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Cinema 4D Plugins


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everfresh last won the day on August 29

everfresh had the most liked content!

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About everfresh

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    Cafe Logo Designer

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    19.053 Studio
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    Budingen, Germany
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    everything cg related, cartoons and music

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  1. here's a version also using booles, if you don't have too many letters it should run ok in the vp... topotypo.c4d
  2. everfresh

    Motion Vector wrong direction in AE

    ah, i see.... sorry i missed that in the beginning. that's because the realflow mesh isn't actually moving. it's an independent mesh built for each frame. i'm afraid you will have to render sub frame motion blur directly instead of doing it in post then... motion vectors won't work here unfortunately.
  3. everfresh

    Motion Vector wrong direction in AE

    for best results render your motion vector 32bit. after import right click on your motion vector footage in AE and select "interpret footage" >> "main", then go to colour management tab and check "preserve rgb"... in a perfect world that would be it, but we're not done yet. you also need to render out an object buffer for your to be blurred objects and use that as a mask for your motion vector. precomp that and use that comp as your RSMB input. wait, no, still not done. for optimal results precomp that precomp again to be able to apply a simple matte choker to the first precomp and play with the values until you get correct looking results. so you would tell RSMB to look at the second precomp which contains the first precomp which has the choker applied and contains the masked motion vector. sorry for the convoluted workflow, but that's the only way i know of to get motion vectors to work correctly.
  4. everfresh

    Two new C4D Cafe themes to play with!!

    i'm already rolling, although i might not be dead yet. on exhausting days like today i kinda feel like it though :D @Igor should be an easy fix, if you still have the vector file... if not just say it and i'll send it to you again. ;)
  5. @Fastbee i'm a redshift user, so honestly it doesn't even matter to me that much. also hoping redshift will come up soon with a build for r20. i'm just stunned how slow prorender still is.i know it isn't developed by MAXON, but i don't really follow the development of prorender, so i imagined it might have become faster over the course of a whole year. apparently not. at least not as far as i can tell. really havin a hard time wrapping my head around what's the point of a gpu render engine that's slower than most cpu renderers. when a few examples were posted at the time r20 was announced it didn't seem too bad regarding render times. the one with the kid in the garage took what, 22 minutes or so? was a quite complex indoor scene with a lot of stuff going on, even redshift would have taken around 5-7 minutes on that on a 1080ti. somehow doesn't add up with my experiences with prorender.
  6. last night i gave prorender in r20 a shot, and well, still unimpressed. :/ first i opened one of the example scenes from the content browser, the one with the raspberries in a glas and the pudding. the 100 iterations took 24 minutes and it was still noisy as hell. then i made a simple cube on a plane slapped a pbr material on it and rendered it. it took about 9 min (500 iterations) to get the noise to an acceptable level. i ran those tests on a 2016 mbp with a radeon pro 460, haven't done any tests yet on my mac pro trashcan with the 2 fire pro 600 cards, but i don't think it will be significantly faster. so what sort of card(s) would one need to run to get a somewhat decent render speed out of prorender? i was really hoping prorender made a big jump in render speed compared to r19, but i can't see anything of that.
  7. everfresh

    Complex 3D morphings

    that's actually great stuff! a little jitter is part of the hand drawn look, in fact i tend to add fake jitter to my 3D stuff to get a more hand drawn feel.
  8. everfresh

    Complex 3D morphings

    yes, directly in after effects. i usually go for solids with masks. a lot of people use photoshop, especially if there's shading involved since it's a bit more convenient to draw in photoshop. but for simple shapes like i mostly use after effects is the more efficient choice i think. this video and breakdown might also be of interest for you:
  9. everfresh

    Complex 3D morphings

    proxies are placeholders, like models that just roughly have the shape the final object should have. they are there to establish the motion and animate the camera in c4D and will be replaced in post with paint-overs. usually for this sort of animations my characters are 3D and most of the rest is 2D, here and there some 3D proxy elements as a guide to paint over to create those melting effects. and yes, you could also make those animations with shading, it just means (a lot) more work. i'm very much looking forward to r20 with fields and volumes at this point for this sort of stuff, since we will be able to do a lot more in this regard with those new tools.
  10. everfresh

    Complex 3D morphings

    morphs like these are usually just mostly tricks to the eye... and if there is an actual morph going on a lot of times it's just animated frame by frame. i've done a couple of smooth transition morph animations with a mixture of 3D and 2D techniques. the way i go about it is to animate the elements or proxies of the elements in 3D and then refine those in after effects with frame by frame animation.
  11. everfresh

    Cartoon Avatar

    your sketch looks fine, the problem with your 3D version is that you're clinging on to too much detail that fights with the cartoony proportions. notice that in your sketch the whole body - from chest to feet - form a clean line, while your 3D model still has detailed and somewhat realistic muscle definition, defined hips and so on. i mean it's all about which style you wanna go for, maybe you just have something different in mind when you say cartoony than i do. but most people would characterize cartoony with much simpler and cleaner shapes.
  12. everfresh

    Cartoon Avatar

    not really that much difference and still a bit too realistic if you strive for cartoony... other than his head being bigger in relation nothing essential has changed. try really messing with the proportions, i'd suggest making the torso much longer and legs much shorter and thinner. also i'd make the arms thinner. btw, is that a self-portrait? if so, look at the mirror and try to find characteristics of your body that you could exaggerate.
  13. everfresh


    thanks... characters and cat tree and title are c4d, the rest is mostly frame by frame animation in after effects.