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Everything posted by bentraje

  1. Inspired from Netflix/TVN's It's Okay Not to Be Okay. The mini stories were just as interesting as the main arc. Making this piece is my attempt to move on from the series. Hopefully. C4D. Substance Painter. Cycles4D. Instagram You can check the actual animation from the series here. It's somewhat Tim Burton-esque style
  2. @VECTOR Thanks! I was certainly inspired, one way or another, from your frequent character post. @lgor Sorry about that. Will upload in the gallery in the future wip/final images.
  3. Hi, Is there a way to enable deep ray selection on Sweep Object? I have several splines in one sweep object and currently, I have to select them in the browser before I can identify them. It would be nice if I can easily select them through viewport. You can see the problem here: https://www.dropbox.com/s/6g24i206q9zakw5/c4d278_ray_selection_on_sweep_object.mp4?dl=0 Regards, Ben
  4. Been watching Kdramas during Quarantine. Really gave me some ideas
  5. Daesu, a Korean historical headress reserved for queens and crown princesses and worn at wedding ceremony. Inspired from @netflixph Kingdom series Rendered in Cycles4D. Interestingly, I have grown fond with the renderer
  6. Thanks for the responses. The LOD object works as expected. I didn't have to create different set of LOD Objects. I just had it parented to my current object and it worked.
  7. Hi, Is there a way to cull objects from camera view? You can see an illustration of the problem here: https://www.dropbox.com/s/b93brzaus00ftlv/c4d278_cull_objects_outside_camera_view.jpg?dl=0 You can check the illustration file here Regards, Ben
  8. Thanks for the response! Both @MighTand @Havealot solutions seems to work as expected. My bad on missing out that there is actually a shader field option in the list. Have a great day ahead!
  9. Hi, Is there a way to create polygon selection based on fresnel (i.e. grazing angles based on camera view)? I couldn't find a "shader" option in field list, so I'm not sure how to implement the effect. Is there a way around this? Regards, Ben
  10. It would have been possible (to some degree), if the Material Editor was exposed to python scripting. You can just remap and recreate some connections. Unfortunately, After 3 versions of its release, Material Python API is still nowhere to be seen. No plans. No updates.
  11. @srek Thanks for the response. RE: Dave that the price will be in the same ballpark as in previous years, At face value, probably yes. But in substance, its not. Why? Because there is no longer MSA. So we are forced to actually pay 20% more. In addition, even if you do upgrade perpetual, you no longer qualify for the Cineversity because there is no longer MSA. This is what we, at least I, mean by being PENALIZED. Again, my argument stays the same throughout this transition. You can have your subscription. BUT PLEASE PLEASE maintain the perpetual (MSA and all) as i
  12. @Adrien RE: perpetual license upgrade It's 20% more of the current annual subscription price. RE: How come the price of the upgrade has not been made public yet? We are all shocked! This info is relayed through the forums (officially by @DMcGavran and others) and/or the distributor. But never in their actual site. As to why, we will never know. I don't even get why it is 20% more than the subscription price (i.e. we are penalized) Should we have at least equal or even lesser than the annual subscription price since we were a user before the subscription thing?
  13. Maybe just use the c4d.CallCommand(12410) # Record Active Objects ? You don't need step 1 - 6 as you mentioned. Just select the objects and run the command.
  14. @srek Not sure what's stoecklem but basically script the node creation, parameter changes etc. I guess the most crude example is when you have PBR textures, you just open one folder and it automatically connects to proper slot.
  15. @stoecklem Before I mislead you, they didn't say it was "low priority". It just my impression. I mean the new nodal material was introduced in R20. No API in R21. No API in R22. What else could it be? If they were release interested in providing an API, they could have introduced it in R21 and R22 even in small increments. I mean just little codes to create node, connect parameters and change parameters.
  16. Tell me about it. I asked about it plugin-cafe but it seems to be a low priority task. That's why its tricky to build a material pipeline with the recent builds (R20, R21, R22)
  17. @bezo Thanks for the response. I understand its a UI question. It works. My main concern is if I want to add a "a interpolating point in 40. " within the graph. There is no direct way of doing so. When you create a point in the graph, the values are limited to 0 - 1. I have to compute/normalize it to 0-1 which is 0.2727.
  18. I mean the input range. For example, input minimum 25. The input maximum 80 I want the spline to be able to reflect that 25 - 80 in the spline graph. Currently, it is fix to 0 - 1. So for instance, if I have to create a interpolating point in 40. I have to compute it, manually. So, it would be around 0.2727 in the spline graph. And i have to do this for every interpolating point. That's why I want the spline to reflect the actual input values
  19. @bezo Thanks! The problem with the spline option is that I can't input values other than 0 and 1 For instance, the X and Y coordinates are limited to 0,1. My range values is a bit nonuniform, instead of a simple 0, 1 range. So I want a Y range of 25 to 80 while the X range just a plain 0, 1.
  20. Hi, I'm not sure what's the proper term but is there a way to create multiple mapping in one interpolation? For "single" mapping, it would look like this Driver Driven 0 0% 10 100% This means at 5 Driver it will output 50% Driven. For "multiple" mapping, (which is what I am after), it would look like this: Driver Driven 0 0 2 35% 5 80% 9 95% 10 100% So, at 1 driver point, it will output 17.5% At, 6 driver point, it will output, 83.75% so on and so fo
  21. Hi, Is there a way to select to Select A Specific Hair Guide? My use case among others is 1) Manipulate only a specific guide 2) Copy and paste a specific guide rather than a whole guide. Currently, there is no "Select" Tool in the Hair Guide. So when I Move/Rotate/Scale, all the guides are affected. You can check an illustration of the problem here: https://www.dropbox.com/s/0zy6y06ogwn0l44/c4d274_select_specific_hair_guide.mp4?dl=0 Regards, Ben
  22. I think I requested this script from you 2 years ago. Thanks BTW, i'm still using it every now and then. I guess for improvement, it would be nice if it works in edge and face selection too.
  23. @Cerbera @Rectro You are right. It seems to work when rendered. So, in a way, the parameter accepts it. I'll just report it. Anyhow, is there a way to convert vertex map to textures?
  24. Hi, The frizz parameter is being limited through a vertex area under the texture slot. But as you can see in the illustration below, the frizz is still applied on the whole mesh. https://www.dropbox.com/s/gmw8e6vk9131n0l/c4d267_hair_frizz_texture_not_working.jpg?dl=0 You can check the sample file here: https://www.dropbox.com/s/nrdzhp5z51snvcf/c4d267_hair_frizz_texture_not_working.c4d?dl=0 Is there a way around this? Regards, Ben
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