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natevplas

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Everything posted by natevplas

  1. That's a great technique (which I've used quite a bit) for making mattes, but I believe he wants 30 separate passes, each showing the matte for the entire object. The only time savings I could see besides just rendering 30 times, would be to solo groups of objects that don't overlap each other, then render out the Object IDs for each group in one render.
  2. There's got to be a better way, but here's what I got to work: Make a Cloner, set to Object mode, and drop in your Emitter (with no geometry, just particles) Put a cube or some geometry in your Cloner (ideally your particles need geometry? use that) Now got to File > Export > FBX. Here are the settings I used: Import the FBX file back into Cinema and you should see all your particles animating as separate meshes Now go to the timeline and select all the keyframes Zoom way out and grab the left handle and drag it to the right, past the end of the timeline by as many frames as it is long Drag them back to the start and you should have reversed all the particles!
  3. I don't think this is possible without a separate render for each object... Can I ask why you need them to be white where they are obscured by another object? Because even if you had those object IDs, your beauty pass would still have the other objects overlapping.
  4. This should work (see attached). I'm a little concerned about your idea of dropping it into an SDS and hoping it looks good. My results were not great: I suggest adding some intermediate points in your spline, then using a mask (gradient with Step interpolation) to select your 3 different areas for different materials: Arrow v2.c4d
  5. Such great work! My wife is a child therapist too! Btw, your "sketch" looks tooo good. I would have assumed you just used S&T on a different model ;)
  6. Here's a method using Align to Spline. With such sharp turns, you're bound to get some ugly popping when the arrowhead passes them. I set up an example which sort of helps with this problem using a Delay Effector in Blend mode to smooth out the rotation. tangent- with Align to Spline.c4d
  7. This isn't going to be the proper way to model this part if you're looking for what Cerbera did, but I'm guessing the problem here is you need to check "Close Spline" in your Spline settings. Follow Cerbera's instructions and poly model these problem areas. Chop up your original spline into chunks and use Sweeps where they work, poly model where they don't work. Then combine with a Connect object or make your Sweeps editable and connect them up with the Bridge tool or Stitch and Sew.
  8. Oh, ok. Thanks for explaining! I had to look up Modulo in the Help menu- never heard of that before!
  9. That's the part I don't understand. If I wanted to edit this, how would I change the timing of those freeze points? I don't see any keyframes or user data or anything.
  10. No, it won't work out of the box, but I thought it was a good starting point. @AlexisB I don't really know what you're trying to achieve- like a neon sign look where the spline bumps up/down on Z to avoid intersections? Or does the spline need to stay perfectly flat?
  11. This is with an n-Side radius of 2cm. I like to use an n-Side instead of a circle because it's so easy to control the number of subdivisions, but you can use almost any shape you like.
  12. Use a Sweep with Fillet Caps. You'll have to play with the Z position of some of your points so they don't intersect on some of those loops.
  13. That Winding one is genius! So fun to dissect! Very clever on the Sine Wave too. Could you explain the Deformer Freeze and how that works? I couldn't make sense of your Xpresso, and have no idea how you're even turning it on and off. Thanks so much for sharing!
  14. Yeah, I get that. To be honest, I haven't bought the pack myself since I don't have a current use for it. I just wanted to share some quality stuff if other people were in the market.
  15. Thanks! Looks like exactly what I need :D
  16. Thanks for the suggestions, but I'm not sure I follow? Do you mean create a pose with the Project Mesh from the Sculpting tools? I tried this, and for some reason it doesn't work to create a new pose this way. See below for the issue I'm trying to solve. I want the mesh to sit tightly on the body, but not intersect. There are areas, however, that are not supposed to be skin-tight, so I want full control.
  17. I hadn't heard of that one! There's also Quixel Megascans, of course: https://quixel.com/megascans Megascans is more nature, Friendly Shade is more man-made stuff. And if you're looking for food: https://www.blankrepository.com/
  18. I'm trying to sculpt some clothing onto a body (making it fit tighter). I thought there was a way to set a mesh as a collider so that my clothing mesh doesn't go through the body, but I can't seem to figure it out or find the solution online. Is this possible? Or with a different technique maybe? Basic deformers like Shrink Wrap don't do the trick, and the "Project Mesh" option in the Sculpting layout is too intense and applies to the entire clothing mesh, which I don't want.
  19. If you haven't heard of Friendly Shade, you're in for a treat! These are the best 3D textures / materials I've seen available on the web. Each one is photogrammetry-based and extremely detailed. They just released a new bundle and I thought I'd share: https://www.friendlyshade.com/bundle-02/
  20. Makes me feel all warm and fuzzy inside when @Cerbera asks questions on here! XD I wasn't aware of Animation mode either! I'll have to mess with that.
  21. I'm not super familiar with Shrink Wrap, to be honest, but yes, the order of things matters quite a bit. Plus, the Bend is basically perfect for this.
  22. Genius is a strong word! Glad it works for you
  23. Try this: 1) Get rid of the extra edge loops you have on left and bottom. 2) Flatten it out- we'll use a Bend to make it curved (actually, I just roughly flattened yours out for reference, then used 2D snapping to draw a new flat version) 3) Make some Knife cuts to give it some more even polys, then Extrude it out 4) Use the Bevel Deformer to add control loops (use a Selection Tag to grab the correct ones) 5) Add a Bend Deformer and adjust strength, length, and position of it to get the right curve See my project file below Panel Curve v2.c4d
  24. @chrisjones yours is going to be 1000x better than your reference!
  25. It's too bad your reference "images" are photoshopped renders

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