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Everything posted by anglereserve

  1. Looks great. Stitching and textures are spot on.
  2. Glad it worked out for you. Happy Exploding.
  3. Yea, I had the same issue with the forum. The process seems to be broken. I emailed support and they said there should be a confirmation email but there isn't. I'd send a ticket so they can investigate. So for the Initial state. It's in the xpExplosiaFX effects object under the solver tab. Play to the frame you need to and click "Set State." Then that frame will become your first frame.
  4. WHe you Are you using "Set Initial State" to do this or trying to do it in the render settings? If you are doing it in the render settings, you need to do it in the xpExplosia Dynamics object.
  5. @SKaiser I've been working through the one on Lynda.com. It's tedious but thorough when it comes to the interface and basic concepts/workflow. Along side that I'd recommend playing around with the shelf tools too otherwise you'll end up feeling like you aren't getting anywhere. They also have a Houdini engine tutorial but I haven't looked at it yet. Still working through the Houdini Basics one. Here it is : https://www.lynda.com/Houdini-tutorials/Houdini-Essential-Training/571627-2.html?srchtrk=index%3a2 linktypeid%3a2 q%3ahoudini+ page%3a1 s%3arelevance sa%3atrue productt
  6. Yea, Houdini is a pig to learn but rewarding. I think it really depends on how far you want or need to go. One thing I've been finding though, is that I save a lot of time with caching and can run much larger sims when trying to learn Houdini where as I burn out the clock and my ambitions doing the same in XP. I don't regret upgrading XP and buying Cycles but I'm not sure I can give it the full recommend either. Another thing to consider is the job market. There are way more positions available for Houdini users than C4D/XP
  7. After much testing Houdini Indie is the way to go. It's cheaper, more efficient and powerful. You can also use Houdini engine in C4D or cache out VDB files for volumes that would bring XP to its knees. For example, a sim I set up in Explosia took over 4 hours to export as a VDB with a pretty high Voxel size of 1.5. A more complex sim in Houdini Indie took me 10 minutes to cache out for use in C4D/redshift. That being said I really like XP for simple easy to understand set ups and projects that you don't need a lot of resolution for. Like @Cerbera mentions, it's nice to have th
  8. Hi There. I did the same thing - purchased Cycles for use with X-Particles. I'm also a Redshift user. I think it's okay deal at 50% off but after testing a few things out I think I'm going to move to Houdini Indie for Particle based work within the time that it takes for my Maintenance to run out. Cycles is much slower than Redshift in my testing so it feels a bit backwards. I'd say if you are going to use X-particles exclusively for SIMs then it's probably a decent buy, but if you are in it for the long run and are interested in learning Houdini, save your money for that.
  9. Hi There, As far as I know, Explosia is reading this in only as a cache. Maybe you can use the VDB Mesher to achieve what you need to do?
  10. I admit, I haven't read the full scoop, the MAXON site seems to be down for me. In general though, acquisitions almost always mean less options or more cost in the long run so it isn't surprised that people won't be welcoming of the news. Edit - I read the presser and it looks like nothing will change for now. Fingers crossed.
  11. While I like Cinema and Redshift I'm pretty disappointing by this announcement since MAXON will likely make Redshift exclusive to C4D. Redshift was one of the few render engines that was licensed by machine, not by software, making it accessible in other packages without additional cost...... Hopefully they won't change that.
  12. The motion blur makes it for me. I feel like the body could use a bit more grime but maybe magical objects have a self cleaning mode. A display box would be cool!
  13. Most GPU rendering software runs on Nvidia cards with the exception of Cycles I believe, so your options might be limited with your current set up. You'll have to check the system requirements of each vendor. Besides the main advantage of speed of rendering (you only take a tiny hit for depth of field and motion blur in Redshift for example) the IPR (interactive preview render) makes texturing and lighting a very organic "artist friendly" and speedy process. Also, 3rd party renderers tend to be more in line with industry standards/pace so the knowledge you acquire using them might translat
  14. If you need to move your layers back in Z space (which should be the direction perpendicular to the computer screen) you'll need a 3D camera solve. If it was 2d (just the screen on one plane for example) you could use Mocha AE (Mocha Pro can do a 3D solve but I don't think Mocha AE can). Once you have a track and a null that represents the xyz co-ordinate of your HUD (should be positioned in C4D before moving to AE ), you need to make your layers in AE 3D layers and then position them accordingly. It's probably better and more flexible to do everything in C4D though. You'll get real 3D resu
  15. You can track the camera in C4D and export the camera to AE. There are a ton of tutorials on youtube for this kind of workflow. AE camera tracker would probably do this too....
  16. Hi all, I just found out about this open source photogrammetry pipeline. Seems promising! I've been using 3D Zephyr but am giving this a shot today.... https://alicevision.github.io/#
  17. They are using this for the Skynet ID's
  18. That's handy, so I guess you could lay all the boot prints out and then bake it all at once or animate them and bake out an animated texture?
  19. I'm not sure in C4D because I normally do it in Mudbox. I'm guessing you can make a brush in the sculpt tools? I've attached a super quick and dirty version to test as a proof of concept I used a photo of the moon boot footprint as a stencil in Mud as a proof of concept. Animating a ramp over this could make it look like the print is being made without the boot..... edit - Now that I think of it, you could likely apply a vertical ramp to the foot model and render that out to bake a greyscale depth map...
  20. For a super detailed iteration I think that animating a displacement map would work as others have mentioned. That's probably how I'd try and tackle it.


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