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Rendercore Lab


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Cerbera last won the day on November 14

Cerbera had the most liked content!

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1,202 C4D Cafe High Order Member

About Cerbera

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    Imperial Archon
  • Birthday 02/28/1973

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    19.024 Studio
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    South East, UK
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    Aerial Photography, Pianoing, Guitaring, Bassing, Drumming, Audio Production, stupidly fast Electric Unicycles, String Sections, Flying machines, 3D things, technology, critical thinking, cats, nature, skies, large hairy spiders, robots, dark scary synth drones and Omnisphere.

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  1. Does anything improve if you move the cloth colliders off the nulls, and onto the actual objects ? CBR
  2. The White House

    Lovely job :) Enjoying all the detail, and your attractive clay renders. CBR
  3. Have you contacted Solid Angle or MAXON about this ? CBR
  4. You have to export each asset into a format Cinema can read - they won't just load in as they are in Unreal's native format. I don't have unreal engine so will wait for someone who does to advise you which format is preferable... CBR
  5. Scaling and translating texture mode

    Whenever you are in texture mode you should also activate axis mode, after which transforms will work as you expect... CBR
  6. Oh did I ? Your memory is working much better than mine :) CBR
  7. Animated Slice - with face

    Cinema doesn't have this functionality in the same way (certainly not in R15), but you can do it with a boolean subtraction, moving one cube through another. CBR
  8. You need some top modelling skills to be able to make this - it really is quite an SDS challenge - it's perhaps a 'Year 3' project. I can see why you are tempted to try loft nurbs, but that is only going to work if you use it to make a surface between 2 helix splines that you subsequently make editable and continue modelling by hand. What you can't do is just try and describe the whole shape with a loft and circles, because that won't give you spirals. You don't say if you need to need to make the internal structure as well, but even if you don't, it is still very easy to get lost when applying thickness around the model and it will likely take you several attempts to get this bit right. But keep going, look at wireframe reference on turbosquid for (limited) guidance, and you'll get there in the end. CBR
  9. That is correct - the sweep is a parametric object within Cinema and the animation belongs to that parametric object. Whilst Element 3D may have its own sweep object (I don't have it so don't know for sure) that will almost certainly work differently and one is not going to be transferable to the other. So yes, I think you will need to bake that animation in. Which you can do like this... There's also Nitrobake, which is well worth the £50 if you need to do this sort of thing a lot. CBR
  10. I don't think this has been linked here before, but it should be, so I'm doing it anyway. If you're making an epic space ship, or a jet fighter, or anything that requires ultra sharp angular panels on organically curved surfaces, then this presents a serious modelling challenge if you want to use SDS. Of course there are things to help, like SDS edge weighting, OpenSubDiv and Cinema's incredible bevel tool, but sometimes we just want some amazing panelling really quickly... So, where we don't have time or skill to model these things in, traditionally, it's into Photoshop we go, for a potentially lengthy image design process while we try make a map that will give us our panelling independently of the geometry via bump, normal, or displacement material channels. For this to work well you need to spend a lot of time, get a lot of detail in, and use a very high res map. OR you could just go here and pick up JSplacement by Windmill Arts, which will do it for you in about 30 seconds. This neat little app runs on pretty much everything, and generates randomised but controllable 8K pngs eminently suitable for material panelling. It consists of several subroutines for making various different types of panelling, all of which are very useful, and controllable enough to produce some really decent results. Here's the various types of map it can make: Classic (left) does straight panels and lines. JS2 (right) does more circuit board style elements. Velvet (left) specialises in panels with a lot of symmetry control, and Dotgrid (right) does exactly what its name suggests, for when you need windows and portholes etc... It's all scalable and you get a new random result every time you click. One mode even lets you load in custom sprites. And you can combine maps in a layer shader for some truly complex and highly detailed results. I have found it to be a little buggy on occasion (Windows), but nothing a quick restart of the app can't fix. Needless to say, with this sort of help you could knock up a Star Destroyer in weeks rather than years ! Here's one test panel (deformed plane, 5 x 5 segments, L3 SDS) I knocked up in 3 minutes flat using 3 JSP maps layered in the bump channel, with a just small amount of parallax for a speedy 2 minute render... It's even more impressive if you use it with sub-poly displacement, so just linking this here so everyone knows where to get it... What, you want a little icing on an already fairly impressive cake ? OK :) Here's cafe avenger @turboniko, with another excellent tutorial on using this with displacement and AO to make an awesome glowy edge circuit board type whatsit... JSP is free, as is Niko's lengthy and thorough tutorial, but please do tip / support them both if you find this useful. Anyway, enjoy... CBR
  11. Because those objects have nothing in common. A letter is a single mesh, whereas houses and cameras and bags are usually not. If you need other mesh components jumping in throughout a morph that is possible of course, but not as part of the pose morph itself, which only works with objects of the same points count. Here's a video showing how to set it up for really simple shapes. CBR
  12. Page turn

    This is a question that gets asked from time to time here on the cafe. It's quite a complicated procedure in Cinema 4D, because there is a hell of a lot going on at once, and it all has to deform flat on cue in a very specific way, and stick to a moving surface all the while. So, there is no automatic way to do it, and you will need skills in a lot of different areas of C4D to be able to pull it off. You will have to build each element of your scene in such a way that it can collapse in an art-directed way, either via keyframed local transforms, or via deformers, or if none of that works as you need, with pose morphing, dynamic connectors, or even rigging or Xpresso or a combination of all of the above ! In your reference video they may have cheated by drifting that banner in full screen as they turn the page, which would allow them to swap out the model, so that they didn't have to make both scenes on the same mesh, and could get away with partial animations which are slightly less tricky to sort out. If you can get away with that sort of cheat, you should. Here's a video that might help, although it mainly focus on the rig, and he does run out of time before he makes any geometry constrain to it. Or there is this one, which is more Xpresso based... CBR
  13. Illustrator file to C4D

    Yes, put your illustrator spline in a sweep, then use the rotation controls in the sweep object to make it twist along the length of the letter. Make sure your spline has enough subdivision to support the twist or it won't work. CBR
  14. No, Pose morph is the way we would do that. I've always found that quite intuitive - what is it you find difficult ? The only thing you have to remember is to make all your morph objects have the same point count. CBR
  15. noob lighting questions

    We'd need to see your render settings to know what was going wrong here really, and we need more information about what lights you are using and if you are using GI what settings you have there... probably best to do a 'Save with assets' (so we get the textures as well), zip and upload the folder that creates to dropbox and link it here. CBR