Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


BLSmith last won the day on March 15 2018

BLSmith had the most liked content!

Community Reputation

16 Noble Beginner

Profile Information

  • First Name
  • Last Name
  • C4D Ver
    19.053 Studio
  • Location
    Milwaukee, WI
  • Interests
    Video Editing

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. To @spedler Oh yes. I've now posted my two questions on the Insydium forum, the discord and here and am excited to potentially move along onto the next series of challenges if solutions can be found. To @ion Here's a link to the cache (248mb) if that helps. Thanks man. Will amend to original post. https://drive.google.com/open?id=1nnCu17mumsaPspNMfuK5IqOkZPAhbTvE
  2. To @spedler: Perhaps I've just had bad luck with no replies to questions I've asked in previous threads on C4D Cafe/Insydium forums, I just assumed it was smaller. I apologize if I've offended! I've removed that from original post, as it was not my intention at all! I was just a bit frustrated after spending all day trying to figure this out and felt defeated when writing it. I haven't tried the Discord though, I'll check it out and post a link there! Perhaps I just suck at asking questions, but it's hard knowing that when no one tells you. I tried making things simple by ripping down my animation into a series of primitives but perhaps I've taken the wrong approach... To @ion, I ran into an issue with C4D Cafe's file size requirements, and assumed since you have to relink the Cache files path anyway, it would be reasonable to have folks simply rebuild the cache since it's simple primitives and should take less than a minute to build. However, I can zip all the .vdb files and link them for you if you'd like. Thanks for the reply and I look forward to talking with you further!
  3. Hi everyone. I have two questions: When I attempt to visualize xpExplosia within a third party renderer, in this case, Octane, it does not display. Can anyone show me why? When I attempt to pull the smoke out of an area using a modifier, it does not do so. Can anyone show me why? I've provided the file used in the video above, and spent 2 hours making this from scratch for this post, if you could help me out on this I would very much appreciate it. Thank you for your time this afternoon. The file is provided below. -Brandon Attached: 700kb c4d file from the video. Optional Extra - Cache from the attached file: https://drive.google.com/open?id=1nnCu17mumsaPspNMfuK5IqOkZPAhbTvE BSMITH EXPLOSIA CACHING V11.c4d
  4. Thanks @everfresh! So I combined both your comments with comments made by someone in another forum and came up with a solution: This uses: Increased friction values as you stated. Adding a gravity modifier as you stated. The action: I had a removal action on the parent particle that Other things of note: In order to make the friction work, I used the "xpChangeGroup" modifier so that the "sticky" particles would be a group on their own. I then copied the tube the sticky particles were traveling in and jacked up the friction. I then created a gravity modifier that only effected the sticky particles. Optional video of my solution, sorry I didn't give you a shout out in the beginning of the video. It took like 5 attempts and an hour to fit in all the little details I could in as short of a period as I could and I'd have spent all night remaking the same video but figured it was cool since I got all the details in, at least: Finally: When it comes to Explosia, thanks for the xplosia collider mention, I was not aware of that object. I was able to proceed a little further, but I am having an issue where I can't make the explosion appear in a render, I can make a video on this if you (or anyone!) would be willing to watch it. I'll make it short. The frame rate is so bad I feel like I'm doing something wrong! Here is an optional video on this as well, but perhaps this warrants a thread by itself: BSMITH EXPLOSIA CACHING V11.c4d
  5. