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Everything posted by AndreasZ

  1. That's awesome! I, like many others, started learning C4D while scouring through this forum. 3Dkiwi started us off and you guys are definitely still pushing hard! Congrats on the step and looking forward to all the content to come.
  2. This doesn't automate the process, it just brings in the data to c4d. You still need to connect the vertices together.
  3. Another thing to keep in mind, if you want to be at the correct scale make sure your unit setup is in Meters before importing the csv. If it's in cm scale it up 100x
  4. I think you might have imported the wrong file in c4d. I imported the csv you just shared and it all worked correctly. alaska.c4d
  5. Can you share the CSV you're getting after the conversion?
  6. If it's creating a long line then you're not doing the conversion, that's what the excel file is for.
  7. It is, the position is really far though. Also, points are not visible unless you're in point mode. What you'd want to do is center the axis to the object and then set it's coordinates to 0 0 0 so that you can navigate around it more easily. After that you can connect the dots together.
  8. grab the bottom vertex in the kelp spline and in the spline dynamic set it as fixed
  9. In that case I'd go with spline dynamics. Create a spline with dynamics and loft that. Then you can apply the hair to that. kelp.mp4
  10. Create an empty polygon object and then in the structure tab, import the csv data.
  11. I opted for camera mapping so that you only have to animate one thing and no compositing or geometry modifications/operations necessary. One thing though is that I haven't used octane before so no idea if this would work with it. If I have time tomorrow I'll look into it more
  12. HAHA I don't know why I was over complicating it so much, this should be more than enough... The only problem you might face is with objects with no thickness and objects with intersecting geometry. Object > Clipping texture (backfacing) | Object texture (whatever your texture is) | Transparency texture clipping.c4d (without the couch for file size) clipping_final.mp4
  13. This is what a Clip offset might look like but I'm sure there's a way to have a proper slice plane. clipping offset.mp4 clipping offset.c4d
  14. When I first read this thread my mind went towards this: -Render one pass of the scene floor/ground and background -Render another pass of the building and it's elements and animate the Clipping plane (camera) This camera controls the projection of a transparent material. As for the clipping plane, the same effect can be used with a predetermined clipping width, rendered with alpha and comp'ed in with a red fill. clipping.mp4 clipping.c4d
  15. Have you been able to reproduce the problem with objects other than bones? Is there any difference when the keyframes are created with F9 instead of the radio button? regular timeline instead of F-curve?
  16. So? What the data is and what they do with it is their problem..
  17. I used the equation from this post to get the XYZ data so it should be easy for you to replicate. I broke down the equation for you in excel: The yellow columns are your Lat Long Alt. The red columns are the calculated variables for the equations. The Green columns are the XYZ coord. be sure when you do this later on to format your CSV as follows: #,X,Y,Z example: 0,100,200,150 1,125,200,150 etc... CSV.xlsx CSV - xyz.csv
  18. Then again after looking at most solutions online, none of them will give an accurate result assuming they take the data as XYZ instead of Long Lat Alt. Edit: I added an index column to be able to import the data into the structure tab correctly but that doesn't solve your issue. The math required to calculate the actual positions correctly based on latlong isn't a complicated concept but definitely beyond my python skills. Corrected Path.csv
  19. Hey there, I was doing a quick search and funnily enough you've already asked this question before with the only difference being the file extension. The data has the same structure so the solution should be the same.
  20. I'd vote for a mix of both actually. Taking an HDRI on set is extremely useful for both reflections and light matching, modelled geometry for interaction/shadow casting if I need something particular.
  21. Awesome stuff Vector! I remember seeing your work when I first started hanging out here and they were always a source of inspiration. Great job as always!
  22. If i'm not mistaken all c4d shaders are baked on render initialization and are not animated in redshift which is why I was looking for a way around that limitation.
  23. Hey there, thanks for the reply. If that were the case the square video above would have been completely black and wouldn't have those few frames of ripples, no?



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