Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Cerbera

  1. You could trace the particles (via Tracer Object), which will give you splines you can sweep into renderable trails, though not much in Cinema will make them look like your reference. You'd normally add all the glowy whatnot in Post, as Cinema's glows can't do that anywhere near as nicely... CBR
  2. Cerbera

    Relief object: How to improve detail?

    I think the Relief Object has a max res of 1000 x 1000. But although you can't increase the resolution with which the picture is sampled past the maximums, you can subdivide via SDS, or maybe the smoothing deformer may help to remove the jaggies. Or you could whazz it under a Volume Builder and add a smooth layer on top, though that last one will be somewhat processor-intensive if you are dealing with a million polys in the components... CBR
  3. Cerbera

    Help!!! Somehow screwed up viewport

    You're welcome... CBR
  4. Cerbera

    The Meg (alodon) Rig...

    It's a preposterous film, but you gotta admire their shark rig. Not C4D, but thought you might enjoy this interesting little featurette on how they did that... CBR
  5. Cerbera

    Help!!! Somehow screwed up viewport

    If it is the problem I think it is, then it is solved by doing Shift + V, then click on the Display tab and disable "Sel Wireframe"... CBR
  6. Hey Cafe We get quite a few enquiries about what happened to Robert Templeton's (Kuroyame Development Zone) original Ivy Grower Plugin for C4D, and for a while this stopped being available. The original download location is still here (now working again) http://graphics.uni-konstanz.de/~luft/ivy_generator/ The newer version, for R13-R18 is here https://lawrencegraphicart.com/cinema-4d-tutorial-how-to-use-the-ivy-grower-plugin-in-cinema-4d/ CBR
  7. Here's one of hopefully many. Thanks to @ABMotion who suggested this sort of thing might be worth doing... well now we're doing it :) This time we're looking at the oft-overlooked Spin Edge. Redirect your polyflow at will ! CBR
  8. Cerbera

    Hard shape to achieve in SDS

    Sorry guys - been away for a few days. Would have chipped in sooner had I seen this earlier... I'd have to agree with that. Ngons like that ARE modelling mistakes, end of, and you should be embarrassed to hand over any model that contains them to a client ;) Were you to do that, you're effectively saying 'Hey look, I am unaware of, or have chosen to ignore the basic rules of SDS modelling !' :) I'd also have to say, 'too many polys for what' ?! Vector's model contains precisely the correct amount of polygons to model this well, and the amount in Everfresh's is hardly problematic... And in this day and age, and in OPs application, which is learning to SDS model, polycount is all but irrelevant anyway, except in a game engine context where SDS doesn't generally apply ! I would prefer it if people didn't demonstrate technically bad ways of doing things for people who are trying to learn the right way, but what can ya do, other than advise OP to listen to Vector and Everfresh !! ;) Sorry SC - I just can't concur that what you're doing there is a good idea :) CBR
  9. Cerbera

    UV mapping distorted tube

    Have you tried the UV peeler ? I think the shortcut is U,J, but not by my C4D machine so can't check. It is very good unwrapping cylindrical shapes... CBR
  10. Cerbera


    From the album: Older Stuff...

  11. Indeed. That has always been the case AFAIK, so maybe drop Lynda an email to make them aware one of their tuts is wrong ! CBR
  12. Here's roughly what I'd do, topology-wise, in the first 3 stages of making this... CBR
  13. This isn't too challenging - you just need to start it flat, without thickness and with only the preparatory topology for the strengthening push-out section in the middle. I'd start by lining up 8 sided disc objects with inner radii to describe the holes (16 sides for the big one), which I'd connect and delete together, then delete one half and use symmetry so I only had to solve, connect and build half of it. Once you have the one half modelled and symmetried, mirror that (this time using mirror instead of symmetry), then rotate one half 90 degrees so you form the corner section, then connect them and carry on from there, adding thickness before pulling out the center bit from the topo you prepared earlier... If I get time later today I will show you what the topology for the center bit should look like... CBR
  14. The Lounge is not the correct place for this. Moved to 3rd Party Renderers. CBR
  15. Cerbera

    Dynamic Sculpture - How to Make ?

    There is no need for any add-ons or scripts to do this - you have everything you need right in the box, and from what you said above, you already know how to do it ! You are correct in that a grid array cloner, in conjunction with any effectors you may want to add (Random most useful in your version), then when you have initial state, you can add dynamics to push them all apart, and prevent them colliding. Things get considerably tricker if we want the strings holding it up to be part of any animation, but it's all doable with the tools we've got, and help from the hive mind here to help you over any difficult bits. So, will yours be animated, or are you just making a still sculpture here ? CBR
  16. I'm confused. Solid Drill in modo IS a boolean operation, and does much the same as our regular boole toole. So when you say 'not booleans', maybe you are asking if there is another way, to which is the answer is no, not currently. CBR
  17. Cerbera

    How to delete selected UVs?

    No, the whole concept of deleting UVs seems weird and alien to me - I can't imagine why you'd ever want to do this ! :) Can you tell me why this is useful to you ? CBR
  18. Have you tried importing whilst not ticking that ? Kinda difficult to visualise and advise without the c4d file. Can you upload it ? CBR
  19. Cerbera

    Can I disable live view rendering?

    Moved to correct section (3rd party renderers). CBR
  20. Cerbera

    Octane Rnder Problem

    If it involves Octane, it goes in 3rd Party renderers. I've moved it there for you. CBR
  21. I suspect Realflow will get you closest. Maybe ask this on the RF forum where they may be able to help you over the sticking point ? CBR
  22. Cerbera

    Hide Filters in C4D (viewp.individually)

    Yep, there are some things that are configurable 'per viewport' but the filter list doesn't appear to be one of them... CBR
  23. Cerbera

    Control Multiple Deformers with One

    You would need to specify unfortunately. But refresh this page to see my additional bits above where you might not need Xpresso at all !! CBR
  24. Cerbera

    Control Multiple Deformers with One

    You can't control a deformer with another one. But you can just select the deformers in the object manager, then adjust all their properties at once in the regular attributes. Or make a selection set of the relevant deformers, which will select them all with a double-click. Or, you could use simple Xpresso to give you the controls of all of them at once if you need to change them alot. If so, just drag all the deformers into an Xpresso Window, and enable the ports for the parameters you want to change, then connect the first one to all the others, so they change with it. You don't even need a range mapper. There might be more efficient setups for that of course, but this is probably the simplest / easiest. CBR