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Cinema 4D Plugins

ninjad

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About ninjad

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  • First Name
    Ninja
  • Last Name
    D.
  • C4D Ver
    19.024 Studio
  1. Elementza Channel

    I came across these videos recently and found them pretty helpful for a more beginner modeler like myself: Elementza - YouTube He has some specific use tips like these: Avoiding Deformation On Curved Surfaces in Cinema4D Modeling Cable Details on Dynamic Spline I kind of enjoy his kitbash tutorials and find them pretty helpful for getting a sense of a workflow: Cinema 4D 3D Modeling For Kitbash Library #01 I even ran through his introduction to modelling playlist, although a lot of the basic stuff I knew already, it was a good way to get a complete run through of tools and commands, a few I never bothered to explore before: Introduction to Modeling in Cinema 4D | Tutorial Series
  2. Thanks for the example file, very helpful!
  3. Oh man, I totally didn't catch that! Thanks!
  4. Depth of Field problem

    First thing is the depth map needs to be inverted, usually white is closest and black is furthest away. Second, you're still going to get bad fringing with AE's lens blur, I haven't been able to find a way around it and I think it's just a poor filter. I've used the Frischluft Lenscare plugin which gets better results if you can get your hands on a copy. Here's a video which compares the two: Overall though, I've noticed using a lens blur effect on scenes that have a lot of occluding/overlapping objects like your example will never get the best results, I think there just isn't a plugin that will correctly mask and blur the edges between high contrast distance objects. To get best results for a scene with a lot of overlapping elements and high distance contrast I would suggest doing it at render time if you have the resources.
  5. I'm just trying to get a simple spline dynamics and collider setup to work, for some reason the dynamic spline won't collide with the objects. Attached is the scene file. Searched through all the settings and help files, stuck scratching my head. What am I missing here? hair_collider_test.c4d
  6. Menu Customization Confusion

    I tried re-saving a new user layout from another layout, but found the submenus where still missing until I realized the menu selection list is also at the bottom of the Layout dropdown. I'm not talking about toolbar commands (Shift+C), I'm talking about the actual menu items at the very top of the window "File Edit Create Select" etc. (Window > Customization > Customize Menus...) Oh man, I finally figured it out! You can copy a submenu, but you can't paste it in the top of the hierarchy. You need to double click another submenu and then the paste button is activated and you can paste a submenu into another menu. Man, this was confusing me to no end because I would sometimes find myself not being able to find the Mesh submenu randomly, and now I know what the deal is.
  7. Lighting in a Scene

    That looks like a small light source coming from the top of the picture. I actually watched this really helpful video about light falloff recently: From what I understand the light in the picture looks like it would be a very weak light that was relatively close to the object which would cause a sharp falloff without blowing out the exposure.
  8. I'm trying to customize my menus, and went to Window > Customization > Menus > User menu 1 This removed everything in my menu bar except for 'File' & 'Customization' When I tried to add menus back I went to Customization > Customize Menus... I tried selecting 'M_EDITOR' from the drop down menu and hitting apply, but nothing happened. If I highlight a submenu in the list copy it and try and go to 'M_EDITOR_USER1' there is no option to paste. If I try click+dragging a submenu from the list to the menu bar it's not allowed. How am I supposed to edit the submenus in my menu bar? I feel like the only way to get my menus back is in the Windows submenu, but it's been removed. Have I discovered some kind of custom menu paradox??
  9. Private Animation Tutor Requested: Newbi

    Looks like you need to completely knock down your model, isolate each piece and re-align the axis for each piece. For round and symmetrical pieces you can use the "Axis Center" command to quickly align the axis to the middle of a mesh. For pieces with holes in them you will need to draw lines with the pen tool so you can find the intersection. If you hold down the Enable Snap button you will see options for Mid Point Snap and Vertex Snap. The hardest thing I think in your case is aligning the y-axis for objects that are already rotated, I can't think of a good way in C4D to rotate an object depending on the alignment of 2 points. Though I've found using your eye to align to the grid good enough for my projects, the only problem is it would be tedious to do for a bunch of objects. Maybe one of the more experienced users know of a quicker way to do this? If you like, I could align and rig the pieces if you want to PM me we could work out a rate.
  10. Are you sure that's QMC/QMC? The splotchiness looks like what you get from Irradiance Cache or Light Mapping. The GI settings have actually been streamlined a bit in the newer versions so not sure what settings you are looking at, but one tip on Light Mapping is decreasing the sample size to something like 0.005 can improve quality a lot for a relatively small render time increase. If you're not doing animation you should be able to just crank the IR settings. Check the help files, there are actually not that many settings you should have to fiddle with to improve the general quality. You should really take the time to post a screenshot of your settings or write them out otherwise we have no idea what you're doing including the Physical settings which I assume you are using as well.
  11. Physical render weird shadow

    I third that on checking the geometry Mesh > Commands > Optimize... (U~O) will eliminate disconnected geometry Also select the faces in polygon edit mode and make sure the normals are facing the correct way. If they appear blue when selected then use the command Mesh > Normals > Reverse Normals (U~R) If the points are misaligned you can select them and then use the scale tool to scale the y-axis to 0%
  12. Search for Materials

    I use layers to organize my materials in large projects. When you add materials to a layer you will get a toggle button in the material manager which makes it a lot easier to filter and organize your materials.
  13. Optimizing Render

    Huh, well to each their own. Maybe I'll give it another shot, can't remember exactly what it was, must have been something specific to my workflow that didn't sit right.
  14. Optimizing Render

    Yea I've experimented with the diffuse channel trick. It "works" but the quality was off. I think I found some major caveats with the claim of faster render times too, like maybe GI was still slower can't remember specifically. All I can remember is I spent a day with it and realized it was more of a gimmick than something I could actually use.
  15. I would say there are quite a number of details missing. The most major element when it comes to rendering/photographing transparent objects is the lighting because reflections make a huge difference. It looks like in the photo there's a window or something to the right and it's in a bright room with a lot of reflected light. The render looks like you just have it uniformly lit with a dome light or something. The model looks about twice as thick as the plastic in the photo making it look more like a glass tray. There are also a lot of kinks and warps in the plastic so you might want to throw it in a mesh deformer or ffd container to make it not so flat. The last thing is texturing. You can see in the reflection that it has very fine bumps, so a bump map might help as well.

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