General Faster Picture Viewer playback Speed and memory optimizations Installer Command Line Interface (CLI) mode Exchange SketchUp Update to SketchUp 2018 SDK Null objects with only one child polygon object now create one combined object instead Alembic Update to Alembic 1.7.7 SDK Performance improvements by caching matrices Users can now bake selected objects to Alembic New animation retiming controls Set Frame (for manual animation control via keyframes) Offset Animation Playback modes (Play, Loop, Ping Pong) Speed setting Time Remap Curve Interface FBX Update to FBX 2018.1.1 Support for instances Axis preferences: Flip Z Axis Up Axis (Default, X, Y, Z) New CAD imports (CATIA V5, JT, Solidworks, STEP, IGES) Houdini upgrade to 16.5.536 AI importer: Illustrator splines now load in at the correct scale Modeling Enhanced modeling kernel Several commands migrated to the new modeling kernel provide much better preservation of surface attributes (UV, etc.) Delete Components command with much faster performance and better behavior (e.g., deleting disconnected points) Triangulate command Triangulate N-gons Re-Triangulate N-gons Remove N-gons Align Normals Reverse Normals Several tools migrated to the new modeling kernel Extrude Polygon Extrude Inner Matrix Extrude Primitives now use the new modeling kernel Sphere (Icosahedron, Octahedron mode), Platonic and Pyramid primitives now generate non-overlapping UV coordinates An option is available to convert legacy primitives from old scenes to use the new behavior The Structure Manager now automatically switches the Component mode (Points, Polygons, ...) to the mode selected in the Structure Manager Custom Data tag A new API allows 3rd-party developers to create custom Data tags, which store surface attributes and can also provide interpolations functions. Commands and tools using the new modeling kernel will respect these surface attributes and use the interpolation functions provided OpenVDB Volume Builder Generator Converts a polygon object, spline object, particle object or a Field into a Volume object Can create Signed Distance Fields and Fog volumes Several parameters of the resulting Volume object can be controlled (e.g., Voxel Size) Filter Objects Smooth Filter / Smooth Layer Different Filter Types Signed Distance Field: Gaussian, Mean, Median, Mean Curvature, Lablacian Filter Fog: Gaussian, Mean, Median Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5 Reshape Filter / Reshape Layer Different Filter Types Signed Distance Field: Dilate / Erode, Close / Open Fog: Offset, Range Map, Curve Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5 Objects and Filters can be layered using different mix modes Signed Distance Fields (Union, Substract, Intersect) Fog (Normal, Max, Min, Add, Subtract, Multiply, Divide) Volume objects can be referenced as a Field Layer Volume Mesher Generator Generate a polygon object from a Volume object User can control the Voxel Range Threshold or the Surface Threshold Meshing can be adaptive Import / Export .vdb Volume objects can be imported and exported from and to the industry standard .vdb file format. Volume Loader object References and loads volume files and volume file sequences Volume Mesh command: Remeshes and combines polygon objects using a volume-based approach. Rendering ProRender ProRender now supports: Subsurface Scattering Linear & Angular Motion Blur Sub-frame Motion Blur Out of Core Texture streaming to render textures that exceed the total GPU memory Multi Instances Texture Selection tags on instances MoGraph Color shader Physical Sky Compositing passes Direct Illumination Indirect Illumination Emission Environment World Coordinate Texture Coordinate Geometry Normal Shading Normal Depth Object ID Object Group ID Material ID Anti-Aliasing can be enabled for World Coordinate Texture Coordinate Geometry Normal Shading Normal Depth Object ID Material ID Object Group ID Shadow Catcher 2D Noises: users now can use all 2D noises except 'sparse convolution' in the legacy base shader. New Seed setting: users can now specify a seed that is used for rendering. Ray Depth can now be restricted (Diffuse, Glossy Reflection, Refraction, Glossy Refraction) Shadow Ray Depth can now be set Support for Metal 2 Compiling kernels on demand, shaders that introduce a big chunk of GPU kernel code will not be included in the initial kernel compilation. The kernel compilation is triggered when such a shader is added. Scenes are now cached when animations are rendered to the Picture Viewer. New Reload Scene per Frame option to enforce R19 behavior General performance enhancements Physical Renderer Improved progressive rendering performance Materials General Immediate low-resolution baking for Viewport Improved shader / material baking for the Viewport Updated Material previews Updated scene setup Several new scenes MoGraph Beat Shader now accepts float values for BPM New node-based materials Over 140 nodes available Projection nodes can be visualized in the Viewport Node networks can be turned into material assets Node based Materials can be edited in the Node Editor, Material Editor and Attributes Manager New Node Editor based on new UI framework Attributes Area, displaying the parameters of the selected nodes A specialized version of the Attribute Manager New connector element showing dependencies within the shading/rendering context The Connector context menu allows to: Connect Nodes Textures Load Textures Replace Nodes Insert Converters Copy Paste (Link) Paste (Duplicate) Remove Mute Ports Propagate Ports Basic tab Name Asset Version dropdown shows the different versions of a node (if available) Custom Node color Inputs tab The input attributes of the selected node Nodes can have a dynamic number of inputs (e.g., the gradient can have a variable number of Knots) The command Show Sub-channels can switch the layout to also show sub-channels of a parameter (e.g., Color.R, Color.G, Color.B, Color.A for "Color") Context tab Enables users to replace the context of many Nodes, e.g., to change the UV mapping for this node. Asset area Lists all available assets provided by MAXON or stored by the user The asset list can be filtered by name and keywords A keyword filter can set certain parameters in a node (e.g., a search for "Buya" will show a Basic Noise Node with Buya set as the Noise type) Context menu Create New category Create Node Import Assets Create New Database Mount Database (Folder / Zip File) Unmount Database Export Database Nodes area lists all the Nodes in the current setup The Nodes list can be filtered Nodes can be cut, copied, pasted, deleted and duplicated Info area, displaying information about the selected Node / asset / Wire (name, version, warnings, ...) Nodes commander, allows the user to search for assets by name and keyword Node view Nodes Header (displays the title, preview and node state toggle) Can be colored to give users a way to organized their Node networks Naming of the Node can be changed Body (includes in- / out-port groups, port bars, port slots and port names) The body can display all ports, no ports or only the connected ports Nodes can have two major states (full and collapsed) Nodes can be displayed in vertical or horizontal layout Ports Node ports can have different states (unconnected, connected, propagated, converted, group ports, error) Node ports are color coded to make it easy to differentiate between different types of ports. Ports can be renamed Wires Several ways to connect a Wire to a port: Connect a Wire straight to a port Release a Wire on the port name Release a Wire on the group port name. A pop-up will appear with compatible ports of the group the Wire can connect to Release a Wire inside the empty area of the Node. Again a pop-up with all compatible ports will appear Wires can be displayed as Linear or Bezier curves Wires can be muted (displayed as a dotted line) Special Nodes Start Node: the Node's attributes will be displayed in the Material Editor and the Attribute Manager when the Node material is selected Solo Node: allows the system to use the data from this Node to be displayed in the Viewport and previews Group Node: a Node that contains a nodal network Asset Node: Group Nodes can be converted into Assets Users can use different techniques to navigate the Node View, including touch gestures. Navigator mini map shows an overview of the complete Node network, can be used to quickly navigate the Node network Group bars on the left and right sides of the Node View can be used to propagate the ports to the outside of the group. Nodes can snap to the grid when moved Toolbar shows: Breadcrumb display of the path to the currently edited Node Filter Field Uber Material Material Asset, build with the new Node system Three reflection channels Diffuse Channel: renders diffuse reflections Reflection Channel with three reflection modes Artistic - blends between two user defined colors Dielectric - for dielectric reflections, such as plastic Conductor - for conductors, e.g., metals Coating channel, a simplified dielectric reflection layer to render effects such as a clear coat Emission layer for emissive effects such as luminous materials Transparency for refractive materials such as glass Opacity to control the material’s opacity Bump to control global bump mapping Normal to control global bump mapping Displacement to control the displacement of the material New Node materials Car Paint Ceramic Concrete Cutout Emission Gold Granite Marble Metal Plastic Rock Wood Material Manager New commands in the Create menu New Uber Material New Node Material Node materials (displays all materials in the asset repository folder) Can now open the Node Editor Workflow/UI Compositing tag now has a ProRender tab Shadow Catcher Alpha Light Portal Object Group ID Multi Instances New Instances integrated in the Cloner object, Instance object and supported by all internal Render Engines Multi Instances are stored as one object internal, resulting in higher performance and less allocated memory Supports different render modes in the Viewport (Off, Points, Matrix, Bounding Box, Object) Supports the Color shader and MoGraph colors Project Settings Use Color Channel for Node Material"´ setting New Console Categories provide more overview Python console can now completely replace functionality of the Command Line Output can be written to files Drastically improved performance New gradient Updated interface Gradient color bar can be displayed in 3 different sizes (small, medium, large) Selected knots now have an orange outline If more than one Knot is selected, selection handles appear. The allow to move all selected Knots at the same time to to scale the range New Double Selected Knots and Distribute Selected Knots command in the Context menu New Interpolation mode Blend Interpolation can now be set per Knot Intensity renamed to Brightness (only available in the Legacy gradient) New options if gradient is used in User Data"´ (COLOR, ALPHA, NOEDITCOLOR, NOPRESET,NOINTERPOLATION, NOKNOTPOSITION, NOBIASPOSITION, NOBRIGHTNESS) New Gradient Node Can display textures and shaders in the gradient color bar Can display alpha Color Chooser is extended with an Alpha slider Blending Space can be set to Linear or sRGB Knot symbol changes: if this Knot is driven by a Node input Enhanced Color Chooser Color Chooser now can store alpha values in swatches Color Picker now is always available when the Color Chooser is collapsed Color Chip context menu now offers option to enable/disable Alpha (where applicable) and to copy & paste a color The Color Chooser in the unfolded state is now responsive to the size of the manager it displays In the Color Wheel mode it is possible to click on the number on the right side to define the amount of color samples