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nerv

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nerv last won the day on November 25 2017

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About nerv

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    Respected community member.

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  • Website URL
    http://somenerv.com

Profile Information

  • First Name
    Nate
  • Last Name
    Rodriguez-Vera
  • C4D Ver
    19.024 Studio
  • Location
    Brooklyn, NY
  1. What? Never! Just humbly sharing the fruit of my labor. :D
  2. Can't live with 'em, can't pay rent without 'em. XP4 launched just as we were closing the books, so I never got a chance to try it out on this. I presume it would've been better than with 3.5, but still not sure that it stacks up to RF or Houdini's fluids. I might just re-sim these with XP4 at some point, just for comparison's sake. I do have a couple of prospective new projects that may require more realistic fluid behavior. I recently motivated myself to start getting into Houdini (again) for this and a few other things, so if XP4's fluids are still not really meeting the mark, I will have a viable option - even if I kind of hate using it.
  3. Thanks. Yes, that was a subject of some internal debate. The results of having the liquids collide with the copy were mixed. The less viscous one (“water”) was more or less ok, but the viscous one (“bubblegum slime”) was kind of erratic and a little hard to tame - especially since the client was adamant about keeping the copy unoccluded for as long as possible. Something bumping into the copy momentarily was ok, but fluids remaining stuck to them wasn’t. It may have fared better with something like realflow or even Houdini to simulate the fluids, as opposed to XP. However, when presented with all the options - including additional time to re-sim the fluids with a different engine - the client chose to go with what’s shown here. There were a few other decisions and requests along the way that I wasn’t exactly thrilled with - but I erred on the side of keeping the client pleased. This was a very educational project. There’s a lot I took away from it that I will be applying to future ones.
  4. Finally able to share a project I recently finished for Trident Gum’s latest ad campaign in Puerto Rico. The project consisted of a main 15-second animation to be aired in television and digital platform, plus a handful of individual loops to be used in social media stories, etc. Storyboarding and concept were done by McCann Worldgroup’s San Juan team, as well as all the final narration and audio. I was in charge of all animation, etc. All done in Cinema 4D and using a bit of X-Particles here and there. Rendered with Redshift.
  5. Finally able to share a project I recently finished for Trident Gum’s latest ad campaign in Puerto Rico. The project consisted of a main 15-second animation to be aired in television and digital platform, plus a handful of individual loops to be used in social media stories, etc. Storyboarding and concept was done by McCann Worldgroup’s San Juan team, as well as all the final narration and audio. I was in charge of materializing all of the storyboarding into actual moving images. All done in Cinema 4D and using a bit of X-Particles here and there. Rendered with Redshift.
  6. Studio MSA Price Increase

    I just saw the email. I mean, even if it stings a little, $75 is not a huge price hike in comparison to the total cost of the software, so I'm ok with waiting until I'm closer to my expiration date in July before I commit to renew.
  7. Alpha plus vertex map?

    Ah, now I get what you meant. Looks like you figured it out! Well done. :)
  8. Kicking off 2018 with a new series I'm calling MENOS. "Menos" is Spanish for "less". Sometimes less is more. I know we have all these crazy 3D tools at hand and it's easy to get carried away throwing everything but the kitchen sink at a project. Sometimes you have to dial it back. "Menos" also means "minus", because the series is heavily boolean-based. Don't tell the quad police.
  9. Happy new year, all! Kicking off 2018 with some more retro-future minimalism.
  10. GSG just came out with theirs too. I found it a little easier to follow, though it doesn't quite cover the same stuff. I think they both complement each other.
  11. Alpha plus vertex map?

    Redshift doesn't do alphas or stacking in the same way as the native C4D materials do. It all has to happen in your shader graph. At a glance, your shader graph looks right... just replace the base color (presuming it's the black one) with the actual material you want underneath the blue. Unless I'm missing something... ?
  12. Hmmm... Using the constraints modifier? I might want to test that. Anyways... here's to lots more sweet rendering in 2018
  13. More HĪD/SĒK: And a new addition to the previously-shared UNNATURAL series:

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