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  1. You can extrude the spline and then use MoExtrude to achieve random extrusion heights. If you have R20 you have much more control over where how much extrusion will occur by using the Fields. I attached an example without Fields as your profile states you use R16. random_height_city.c4d
  2. Why not bind the vest mesh to your rig? If I understood correctly you just parented it to one of the joints and therefore it won't be deformed when your rig is animated.
  3. If you have access to R20 then just draw the a bunch of splines with snapping enabled, throw them into a volume build and mesh the volume.
  4. This is without the shader effector. You can use the MoGraph Color Shader to apply the color of your clones (or flowers). You could also turn the effector color to black and use that to control Alpha of a material or a use it as a layer mask in a layer shader. Flower_color.c4d
  5. If there is, then it is probably a very tedious one. Scripting could help but then I don't see a benefit of doing it in C4D. These kinds of graphics or often done in Processing, vvvv, Max/MSP or other environments that allow you to process data and draw things on a canvas.
  6. How really great collection. That's a handy reference that should really be available as a wallpaper for the office :D This must have been so much work and I really appreciate that you are sharing this with everyone. The only thing that I am missing are some examples of overlayed noises. Combining the different noise types opens up a whole new world of possibilities. Here is an example of what I mean: Marc "Renderbaron" Potocnik is a true master of noise witchcraft! :)
  7. You can use a cloth sim to get the basic shape and then use sculpting to adjust or add detail to it.
  8. Just did a few quick experiments in R20. Volumes are also really great for this kind of application. This is would I got trying to reproduce your scenario:
  9. Not sure I understand what exactly you are after. Couldn't you just render out at half or quarter the frame rate? Sounds to me like something you would achieve in post. If your scene behaves differently because less frames are evaluated then you could export full fps to Alembic and bring it back in.
  10. The centers of your clones are inside of the volume. But their size is not taken into account. You could try smaller chips or to create a smaller proxy volume for the distribution.
  11. Bump does not create any geometry. Its just a shading trick. Displacement will only displace existing geometry (or in case of sub polygon displacement create additional subdivisions on the fly during rendering). Try subdividing your geometry until you get the desired mesh resolution and displace it using the same shader but in a displacer deformer.
  12. Hard to tell what is going on without being able to inspect the scene. It would at least be helpful to see how the nulls are moving in 3d space when you change the length.
  13. That's a matter of remapping the values. Scale_hide_by_VM.c4d
  14. In R20 you can control the visibility with just a vertex map field in a plain effector (with visibility enabled).
  15. MoExtrude can be animated with Effectors. I've attached two examples, one for R20 and one for <= R19. You could also do it without MoExtrude by using an Effector on a polygon selection with deformation set to polygon in the effectors Deformer tab. Random_animated_extrusion_R19.c4d Random_animated_extrusion_R20.c4d



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