directly The Hex mode now can be enabled directly in the Color Chooser Interface Linear Numeric Values switch allows to display the color sliders linearly in the nodes interface Alpha slider in the nodes interface Texture Manager Channel column is renamed to Material Path, also supports node-based materials and displays the path within the material Edit menu now contains commands formerly only available in the context menu (Show File in Explorer/Finder, ...) New Open File in Manager behavior - a new command and Show in Attribute Manager now displays the attributes of the bitmap shader / Image Node. Open Material in Manager is now exposed as a command. Preview shows resolution and bit depth now and small images are centered Attribute Manager was adapted to the Nodes' workflow New Connector interface to handle node connections Preferences Interface: new dropdown menu Field Remapping Graph (Hide, Show, Hide in Field lists) Input devices: new setting to enable touch devices Files / Path: new Fields lists for file assets and database search paths Plug-ins: new Field list for plug-in search paths Units / default sets: new Alpha mode and Hexadecimal mode check boxes New group Gradient Size drop-down menu (Small, Medium, Large) Selection handles check box New group Alpha Grid Color drop-down menu (Light, Medium, Dark) Renderer / ProRender: new group Out of Core Cache Custom Location check box Location path Material (previously Material Preview) New group Node-based Materials Node Preview Size drop-down menu (Small, Medium, Large, Huge) 3D Preview Scene drop-down menu Node Previews check box Preview HUD check box Modeling/Sculpting (previously Sculpting): New group Modeling Disconnected Points on Delete drop-down menu (Remove (press Shift to preserve), Preserve (press Shift to remove)) Import/Export: Settings for new CAD formats: CATIA (*.CATPart, *.CATProduct, *.cgr) Import settings IGES (*.igs,*.iges) Import JT (*.jt) Import Solidworks (*.SLDPrt,*.SLDAsm,*.SLDDrw) Import STEP (*.stp,*.step,*.p21) Import Settings include: Settings to enable/disable the import of geometry, splines, instances, helper and hidden objects Settings how to import Normals, display colors, layers and materials Combine by None, Original Bodies, By Topology, By Color or By Layer Heal and Stitch Optimize Hierarchy Setting to import Source Mesh Settings to import LOD with JT Settings to influence the tessellation, also scale-based tesselation FBX (*.fbx) Export General: new Instances check box Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis) FBX (*.fbx) Import General: new Instances check box Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis) Volume (*.vdb) Export Scale input field Animation check box Name drop-down menu From and To input fields Selected Only check box Volume (*.vdb) Import Volume Grids list field Scale input field Animation check box Name drop-down menu From and To input fields Group Objects check box Import to Project Location check box Assets Node-based materials and Node networks can be stored as Assets Save Assets dialog Name: name of the Asset Version tag: the version number of the Asset ID: Asset ID Database: the database the Asset will be stored in Category: Asset Category (Color, Context, Conversion, Generator, Info, Material, Math, Shape, String, Surface, Uncategorized, Utility, New Category) General Send to PictureViewer now supports all Viewport renderings (also OpenGL) Camera 2D mode for the Viewport New Export Selected Object as ... menu entry in the Object Manager The Compositing Project File for Nuke now supports Alembic New Viewport display modes for the Texture tag (Simple, Grid, Solid) Improved UVs for Sphere (some types), Pyramid and Platonic New Bake as Alembic and Bakes as Alembic + Delete commands New command Save as Default Scene Updated Visualize layout New Multi-Passes Direct Diffuse Indirect Diffuse Direct Specular Indirect Specular Texture mode now works as the former Texture Axis mode. Texture Axis mode isn't available anymore. MoGraph MoGraph Fields MoGraph Fields replace falloffs in all areas where formerly Falloffs were used Field Objects are Objects in the scene and can be freely placed and animated Some Fields can have Sub-Fields, modifying one of their special parameters Fields can write values into certain maps (Vertex Maps, Vertex Colors, Point/Edge/Polygon selections, MoGraph selections, MoGraph Weights) Old falloffs are loaded as legacy falloffs, can be converted to Fields MoGraph Fields UI allows for layering of Fields Different Blend modes available (Normal, Min, Subtract, Multiply, Overlay, Max, Add, Screen, Clip) Opacity slider Value, direction (for certain Effectors) and color modification of each layer can ben enabled/disabled New Field Objects (Box, Capsule, Cone, Cylinder, Linear, Spherical, Torus, Formula, Python, Radial, Random, Shader, Sound, Group) New Modifier Layers (Clamp, Color Filter, Colorizer, Curve, Decay, Delay, Formula, Freeze, Invert, Noise Remap, Python, Quantize, Rangemap, Remap) New Field Layers (MoGraph Object, Particle Object, Point Object, Solid, Spline Object, Step, Time, Variable Tag, Volume Object) Fields Interface Blending tab: here are the Blending options that are also found in the Field Layer interface. Field tab: here are the field-specific parameters of the object Optional sub-fields tab: this tab offers a Field Layer UI for the sub-fields Remapping tab: this tab holds the integrated remapping parameters of the Field value. Color Remapping tab: this tab holds integrated remapping options for the Field color Direction tab: this tab holds integrated remapping options for Field direction Optional View Settings tab: this tab holds the Viewport settings for the Field Field object interface Same as Fields Interface, minus the Blending tab, plus Direction tab Direction tab: Direction Mode drop-down menu (No Remap, Custom Direction, Attenuate by Strength) and