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westbam last won the day on June 23 2018

westbam had the most liked content!

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    De Jong
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    16 Studio
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    Visuals, VJ, Installation Art, Lights and DMX

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  1. You can do it with c4d, but really, it is way more easy using after effects and the Red Giant Particular plugin.
  2. I think there is some physics/dynamics involved? You tried baking the dynamics? You need to bake it to get it exactly precise every frame. Noises should be exact, so that is not the problem. But yeah, post a simplified example.
  3. Why don't you use the Displacement channel in the texture, you need a lot lesser subs for the sphere and animation will go smoother.
  4. Sorry bro, you are at the wrong forums, this is an Adobe After Effects template, not much to do with cinema 4D. You need to do some motion tracking, many tutorials on youtube. Like this or this one.
  5. I wanted to post an Xpresso less way, just set up 1 section you want to loop, and clone that 3 times, than move everything down exactly the same distance as you cloned the 3 sections. But this tutorial is soo freaking clean I am not even going to bother.
  6. I can't remember how to fix this in C4D, but you can use the simple Choker in AE to shrink the matte 1 pixel. (or Matte Choker, up to you)
  7. To add to this, think about a vector data type as an easy way to handle data. In your screenshot. You have a X value, and a Y value, so that is a position, a 2D position (or a coordinate). Now, if you want to use this position in other nodes that use 2D positions, you are kind of forced to make 2 Connections every time, one line for the X and one for the Y. This is why you convert it to a vector, with the ComposeVector2D node. The position information for XY can be passed along using 1 connection, this just saves you doing everything double. For XYZ, a 3D position, it saves you doing things 3 times. You can also see color as a 4D vector, RGBA or HSVA, just imagine how crazy you get if you need to plug in the Red, Bleu, Green and Alpha channel separate every time you use a color. Being able to split out vectors and combine them allows you to do very powerful stuff.
  8. You need 2 materials, the gray and the green. The gray is the base color, so just put a colorshader in the texture slot of the color channel and perhaps change the mixmode to multiply. The next material is the green material, same story, so Color Shader in the Texture slot, but change the color from the default white to green. Apply them both to your cloner. Now the trick, the alpha for the Green material. Enable the alpha Layer, and make a Gradient in the Texture slot of the Alpha channel.. You see every block has its own gradient. So we change the Projection of the Green Material to something else, like Spatial, or for a still, frontal is nice. Now you we can just play with the knots in the Alpha layers Gradient, change the interpolation from Linear to None etc.... I used the Shader Effector on the cloner, Enabled Use Alpha and put a Noise in the Shader field of the Shading tab.
  9. This tutorial kind of explains something similar.
  10. I think you are missing the part where he rendered it out? That is a .mov file he is working on in AE. So, render it out, preferable as an image sequence (*the default one will do just fine) and try again.
  11. There should be a "Collision Deformer (scary head).c4d" file in your content browser, under Prime version's example scenes.
  12. Just did a quick test with a rotating cube, if you are in Animation mode (button top left, click the Arrow for model mode to see it) I could change the Axis with Mesh -> Axis center.
  13. If a command works when you start a new file and just copy the mesh, it means the settings are changed and saved with the original file. Loop selection (U -> L) has some settings. My best guess is that you have turned on "select boundary loop" in the original file, which is turned off in a new project.
  14. So you want to move the puzzle from position A (first image) to position B (second image) with some random cool flashy motion in between? And you are okay with manually placing 869 pieces by hand? (yep this is the part I don't understand) Are all the pieces the same shape? Can't you fake it a bit? Use 2 puzzles and do a switch in the air? Might post some screens, so we can see what we are dealing with.
  15. You need to model your curved shape in a 'honeycomb' type grid. And then clone on the points of that object. Model it with Quad polygons and follow the first 6 minutes of this tutorial.



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