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Rectro

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Everything posted by Rectro

  1. Global Illumination Alternative?

    The other methods have already been covered to fake GI, but as for External render engines, If your doing Architectural renders, Vray is very fast with low noise, and offers a fair amount of render nodes for a single licence. Dan
  2. Solution for this problem?

    Your welcome. Use physical render and a spot light with visible set to Volumetric does the trick. In the Noise and visibility settings of the lighting you have control on the Volumetrics for the God Rays. The GI will help bounce the colour and light inside the building. You can of course cheat the GI by adding lights inside the building if your renders are taking too long. Here is a image without GI no inside lighting to show the rays. Dan
  3. Solution for this problem?

    Hi You need first to get a front projection Uv map made of your window. Export a Template for the UVs, I cant take you though that as I dont use C4D for any UV work and found that even exporting UV templates to be a right pain. With that template you take it into photoshop and use Photoshop tools to warp, and scale the textures to fit the Uv template. If your model is made off the shape of the textures your using in the first place it should be easy to fit and scale into place. Im guessing that this can be done in Bodypaint, but I dont use Bodypaint and dont know if you can manipulate projected textures as you can in Photoshop. The lighting question sounds like you after GI this will allow colour to cast, and Volumetric lighting. Look these up on Youtube and alike and you see videos on these methods. Image below showing with and without GI Dan
  4. Modo with ACS Kit works even better and easier, there is nothing like that in C4D, not that works like that, and as fluid. The thing with the ACS Kit 2 is you can still rig your model with Mixamo to get ahead for skinning fast and joint placement, as this can be transfered onto a ACS Kit 2 Rig with ease, then you can import all your mocap files and 3 clicks its added to your rig. Often is the case that the hands deform bad, or something is not right, this can be corrected using the IK/FK blending, even blending between Mocap and manual key frames on top of the Mocap keys to then bake all your mocap animations at once into its own Action layer. The Baked rigged from MODO can then be sent over to C4D, and all the mocap animations put into a Motion clips. The good thing is you can also exchange weighting thats done in C4D back to the rig in MODO should you prefer the weight painting in C4D. C4D has a way to go to get to this standard, but it does have the advantage of Quadrapead rigs that ACS Kit dont have, and NLA. https://www.autocharactersetup.com/#product-overview https://www.autocharactersetup.com/manual/#retargeting-support Dan
  5. UV map looks warped

    Hi There is a few things that contribute to this. 1: choosing the best seams to allow it to relax, all it can take is adding one more seam down the middle and it will allow the Uvs to relax more 2: Lack of symmetry will give you inconsistent results, I dont even know If C4D UV tools has symmetry, if not thats very poor. 3: The UV Unfold algorithm as in how it goes about calculating the unfold. Hitting relax a few more times should fix it if the algorithm is good, but if you dont have symmetry its not going to be consistent either side. In the image below I take a similar shape to yours, but I bring it into Unfold3d, I choose the same seams as you, and hit unfold. As you can see even with less seams cut with symmetry it gets it even each side. Also note that with just two more seams from edges down the middle relaxes it much better. You need to see a heat map, and be able to apply a checker texture, I hope C4D has both. Sorry I cant help directly within C4D but this is so simple geometry that even C4D Uv tools should get this good if you have symmetry at hand. Dan
  6. Restricting your selection

    40hrs wow! Is your printer slow, or is this an average time for most prints? Iv been so tempted to get a printer, but been holding off as I felt the technology hasnt quite got it there yet for home users? Iv got a few sculpts of mine id like to print, but I do wonder what id had to pay to get a fast, easy to use, decent size printer. Look forward to see what your print comes out like. Dan
  7. Restricting your selection