Normalize Direction check box MoGraph Cloner object now supports Multi-Instances Motion Tracking Updated Motion Tracker layout Simplified workflow to create a Motion Tracker object and to load the footage Show dope sheet style data representation for selected track in the Graph Mode of Graph View. The tracking direction can now be defined per keyframe Tracks can now be frozen, to prevent them from being changed by other edits Newauto re-keying options automatically inserts a key whenever the 2D error reaches a certain threshold to improve tracking for tracks where the size or orientation of the surface changes significantly New 2D Tracks editor mode User Tracks list Selected tracks are highlighted in the Cinema 4D standard way Individual tracks can be renamed directly within the GUI Full set of standard selection interactions supported Ability for user to re-order tracks Multiple column data display to show the main track settings Support for folders Cursor navigation Ability to delete track(s) using the Delete key Pop up context menu with relevant controls. Tracking direction indication in Graph View Multi-selection and editing of mask vertices is now supported New dockable Track Window that shows the zoomed view of a 2D Track SDK C++ New MAXON API Project tool to generate project files for different operating systems support (optional) style and syntax checks Python Integrated Python updated to version 2.7.14, including updated OpenSSL module Script Manager: Python scripts can now also set the menu state, as it was possible in previous versions with C.O.F.F.E.E. scripts Improved developer workflow due to better integration into external IDEs, including code auto completion First exposure of MAXON API in Python
  16. 7 points
    Hello all. This is my first project for 2019. My aim is to create a digital double of the actor Charlize Theron. Im in no rush on this one, so will be updating as I go. I will also be happy to answer any questions. Comments, critiques welcome. Im a bit ahead already so here is the start stage modelling the head. I place down the core loops then fill the gaps. Eyes, mouth, muzzle, jaw line, and head centre line along with the big neck muscle Sternocleidomastoid. I will be making the whole entire body, clothes as a complete finished asset.
  17. 7 points
    What's up guys, so it's been about 2 months since i've done any 3d outside of work stuff, so i thought i'd break that little dry spell with a bit of sci fi hard surface modelling, currently a wip, been playing around in cinema for a few hours fleshing out the design for this fuel cell, it's starting to come together now, modelled with sub d, the whole body is a single mesh, the only separate parts are the handle assembly, updates to come, cheers ! V
  18. 7 points
    Hi Iv done a few skulls now, practice makes perfect as they say so here is another take on one. Base mesh modeled in C4D, Sculpted in C4D, details in Zbrush, rendered with Vray4C4D. Hope you like it. Dan
  19. 7 points
    Okay....while I am still trying to absorb exactly what R20 means to me, a quick overview of this thread shows that response shows more disappointment than excitement. Maybe we set our expectations too high with R20. It is clear that MAXON has signaled a focus on motion graphics with this release...which is fine as that is the jewel in the crown for C4D. But I think we need some response from MAXON on exactly what the future holds for those features of the program that continue to be ignored. Does MAXON still have a commitment to improving BP? To particles? To modeling? To Character animation? Where do these feature reside in MAXON's overall market strategy? What is their priority? Please be honest with us. If they are no longer part of your business model or a low priority than it is best to be upfront with that information now. That level of honesty will create more good will with you user base than to let us figure it out after years of inactivity and silence. Worse yet, is to lead us on that you are still working on it, but then not definitely address the missing features with each release. And while there are "performance" improvements with the new core, then please explain how those improvements are better than desired features in our overall workflow? I am not asking for release dates. I am not asking on a specific set of features planned for R21. I just want to know if there is a commitment within MAXON to address long standing user concerns on areas of the program that are not core to your key markets such as motion graphics. What are your priorities when it comes to BP, particles, character animation, modeling, etc. Dave
  20. 7 points
    Interestingly there seems to be general consensus among many people that R20 is the release where they stay or jump ship. I am sure nobody will want to leave C4D land after seeing R20 and what it brings. Looking forward to answering questions here once it's out since there will be many. I also feel that general concerns and questions about which direction C4D is heading too will be answered with R20 and that we will have less of these Release XY speculation threads, which may become redundant :)
  21. 7 points
    Can't say anything about the release, but here at Cafe we are preparing for large increase in memberships;)
  22. 7 points
    Combined my Samurai project with my Honda NR 750 project...I was also watching Ready Player One when I made this. I really wanted to do the entire city background in C4D but my aging computer wasn't up to the task (I had to cut down my Subdivisions to get it to go, computer kept running out of memory!)...I was lucky to get the motorcycle and rider even rendered. The only things I didn't model myself in this scene are the background photos and his sword. Everything else I modeled from scratch. You can see the post process work in the gif. Let me know what you think!
  23. 7 points
    Yeah excellent interview and I would like to think that the Cafe has played some small part in helping MAXON get to where it is today. When we started our free video tutorials online in 2004 there was virtually no one else doing free online video tutorials. (YouTube didn't start until 2005). Nigel / 3DKiwi
  24. 7 points
    Small quick tip, but very amazing experience... Simply must love it :)
  25. 7 points
    Hey peeps! This is an environment I've made for a short film / pilot episode I'm working on. It was made entirely in Cinema 4D (using the Physical render engine, alongside some simple After Effects compositing and colour correction). Take a look here! This has taken me 17 months to make! Admittedly I was also doing freelance jobs in that time. The total render time clocked in at 360 hours (and no, that wasn't distributed on a farm, it LITERALLY was all rendered on my one PC !... That was a long wait lol) I've NEVER made a 3D scene so immense in my entire time as a 3D artist before :D. But if you're interested in what this is about. I'm working on a BIG passion project in the form of a pilot episode. Fully 3D animated in Cinema 4D. The dream is to make a sincere push towards getting this thing picked up for syndication on some sort of TV network once I've finished the pilot. All my social media deets are in the vid description if you're interested in more about that. Otherwise, let me know your thoughts!
  26. 6 points
    After the gold and fluttery-ness of my Golden Snitch, it seemed only logical to do a Quaffle next - I seem to be doing the set. In fact these Quidditch guys are great for an ongoing personal project in that if you don't have much time you can always just spend a free night doing 1 type of ball, and then come back to it later to add to the set... Still working on textures, but off to a fairly decent start... this one was Physical Render /GI - 3 mins. CBR
  27. 6 points
    just finished this :) @Cerbera sorry for the caps in the topic title, but the title of the video just required it ;)
  28. 6 points
    Folks that are speculating here and via pm, here is a simple answer. Adobe is not buying Maxon - simple as that. Not sure how on earth can anyone conclude that given this development? This, if anything nullifies such assumptions... If Adobe ever wanted this then probably good time for them was 10 years ago, certainly not now, and to best of my knowledge, and I was saying this every year when this comes up - C4D is not for sale. It is simply silly for Nemetschek to sell such a valuable and growing company. Anyone can find financial results of companies online, this is simply publicly available information. Now, I am looking forward to open some accounts for Redshift folks ;)
  29. 6 points
    MAXONians just won an Oscar Award folks and we have a XMas party today to celebrate! https://www.oscars.org/news/9-scientific-and-technical-achievements-be-honored-academy-awards?fbclid=IwAR38kPbaP4BJiuW-853jcZpp53L4vIbpnscuuY_v79OMGhiXQ57eIbF6ACU
  30. 6 points
    Inspired by @anglereserve's recent post on his Bull Ant, I set about finding some reference for a Jewel Wasp I was thinking of modelling myself. And while I was doing that, I came across this remarkable site, which not only provides some of the best arthropod reference anywhere on the net, but also is worth a look just for the sheer beauty of the images and the ridiculous level to which we can zoom in to appreciate the microstructure of these creatures. Absolutely breathtaking stuff, so sharing here for your reference (not you, angle, they don't have a Bull Ant unfortunately !), or general appreciation... Now I've seen those, I'll be doing this orchid Bee I think... http://microsculpture.net/orchid-bee-top.html CBR
  31. 6 points
    wats up guys , so felt like ass last week so didn't make any progress on the Jedi, feeling better now though so moved on to some look dev for the body materials :D (click for full size)
  32. 6 points
    Yes we can do this using cloth, but I suggest you start with a different setup. What I did was create one panel (with 1 hole at the top) from a plane object, then angled it 45 degrees, did a copy at -45 degrees, Connected them together (Connect Object, weld on, make editable), then moved the axis to bottom left and cloned the resulting '2-panel' mesh into a row of them. That went under another Connect Object, which welded them together, then that went under a cloth surface to add 1 level of subdivision and thickness, then lastly all that went under an SDS set to L1 just to smooth things out a little. Then I just put regular cloth collider on the rail, and a cloth tag on the (now) editable connect object. This simulates quite well with default settings, but the holes stretch slightly. We could improve that by increasing cloth iterations to 2 or 3, or maybe even by making a vertex map where the weighting is heaviest near the holes, then use that in the stiffness (or other map slots) in the cloth settings... At least that's how I'd do it; there will be other ways as well no doubt... CBR
  33. 6 points
    I like to re-create crazy things I see online in C4D eg this prime number gear puzzle looney gears.c4d here's a more conventional epicyclic gear model epicyclic.c4d
  34. 6 points
    Hello everyone! Thought this would be a good place for professional feedback. I released Fun With Ragdolls 3 about 8 months ago and it gained a LOT of attraction extremely fast. I wanted to make a 4th in the series that was better than the last, this time though, I had to do what I had done, but a LOT better. Not going to lie, I'm a little nervous, haha! From a storytelling perspective I think it'd be cool to hint more of a storyline in another one. What do you guys think of this 4th one? All feedback is much appreciated! Thanks for taking the time and I hope you all enjoy it! (Also, is the thumbnail a good choice? Thanks)
  35. 6 points
    Hi, I've stopped designing since 2009 and now i come back after 8 years of being away and I am really blown away by the changes/progress! I feel too lazy to do anything even though i purchased a new machine / AMD tr 1950x / 32Gb ram .... so i don't understand how to motivate myself :( well, maybe i must share some of my work even if it incomplete , I will update the topic if I make any progress or any test . sorry for my english Here some of my tests i did on last week, i spend most of my time trying to recover my skills Zbrush & C4D / physical render C4D - vray short animation with no story C4d - physical render
  36. 6 points
    Hi everyone, I have decided to make the 4D Paint features available to everyone under a Pay What You Want payment model. Read more about it here https://www.plugins4d.com/4d-paint-pay-what-you-want Happy painting! Cheers, Kent --- EDIT --- I decided to let this run for two months to gauge the interest in this type of sales model. It has now been discontinued. It looks like people would rather pay full price and get support and updates, which is nice to see. The product is still for sale at the regular price over at https://www.plugins4d.com
  37. 6 points
    That issue is resolved in R20
  38. 6 points
    I'll try to be fair and balanced (tough I know :) ) Had a bit of time now to look through things. This is clearly the best and biggest update in years and there's a lot of things I like. However it's not the "Big one" as many of us were expecting. The antique UV toolset is part of the old core so with no updated UV toolset R20 is still heavily reliant on the old core. Hence no big improvements in handling lots of objects apart from multi instances. My guess is the core is done and has been done for a few years. Problem is they were late starting on the UV toolset rewrite. To take out the old UV toolset they have to put in the new core completely and they can't put that in until the UV toolset is more or less complete. I think if I was still using C4D I would be reasonably happy with the update although it largely depends on what you do and what version you are running. As a hobbyist who might only be using the Prime version I'm disappointed to see that I wouldn't be getting the new volume modelling, probably the thing that I would get most use out of. Looks like my Bodypaint tutorials are safe for another year with the toolset still the old one as mentioned. MAXON are really dragging the chain updating the UV tools. MoGraph users should be pretty happy and there's plenty for them to play with. So well done to MAXON and their team. Some excellent enhancements but I think you should say when the full new core with updated UV tools are coming. But I can't see anyone using another 3D app busting their gut to jump ship to R20. In fact Blender 2.8 looks like it could pick up a few disgruntled users from various 3D apps. So is Modo that I use any better with their upgrades. Nope. The Foundry aren't piling on the new stuff. It's more about incrementally refining and enhancing things over 3 releases per year rather than dropping everything in one hit. I'm into modelling so the last few versions have focussed a lot on modelling improvements so I'm generally happy. Stability with Modo isn't really an issue any more and it's generally very stable. Not as stable as C4D but a long way from the crash fest it used to be. This means I won't be buying myself a copy of R20 Prime. I can afford it but since there's no updated UV tools, no volume modelling and no Physical renderer I'll be hanging to my money. Plus I can't believe it, but to get Prorender I would need to buy the Studio edition (as per MAXON's product comparison page). Ludicrous!! Enjoy R20 everyone :) Nigel / 3DKiwi
  39. 6 points
    Harald, Uwe and Horry started the company together as friends and they are leaving the company together as friends, knowing that they achieved something unique and worthy. Since they were heavily involved in finding a successor they were able to make sure to put someone in this position who they think can not only maintain what they achieved but push it further. Nemetschek could have sold MAXON for a long time, they didn't and the current situation is the result of a decision to work closer together instead of separating. Dave was in a well established postion at Adobe, he choose to jump into much deeper water and in the few days i have been working with him here in the office i can say that i am very much looking forward to things to come.
