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  1. Just to wrap this up: This is the final solution, the client was enthusiastic with this, so for me it's fine. I cannot say that the result is what I was looking for, but for now it's ok! pass: anteprima
  2. Thanks for Your reply :) Actually I was checking those tutorials before opening c4dcafe...what a coincidence :) Yeah, I will fake the texture transfer and as far as the simulation I will post here the result I got. The film lied just on top of the surface, leaving there the colors, while the rest of the logo will stay shaded in white. Apparently this is closer to the real process, so it's a win win so far. Keep you posted
  3. Hello everybody, I cut the story short: I'm working on a quick logo animation, the company concerned produces high tech equipments for thermal printing and they want this to be shown in the opener. The idea is to present their logo as an extruded mesh, shaded in white. Then a thin film with the colors in place is lied down over the 3D mesh and the colors will stay there while it's been removed, revealing the final logo with the proper colors. My first question is about the film animation. The first thought was to run a soft body simulation, I got mixed results, but my intent is to show the film "wrapped" around the surface of the extruded logo. I'm attaching the raw simulation I made. Any idea/suggestions for a possible approach? I will address the second question about the chance to transfer the texture from a model to another in a next topic. Thanks a bunch for now Cheers cavolfiore https://youtu.be/7VRuw6SZVUc
  4. Once upon a time, there was the option to save a project (ae, nk ecc..) that would have included the 3D data of Your scene. I don't know if it still working, I tried that workflow with C4D R18 and After Effects CC2017 and it didn't work at all. The alternative is to import your c4d project in your after effects project, drag it into a new comp and extract the 3D data via Cineware plugin. It should work without the need to bake the camera animation in Cinema :) Let me know if it works for You Cheers
  5. Thanks guys, I can show a previz I made @Petematul Hope to refine the look of the final render
  6. I did actually, but it basically darken the contact areas and I was looking for a different type of shadows. I opted for IBL lighting 'cause it gives great results with fabric texture, but what would be the right approach then? Is there a good way to combine GI and traditional lighting techniques? The only solution I figured out is to render the GI beauty and make a separate render for the shadows, so basically I will set the lights as I want and render a shadow pass that I will lately composite with my beauty, but this is a very raw workflow any other ideas? Cheers Federico
  7. Well if You work with After Effects I guess You can use the built in camera tracker, plexus needs an animated camera if Your goal is to have it stuck to the ground, so in any case You would need a tracked camera also in AE. You can track in C4D if You are more familiar with its tracker and then export the 3D data out of it and reuse those in AE. If you need a displaced geo to apply plexus on then yeah, model your surface in C4D, track the camera and export the 3D data, import the 3D data in AE and the obj you exported and you should be good to go. There are other ways to achieve the same effects even inside C4D. If interested we can talk here
  8. Hi everybody, I'm struggling with a 3D scene here or better with settin up the correct lighting. I'm currently using a HDR image to light up the scene, it's a exr with values far above 1.0. The result is appealing, but obviously a bit flat for my taste. I mean that I'd like to have some shadows here and there that create a good contrast with the highlights, but apparently it's very hard to manage additional lights in the scene. Whenever I add a light (the area lights slow down the render too much for my schedule) and I activate the shadow, the contribution to the overall illumination is minimum and the shadow are not even visibile. I know what GI is doing, shooting rays that illuminate also the area that should be in shadow with the result of a much brighter scene and my question is: How can I add more strong shadow without affecting the GI look? Is there a way to increase the contrast of the shadow produced by my sky (with a luminance texture that points to the exr data) or eventually adding addition shadows emitted by some sort of shadow casters? I'm very confused on this :( Thanks for any suggestions, I attach here some sample of the result I'm gettin right now Cheers Federico
  9. Hi everybody, I am trying to resize a fbx scene exported from nuke. it includes some reference geo I have to follow in order to place correctly the actual model I am building. The point is that the size of the fbx scene is way too smaller to model in that size range, but if I try to scale up the scene, I loose the camera animation. I basically put the reference geometry and the camera in a null and I scaled it up, the geometry stays in its original position, but the camera loses its original position. My goal is to maintain the original camera animation, but in a more useful size range. Any ideas to fix this? Thanks in advance!! Cheers
  10. Thanks @Cerbera! It was exactly what I was looking for
  11. Hello guys, Guess it's a very simple issue, but I cannot find a solution. I've imported an obj model converted from a step file (I got it from the tech department of a client, it seems they work in Solidworks there). I got a pretty dense poly mesh after the conversion and once in C4D I didn't pay to much attention to the scale of the overall object. The point now is that when my floor catches the shadow of this big object it cuts those out, I guess because the floor is not big enough to get the shadows properly, but no matter what I do I cannot scale the floor more than its actual size. Could be something different that cause this problem? The other point that bothers me is the fact that when I try to move the camera closer to the object I start to see a clipping plane appearing and cutting my scene even if I did't set it in my camera. Is there a "default" clipping plane that limits the overall size of the scene so that once you try to go over that boundary it "cuts" what you actually see in the viewport? I attach here a reference c4d scene, the box inside represent the actual size of my model Thanks for the support guys, very appreciated! Cheers cavolfiore C4D_café_test.c4d
  12. Yeah, you're right @jed, guys I think I've figured out the problem: I guess it's about the order of operation in XYZ and HPB..I'm still trying to understand it better, keep u update!



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