    It does sound confusing, no I haven't done any printing. I know Zbrush gets used allot, maybe get the demo of that as read up on some tutorials. You may want to also check out some videos for C4D 3d printing, or go the Zbrush route. https://www.youtube.com/watch?v=8yaC2tY6GQM https://www.youtube.com/watch?v=USA29CuYOvk https://www.youtube.com/watch?v=3ORRxjfyPwA Dan
  8. No, they dont need to match in the Tpose, and Retargetting should allow for different scale skeletons as long as the joint orientation is the same. I had given up with retargeting within C4D, had too many issues with it. From memory In MODO I can bring in any scale skeleton and only its relative position and rotation drives the target rig, this is not the case with C4D from my finding, its not somthing im doing every day. These days when I want animation I use Mixamo rig, Mixamo animation and Motion clips for fast results. At times I go through MODO as its ACS Kit lets me do things C4D cant do such as keep my IK FK full controllers in tact while using Mocap, auto conversion from Mixamo joints scale and position, orientation to ACS rig, and key frame editing over the top of Mocap keys, non of which C4D Studio Character tool can do. If your target rig and mocap rig have different naming make sure you uncheck the "Hirearchy instead of names option" for the retargeting tag options Dan
  9. Restricting your selection

    Its a decimated mesh, the triangles are all over the place, Im not clear what polygons could be said to be in the Y position, what is it you want to to do with this selection, what would you say is tidying it up? I wuld have thought that as long as it is water tight, and has a mesh dencity thats within the level you need it would be fine? Iv not done any 3d printing. Dan
  10. Hi If you bring the large skeleton into its own scene and do a scene scale down then it will keep the animation in tact you can then copy and paste this into your scene with main rig. If the joint orientation is different then it will not work regardless of scale. You can also use motion clips but the rigs must match as stated. i find its much easier to use Mixamo animation with Mixamo rigs. Dan
  11. Great! Your welcome. Dan
  12. Hi I cant see no screen shots. The scene I assume your meaning the viewport where you rotate around your object and edit it? There are vizibility options within the object manager one to show and hide the object from the Viewport when Red, and the other to hide it from rendering, also when Red. There is another way in which you may had "hidden parts" and thats the Solo buttom located at the bottom left of the UI, is that being used? You can also hide and show parts that are in layers, so id need to see some screen shots to find out which method your using to hide/show a object. PS: Im uploading a short video, that should help in case you have missed something. Dan
  13. Can anyone help me with this?

    You could use multiple spheres shapes different sizes and add a Collision Deformer as Outside Volume. PS: Quick example I mocked up quickly, shows Collision Defromer. Dan
  14. Sounds like you are asking for the surface deformer. That can stick a objet to the surface of another. Dan
  15. Are Mixamo Animations Baked?

    You can bake animation into geometry called PLA, point Level Animation, thats called baked, Mixamo does not bake animation into PLA. You can bake simulations such as cloth, and dynamics into PLA. What your asking is does every joint on a mixamo animation have a keyframe, and the answer is yes. Download a mixamo animation as you can check it out for yourself. Bake term can also be used when converting animation Mocap into another rig called retagettting, but the key frames are forced into the target rig no longer needing the MVH mocap rig to drive the target. The Mixamo rigged character without animation is not baked, its ready to have animation baked to it after retargetting, Motion clips. or a pluging such as Stady bake to bake animation to PLA, not rig then needed. I hope that makes more sence. Dan
  16. Character Morph

    I would have to declare with knowing that it also has feathers, and still no images to show just a description its Mission Impossible for me helping on this, sorry. If you have a Cinevercity paid for account ask on the forum there, if you cant get help there then id say your out of luck. Dan
  17. Character Morph

    Using a deformer such s melt can melt any object so using this kind of illusion you could melt one object, or deform it to be formless, and use an opacity effect for each object to fade one object out while another is coming in for the same deformed state. Dan
  18. Character Morph

    Something like in that video is not only texture morphing, but its geometry deformation morphing. Morph tag is out the question as you can only morph into another shape using the same geometry and point order, unless the shapes where very simple, and high polygon so as to sculpt different shapes from one object. Then to make things much more complicated your talking about a rigged bird. This bird could be anything from a realistic 3d feathered bird to a single colour 2d shape of a bird, so we would need much more of a visual idea without doubt. I could not come up with idea being in the total dark as to the content its for. Dan
  19. Character Morph

    I think in order to come up with a idea we would need to see something visual, as the angle of the shot could have a effect on what method you use such as projecting the logo texture onto the bird to make it blend in, then fade out its opacity, but this one single idea is so dependant on the logo, lighting, angle, materials, used. Dan
  20. How to stick a label on bottle?

