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Everything posted by bentraje

  1. Hi, Thanks for the response. RE: Maybe If I understood what it was you were trying to do You understood it correctly. I just want a spline as an additional guide. Spline for me is easier to place and groom than the guides themselves. For the procedural styling, I just use the hair material. RE: you can try storing a groom and restore it My main problem with copy and paste guides from hair object to another is that it has this unnecessary offset. And the store/restore doesn't work on it. You can see an illustration of the problem here: https://www.dropbox.com/s/g80ahlp2d9cppj1/c4d281_copy_paste_hair_new_guides.mp4?dl=0 You can check the illustration file here: https://www.dropbox.com/s/6hyjfol1aiyu5jf/c4d281_copy_paste_hair_new_guides.c4d?dl=0 Ben
  2. Hi, Has anyone tried using UDIM for Cycles4D? With the same textures and object, I tried it in Blender Cycles but I couldn't figure it out in Cycles4D. Maybe I'm missing something. Any thoughts? Regards, Ben
  3. @zeden Thanks for the response. But nope it does not work the same way. That option for Auto Weight is for initial skinning and not throughout the skinning/weighting phase.
  4. There's no right way since this is a static character. But it would be easier to manage a character (both in modelling, rigging, texturing, revisions ) if you do it in its neutral state (T or A Pose).
  5. Hi, I can create a hair from a spline using the Hair Edit>Convert from Spline command. But how about spline as an additional guide (i.e. there is an existing hair object rather than creating a new one) ? Is this possible? Regards, Ben
  6. Hi, Is there an options to limit vertex to 3 joint influence? So at any given point, a vertex can only affected by a maximum of 3 joints. Here is the same option in Maya https://www.dropbox.com/s/j2rmdvhrfi7jmkd/c4d280_joint_max_influence.jpg?dl=0 Regards, Ben
  7. @turbid As far as I know yes, once the IK comes into play, it overrides other previous constraints. Same with other softwares.
  8. bentraje

    3D Illustrated Ku Mun Yeong

    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
  9. 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
  10. @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.
  11. 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
  12. Been watching Kdramas during Quarantine. Really gave me some ideas
  13. 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
  14. 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.
  15. 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
  16. 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!
  17. 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
  18. 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.
  19. @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 is.
  20. @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?
  21. 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.
  22. @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.
  23. @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.
  24. 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)
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