Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Visionnext

  1. Thanks a lot. This looks quite helpful. I really would love to work with Subdivision 2 models and put the rest to displacement, normal and bump. The Bake texture tag seems to be able to produce displacement maps as well. It was addressed here already There seems to be a way to Bake Objects in the Object Manager/Objects/Bake Objects as well. I just have to play around a bit :) Seems I'm on the right track now.
  2. So you suggest to bake a normal map and convert it to a displacement map afterwards.
  3. Thanks for the information, but it's more to import a lowres OBJ and a hires OBJ and then bake the difference to a displacement map for the lowres OBJ. Nevertheless I have to have a look at ShaderMap 4, as it looks interesting as well.
  4. Some of the JCMs are quite useful as they correct deformations or can be used for bulging muscles. I'd love to bake the hires OBJ into a B&W displacement map. Just don't know, how to do that.
  5. Seems to be an interesting approach, but... - What about HD morphs? - What about joint controlled morphs? They are controlled by ERCLinks. Thanks for the information though. I already thought about just exporting the OBJ and re-rig it. As I use Vray I have to redo the maps anyway.
  6. I worked on a way to get Daz figures to C4D more than a year ago via FBX. You get a weighted mesh with bones, but some things are not imported by C4D (e.g. default orientation of the joints). You can get the joint controlled morphs, but the connection to the joints have to be done manually via Xpresso. Such a Daz to C4D plugin shall support all these things, so posing can be done directly in C4D. Similar things already exist for Maya and Blender.
  7. I heard that already several times. Thanks for the info, but I will believe it, when I see it
  8. You get a warning as well in Firefox
  9. Improved cloth and dynamics simulation. Liquid simulation would be nice as well. Better file import/export (e.g. FBX)
  10. Yes, but it is based on FBX as well, thus - no HD morphs - no morphs that are joint movement controlled This may not be necessary for animations, but probably for stills and close-ups. Otherwise it seems to work fine...
  11. Yes, unfortunately. @Rectro already assumed something like that. So it's not really an alternative to Vray for me.
  12. Unfortunately some great tutorials by Vertex Pusher (aka @HSrdelic) are no longer available. I learned a lot from them. There have been improvements in between with the character templates, but he really covered the basics well.
  13. Sorry, just didn't realize that it doesn't work on Mac although it is a Daz plugin. Seems that Mac doesn't get the love, they received in the past by independent developers. Apple has to push the Mac again...
  14. There is a plugin for Daz Studio, Headshop Pro 11 https://www.daz3d.com/headshop-11-win I's not free and it seems to have some bugs that will be solved with updates, but some people get some good results with it.
  15. First of all, I want some constructive discussion and not a war :) At the moment I'm using Vray 3.6, but with the transfer of Vray for C4D to Chaosgroup, I think about alternatives. I render characters (skin, hair) and mainly stills. So far I followed @Rectro tips & tricks and used the alSurface Shader in Vray for skin, which delivers quite good results out of the box. So, criteria for me are - Skin & Hair - Node based material - Integration in C4D - Maturity & future-proof - Licensing model (perpetual versus rental) I love to her about your longtime experience and your pros and cons about the render engines you use. I plan to get a new gear in 2019 and probably change the render engine latest with R21. Thanks in advance and a Happy New Year to all of you and your families.
  16. I started a document with a detailed workflow for transferring G3 to C4D, which includes the usage of Vray 3.6. Assigning materials should be done with a script, but I need to develop a reliable and flexible approach. Another long-term approach includes the transfer based on FBX, but this involves Daz Scripts and C4D Scripts/Plugins and is a more complex topic. I would definitely need more time for that, but I don't have it now. Let's see, what 2019 will bring.
  17. Ok, here is my workflow for Genesis 3/8. First I use the following export settings in Daz Studio Then I use the following C4D import settings I would advice to check Invert Transparency to get the material right by default. Nevertheless you will need to adjust them to get the right quality in Cinema 4D. I have to adjust them anyway, as I use Vray as render engine. I made a set of textures for this purpose and replace them every time after I import the OBJ. his can be automated by a script, if repeated often.
  18. You may need a Vray Blend Material. This allows to stack different vray materials.
  19. One route that works most of the time is to work with the Riptide Pro Plugin. Load the OBJ and the Vertex animation (*.mdd). You will need the mdd export for Daz Studio as well. FBX has a lot of issues, as you do not get the joint controlled morphs (JCM) and the default position of the joints over to Cinema 4D.
  20. Started with an Amiga 500 myself and aquired a 2MB memory extension plus a 20MB Harddisk. Sold everything for a 386 PC, as I needed this machine for my diploma thesis in 1990. Returned to CG with Poser again in 2003 and to Cinema 4D with R10.5 So, I assume myself as old as well :)
  21. I'm interested in a perpetual license as well, as Vray went over to a subscription model. I looked at Arnold, but I'm familiar with Vray and it may make no sense to change from one subscription to another. I search for a 3rd party render that works nicely with skin and hair and supports CPU.
  22. I get a different feeling from plugin providers. They always said in the last 3 years that a new version of their plugin is required. Maybe this is just marketing though.
  23. Maybe I didn't express myself correctly. I just mean that it should not be necessary to recompile or change the plugin every time a new release comes out. If they keep old functions/interfaces for a while in the SDK, this should be possible. With the last versions the SDK seemed to have always changed, as you always needed a new version of the plugins that I use.
  24. I'm a hobbyist as well and started with Poser in 2004. I changed to R10.5 a long time ago and have an MSA since then. Keeping the MSA alive is something I decided to do, because I simply like C4D, although in the last years it seemed to me that C4D had some hard time to keep up with the best. Bodypaint, Clothilde and other features are no longer on top compared to other software. C4D should provide a stable and efficient SDK to support plugins that can do a better job and help them to run on newer versions. I'm still on R18, as I cannot afford to get upgrades for all plugins every time a new C4D version is released. Nevertheless I like C4D as I learned to handle it. I don't want to change horses, but I expect some major feature improvements with the new core, a decent price tag and a perpetual license. I use Vray as well and think about leaving it, but I have to find a reliable alternative first. C4D stays on my tool list so far.



C4D Cafe is the largest CINEMA 4D community. We provide facilities for discussion, showcasing and learning our favorite software :) Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, get your own private messenger, post status updates, manage your profile and much more. If you need to find solution to your problem or otherwise ask for help, Cafe is the right place.
  • Create New...