    I would use the split command from a selection of polygons from the bottle, then offset it forward by 0.1cm, go the Uv map route, and make some labels in Photoshop along with alphas for cutting out specific shape of label. Simple mock example bellow. Dan
  21. Mirror tool

    Hi, welcome to C4D Cafe. You need to only select the first joint of the hirachy of a arm or leg starting from the Clavicle as an example. Providing your character is in zero world space then all should be fine. If you joints have a Prefix such as L_Clavicle then in the Mirror name in the Prefix put R_, and in the Replace box put L_ do same in the other boxes if its a Postfix. All you have to do now is press Mirror. button Dan
  22. How to make that hi res mesh usable ?

    Zremesher is designed not to produce a animatinon ready mesh but to produce a mesh that conforms better to the sculpt forms you have already been working on. It lets you continue to sculpt on a better mesh suited to the forms already there. At times it can produce parts of the topology that is ok for animation, but this will not be a suitable replacement for manual retopology. The mesh you produced is still too dense, bring down the slider in Zbrush that produce a lower base mesh. You can also paint with the density brush to get the Zremsher to put more polygons into areas if higher detail like the face, ears, and hands. Retopology is a time consuming process, and IMHO is only worth going that route if you really have no defined plan on your design. My last work Tyrian Lannister was modeled within C4D, I knew what I was to create so had no need to start with sculpting first. I just built the ideal mesh from the outset, this saves much time. Retopology for ears, hands and feet are a pain, for this reason I dont bother retopologizing these things for final mesh, I model them and weld them onto retopo model. If your working from a set design, model it outright in C4D. If your playing with ideas, sculpt in Zbrush not too high, retopo it, scale it down, project the details on new retop mesh using masking where you dont want to project. I would often make the retopo for head and body seperate, and weld them on. Id do the same for hands, feet, but when it comes to projecting the details I would not always try to project the hands, feet, or ears as the new mesh that I welded on for these areas will not match the original sculpt, id sculpt these from scratch to bring these areas up to the same standard as the rest of the projected mesh. Yes Topogun is a dedicated retopology tool, but id go with 3DCoat for retopo if I didnt have MODO already. The thing to remember is while certain tasks are harder in some apps than others, iv still had to go through the learning curve of using the worse tools to get to the cool tech Im using now some 14 years later. If money is no object then of course get the best out there, but I can see that it would overload a new user who has not developed his core skills. Its all too easy to put so much emphasis on the tools and tech rather than the skills required to use it, and in today's world I would have fallen into that trap. In this current world, we live in times of instant gratification and I feel there is alot to learn in doing things the old school way, working your way from the ground up. I started in Zbrush 1.5b. It had zero modelling tools, no way to Uv map, it had hardly anything to think of it, and this let me focus on sculpting. I then got DAZ3D Hexagon for $1.99 because I needed to learn how to model, again this had no rendering, retopology, only basics, and because of this I could only do one thing, model. While I could recommend some of the tools Im using now, I dread to think how hard and distracting it would have been If I could have got my hands on it all right at the beginning. Id be spending more time thinking about tech, and workflows than getting down and learning how to model for instance, this would hinder my progress a great deal, so been mindful on how much time you spend on workflows, and looking at new tech. Dan
  23. How to make that hi res mesh usable ?