  40. 6 points
    I can see why you'd try and make this with an Oil Tank Primitive, but that's not really giving you helpful topology for that center detail. Arguably that is the most prominent part of the model, so the experienced modeller would base their mesh on this detail primarily and proceed roughly as follows... 1. Get a (-Z) Disc primitive with an inner radius with 16 segments then make this editable. 2. Poly mode, select the lower half, disconnect and move down. Bridge the 2 sections, like below... 3. Using various polygon tools like poly pen, close poly hole, Line cut, extrude and bridge, fill in and expand the arched section until you have a section 6 polys wide initially. Take some time to even out the vertical loops at the top and bottom, and add 2 extra horizontal loops inside the arch ends to better define them under Subdivision later (as shown below). 4. Expand that out further until you have 32 polys in total with the arch at the center. The more evenly distributed the edges are, the better this will look when circular. Note mine are exactly equdistant, which I did with move quantize as I ctrl-dragged out my edges. 5. In order to get those holes at the bottom we need more subdivision than this, so put your mesh under an SDS object, set its mode to OpenSubDiv (catmull-clark), change the boundary interpolation to Edge and Corner, and the Level to just 1 in both boxes. Then make this editable (C). 6. Now add the edges you need to make the small holes, so add 3 horizontal cuts with Loop Cut, then inner extrude each of the 4-square sections that will create, points-to-circle script (or scale the corners in to get circles), then ctrl-scale in to get the inner control loop, like this... Delete the center polys if you want holes there (like I did), or leave them if they are just indents. 7. Now get a XZ circle spline and adjust its radius to the width of the dispenser (roughly 8 polys wide) 8. Select the mesh, hold shift and add a Spline Wrap Deformer. Drag the spline into the Spline field of that, which should give you this. 9. If the arch bit is not facing the front just rotate the spline in 90 degree increments until it is. If it is upside down, reverse direction in the spline properties. 10. Holding Alt, put the mesh under a connect object which will weld the ends together. 11. Take a copy of the connect, hide the original, then C to make the new one editable. Optimize to make sure there are no stray points. 12. At this point you can select all polys and extrude negatively (with caps this time) to get some thickness for the lower holes. 13 Now you have perfect topology to make the chrome section, so select the inner polygons there, extrude them in (3 subdivs), and out again (same settings, but a little further) to get the center protrusion. 14. At this point you can expand the poly selection a couple of times (U,Y) and then do Set Selection to create a tag you can use to put a different material on this part later. 15. Using Ctrl-Move and Ctrl Scale, make the top section, terminating it in a quad cap (no triangles). 16. Last detail is the top seam, so K,L to insert a loop, bevel that with 3 subdivisions, then extrude in the centreline of polys (no caps) to get that. 17. Put all that under L2 SDS (regular catmull Clark this time), and you're good to go... There are other ways of course, but this is one of the best for producing perfect cylindrical details with no distortion round the holes, which would be something you'd work hard to avoid any other way. Hope that helps... CBR
  41. 6 points
    OK, these are the first few stages... 1. Poly pen, outline window, side view... 2. Move this plane out from center, establish symmetry, and curve top edge loop in on X slightly. Continue making polygons (poly pen), redistributing them to keep them regular, and adjusting flow to match the lines of the craft... 3. Adjust those points in other views to match a mainly cylindrical profile. No reference, so you have to guess. Here I have just added a loop out front to try and define the end section. 4. Refine and smooth the points, again focusing on evenness of distribution and smooth curves on every line. Put Symmetry under SDS L2 and refine base mesh points. 5. Now we're just patching holes, and refining forms. The back end starts to take shape... 6. Quad patch the back end solving any tris as you go. 7. Now the front end - same principles apply - plan your topology, distribution and edge flow, and patch accordingly... 8. Further tweaking of points and refining the mesh, and we are now ready for Stage 2 - applying 1 level of subdivision, then re-hardening key edge loops, then splitting off the window section and doing panelling, which our edge flow will now effortlessly support. But now I'm off to do other stuff, so will pick this up if you need more help when you've got to this stage... If you are suitably eagle-eyed you will notice some ngons in that last one, which are a temporary anomaly and will be removed :) Hope that helps CBR
  42. 5 points
    And so I get to the 3rd type of ball in my Quidditch set - we've done the Golden Snitch, and the non-magical Quaffle, and now we're on to the 2nd most interesting of them, the Bludgers... These magical cannonballs need to be chained down in the box, because as soon as it's opened they are enchanted to aggressively pursue and attack anyone nearby at the time. (Health and Safety isn't a thing in Harry Potter, where they've got potions that can fix broken bones). Modelling-wise, not the most challenging of forms in the Bludger itself, but interesting working out the mechanisms that hold it down, and I think it will look good in the box with the rest of them. Textures here are first pass, and will probably get improved later by the time I have sculpted some massive dents into it, for now this is just the base mesh and I skipped ahead to first round textures... Unusually for that production, I didn't like the textures they gave these in the films - too orange for my taste, so I'm going back to good old honest gun-metal greys, with slightly more weathering than they did. That last one Physical Render (Adaptive, Automatic, 6%, 3,3,3,0) / GI (IC/QMC): 5 mins 40. CBR
  43. 5 points
    Hi there, I made a little tutorial about how to use the procedural tools in C4D to model a knife. I hope you like it :-) https://www.youtube.com/watch?v=eHbrX_-qxbA
  44. 5 points
    Whats up guys. haven't done any personal work in a while, so this should be fun, more to come soon :D
  45. 5 points
    Happy New Year from Prague in Europe !
