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Everything posted by janheylen

  1. I think you can use a bump or normal map for this look because I don't really see any deformation of the contour shape. It will also render faster and should fix the problem with the distortion of the round edges. If you use a 3D noise you don't even need UV's.
  2. Not all camera types are supported by S&T, Gentleman is one of them I think. I do have a workaround: Use a Front camera. Put your model (or whole scene) in a FFD deformer and morf it so it matches the Gentleman's camera deformation. I attached a scene with the setup. gentleman S&T.c4d
  3. I'm trying to constrain a sphere object (a hand) to an spline point (the end of an arm). I put a point selection in the target field of the clamp constrain. But the sphere sticks to spline itself instead of the spline point. I added three screenshots. 1. The clamp constrain tag settings. 2. The sphere follows the spline point like it should. 3. The sphere doesnt follow the spline point but sticks to the spline I think I must have some wrong settings in the constrain tag. Anybody know how to do this?
  4. Ok I found a solution: releasing the license in my MAXON account did the trick.
  5. Anybody else run into this license server problem? (see screenshot) I can log into my MAXON user account online but for whatever reason when I start up C4D I can not use the program I paid for because of some license server problem. I only installed C4D on 1 machine.
  6. In a new scene the IRR fuctions again. I also tried copying the objects from the scene with the broken IRR to a new scene and in this new scene the IRR works again. So that's a workaround but the problem returns quite fast. For example when i'm changing the color of a material the IRR wil sometimes update and sometimes just turn black and not render anything. It seems to be mainly a problem when you change a parameter with a slider. When I enter a numeric value and press enter or change a node connection the IRR will be more responsive (but still not always)
  7. I never had this problem in R20. I never used the IRR much before. But the last few weeks I was learning the node system and for this the IRR worked fine, never had a problem with it. I tried your solution, thx for that, but it didnt work. After several times, changing renderengines and turning the IRR on and off, C4D crashed. I took the opportunity to write a bugreport. Now the IRR updates again, but very slow. Just changing the color of a basic material applied to a sphere lit by one directional light takes almost two seconds to render. In R20 this was almost instantaneously.
  8. I installed R21 and the interface is much sharper and looks good on a 4K screen. So far the good news. Unfortunately the IRR became slower and doesn't automatically update when you change a parameter. (which is the whole point of the IRR) A lot of the time the screen just stays black. When I'm building a shader I rely on the IRR to quickly update when I change something to see the result. Now this workflow is broken. I have to hit ctrl+R all the time to make a screen render. Does anyone else have this problem?
  9. thx Hrvoje, that's what I thought after checking the sprite node in Redshift which has the same limitation. And a BIG thank you for your Youtube series about nodes. I checked (some) of them and the technique to feed noises into the bias input of a gradient turned out to be a golden tip. Noise+gradients are a powerfull combo.
  10. I'm trying to use the Scatter node to distribute an image with an alpha channel over the surface of an object. I can can get cutout shapes that overlap eachother but the transparancy of the image is lost. I found this in the Help docs: Shape Here, brightness values or the numeric values 1 or 0 can be used to shape the UV tiles. Imagine this as an alpha mask that affects UV coordinates. Only the white regions will remain visible (1) and the black regions (0) will be cut off in the UV tile. If in-between values or grayscales are input, the values will be either rounded up or down. Does this mean that it is not possible to have semi transparant pixels when you use the scatter node?
  11. I have to renew my MSA before the end of august. If I would be a Prime user I could do this for 160 euro (without tax) here in Belgium and get the full R21. Because I am a Studio user I have to pay 550 euro (without tax) for the same product?
  12. I really hope this is as great as it looks. It is made by the same talented developer who made the Zbrush Zremesher tool so it should be good. Automated retopo of Boolean, CAD en VDB models is what I would call industry changing ;) The developer said the C4D plugin would come out in the late Fall. (according to someone in another forum who contacted him)
  13. I try to light a scene with an hdri image in a sky object. I have a sphere with a chrome material in the scene and a sky object with a hdri applied to it in the luminance channel. In the render settings GI is turned on. In the viewport I can see the HDRI texture reflected in the sphere but in de final render the texture is not visible. What am I missing here?
  14. 10 min keynote from the new MAXON ceo! Just announce the big news and wrap it up. I like his style! Tim Cook can learn something from this.
  15. Thx again for narrowing the problem down to the Tile setting in the texture tag, Bezo! Now the problem is totally solved.
  16. hey Dan, Just reapplying the texture tag didnt work for me. Only remapping the UV's worked. (or changing the projection type in the texture tag as Bezo said)
  17. Thx a lot Bezo! That explained and solved the problem.
  18. Does anyone has a solution or workaround for this Edge bevel shading bug: After beveling an edge, part of the newly created polygons will be transparant. This bug is present in both the Bevel tool as in the bevel deformer. You can see the problem in the screenshot or in the attached file. Edge bevel shading bug.tif Edge bevel shading bug.c4d
  19. This is something that's on my wishlist for C4D for a long time. There's a plugin (Nitro Falloff) that you can try. We need a 'fit to selection' button for deformers, similar to the 'fit to parent' we allready have. It would make all deformers at once very powerfull modelling tools. You can do it now but it's just too cumbersome to manually adjust the cage to your selection.
  20. Apple has announced a new Mac Pro for 2019. This machine should finally turn around the neglect high end Mac users have suffered the last 8 years. If possible I would wait for this machine, but this can be another 12 months and this may not be possible for you. Right now the iMac pro is the best Apple has to offer for 3D.
  21. Make the plane smaller so the image (and alpha) covers the whole area.
  22. I think he meant the 32core threadripper 2990WX CPU (not video card). For around 3000 euro you can build a render node with a Cinebench score of 5000. This is really great value. Building a render node with Xeon processors with similar performance you would need a dual processor machine that costs more than twice that. This way you dont have to switch to a third party renderer and can keep rendering in Physical Render. With Team Render you can combine the CPU power of your iMac pro and the render node. You will be able to render 3 to 4 times as fast as you do now.
  23. Working with instances in the Volume Builder (or linking objects which is similar) is really buggy in my experience. I only work with objects as childs of the Volume Builder. Because if I use instances or link objects sooner or later C4D will crash or the viewport will be messed up. Objects you have set to Subtract will suddenly render as Union. Or some object in the Volume Builder will not render in the Viewport anymore. I'm still a big fan of Volumes but I hope MAXON can fix these bugs because for now only objects as childs of the builder are stable to work with. And that's a shame because a lot is possible when you can have a hierarchy of objects and link these objects into several different Volume Builders.
  24. first slant the cube and then use the loop cut tool to make the 3 subdivisions hold shift to make a center cut and then press the plus once to make three evenly spaced cuts
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