    Looking in the forums there is a Mac section, so Im sure there is, download a trial and check it out, I can help with basics. Yes especially when learning, as the iterations made will be many, so leave the UV mapping and high res sculpting, texturing until last. Retopology is a workflow that comes with working with high res meshes be it scan data, or a digital sculpt thats on a mesh that is too dence. The whole point of working from sculpting first is creative freedom, and exploration of design, and conception. You dont always have to retopologize it if it stays within Zbrush as it can handle millions of polygons. If Iv not settled on a design and still playing with ideas I start a character like this and dont worry about building a perfect mesh, I just want technical freedom to design. My mesh could be 32mil polygons in Zbrush so once Im happy I use a feature in Zbrush called Decimation Master, this will produce a triangle mesh that holds most of the detail, yet is significantly lower in poly count, this is the only time id consider triangles ok, its a static mesh that has one purpose, and that is to retopologize over. The Retopologize mesh with be basic, fairly low, yet optimised to hold all form. This basicly produces a brand new mesh. I scale down both the Decimated and Retopo mesh to the final scale I want, then I send both meshes into Zbrush appended to the same sub tool , then I sub divide the retopo mesh once, and project the details from higher res mesh onto it. I sub divide again, and repeat until I get all forms projected. I then delete the decimated mesh. The reason my I scale down the project as often more than not the Zbrush model will be huge, way too large, and C4D works best with Real world scales. Zbrush dont respond well to scaling down a model outside Zbrush and updating a model with sub d levels, this is why I use the decimated mesh as it has no sub d levels to mess up when scaling down. Dan
  24. How to make that hi res mesh usable ?

    At the point in which the maps need to be created you would have to have made your Uv map by then. In Zbrush I leave the Uv mapping till after iv done all modelling, and sculpting, as even during the sculpting session I may still go back and make changes to the base mesh. Uv mapping is a task that can be horrible as in C4D, or very fun as in using Unfold3D. Same process, one is easy, the other is a nightmare. Things such as working in symmetry help a huge deal. Saying that still C4Ds own Uv tools can be used, and if you know no better your still get the job done, all bit a little longer with more steps, not as nice results. I cant over emphasise this point enough. All you hard work modelling, sculpting, painting textures can be in vein if your Uv maps are poor. Dan
  25. How to make that hi res mesh usable ?

    Yes but there are degrees as to how far you want to take that. For instance you can get a very low polygon mesh that has barely the final shape, and sub divide it, sculpt it, and produce a displacment map, however the results will not look very nice, and even can produce bad displacement that was not found in your sculpt. On the other hand you could work on your modelling, and get 95% of your final look into the model with much higher polygons needing only normal map for very high details. I like to sit in the middle, where a whole character is about 7k in poly count, and use a combination of both normal and displacement maps. I cant help too much with UV mapping in C4D its doable but im spoilt with better options. The procedure is the same however and that is to select edges in which you wish to split which allows the model to relax and become a flat packed version of the 3d composite. There is a bit more to it than that but thats the basics of it. You only do the Uv mapping after your 100% finnished with the modeling. If your unsure if a limb with animate well, then do all your deformation tests first, add more edge loops e.c.t, then do your UV mapping. Any editing after Uv mapping can and will mess the Uv mapping up, so leave it right till the end. Yes your correct in your observations that UV maps are not automatically created apart from when working with basic primitive objects such as the cube. The wire frame you see in the viewport is the topology that makes up the models shape, often called a mesh, or cage mesh. The retopology is the process of creating a brand new model on top of the excising model like a skin so the new mesh has the same shape but the polygons, edge loops, which make up the topology is designed better to hold its own forms better, and work better for animation. I can explain that in more detail if you want, but its easier to bring up a video as it explains itself when you see it done. This is a little demo of me doing a bit of Retopology. Im making a low polygon mesh on top of a higher resolution mesh. This new mesh gets taken back into Zbrush and the details are projected onto the new mesh. Dan

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