  46. 5 points
    There's pros and cons to both packages. Ones better in some areas, another better in other areas. I work in both, and I like both for different reasons. For me it boils down to a couple of things: I think animating in Cinema is better and easier. But slower than in Maya. Maya has better playback speed for sure. I like Cinema more. It's capable, just a little slower. Animation is animation, it's pretty agnostic. Films have been made without tools like you mentioned. It's keys and poses at the end of the day. For what it's worth, I did Animation Mentor back in 2009-2010, and me and Kai re-rigged all the characters(Kai did most of the hard work) and completed the 18 month program using only Cinema 4D. So it's definitely capable. Just use whatever you're most comfortable and most efficient with.
  47. 5 points
    My first post here) But I think I have something to say. We all want modeling improvements, UV, BP.... I'm working in gamedev studio and this improvements means a lot for me! But to be honest, don't be so rude with MAXON =) I used Modo and Blender, also always comparing features in c4d and max/maya with my colleagues at work. And we have a lot of things to be proud for. Few examples- BEST bevel ever. I saw those crazy mitering options in complex areas in onther softwares.... It's just horrible! For me as hardsurface modeler it's HUGE advantage. Also I was shocking when I realized, that other softwares can't slide and copy edges along the N-gons. I didn't realized how good edge slide working in c4d before I tried other softwares. Also our object manager... I think it's the best thing on market. Our parent-children relationships with deformers and generators... abbility to group objects in Nulls and apply deformers to this Null and not to all objects... it costs a lot. So I can write a big poem about what we have better and what we should be proud. But yeah, we still have a lot to improve. I want to believe that MAXON working on new modeling tools and UV (I purchased RizomUV, but would like to have native UV solution for all my purposes) And I believe if they realy do, then it will be so damn good!!! But we really need to know more about our future. No need to tell us exact feature, but be more open with customers. Less than month ago I wrote on the Blender forum and showed them comparison screens of bevel mitering in Blender and Cinema. And I got response after a few hours from the developer! They told that it's good request and the will try to implement this till 2.8 release candidate(this autumn) Also I wrote 3 or 4 years ago to MAXON with one request- export selected. I get no response and it came to us only last year. And only for fbx. And I already had plugin, that can do it for all file formats. MAXON's developers deserve big love, coz they making their job very good. But some marketing decisions leave much to be desired. For example all other softwares already have indie license, or even free non-commercial licenses, or cheap monthly subscription... My studio bought me c4d, but I can't afford to buy so expensive software for home. Coz at home I'm working on my personal projects for portfolio and don't get paid for this. I would like to pay some monthly subscription to be able to use c4d for my non commercial works, but I cant. There is a lot of guys like me, but MAXON force us to use cracked versions, or switch to other softwares. We can use free Blender, we can use free full featured student version of Maya without any student ID, Modo indie costs 34$ per year!!!! (on the steam with regional price for my country), Houdini 269$ per year.... What should I do? I love Cinema 4D with all my soul, but there is more reasons to use any other software for personal work till the MAXON's sale politics still the same. While my employer pays for my software at work it doesn't matter for me, but I need to grow as an artist at my free time. I still love Cinema4D and hoping for bright future.
  48. 5 points
    Much appreciated. As for me, my commitment to C4D remains just because the program is so much fun to use, stable and works as intended. But I think MAXON is missing an opportunity with their non-mogrpah customers if they remain silent. I know as a MAXON employee you see the entire plan of getting from point A to point B with the new core, but we can only see Point A with each release and (to use a graphical analogy) you can draw a lot of lines though a single point. Therefore, if MAXON opens up a bit on the future of the program it will help us draw a line in the right direction. In short, you have to give us a reason to continue to be patient as you fully roll out the new core because in our minds, we were thinking that rolling out the new core was only a 3 year journey that started in with R17 and end with R20. Obviously that is not the case as you just said that more time is needed to make fallow ground fertile. I just think it is in everyone's best interests if MAXON starts to give us indications of what you are planting! Dave
  49. 5 points
    If it's the big one that we hope and expect it to be I may just buy the Prime version. I could then use both Modo and C4D. Ironically at the moment I'm doing a Blender hard surface and robot modelling course and learning Blender although I may use Modo instead for the Robot part of the course. I'm using Bforartists rather than the regular Blender.

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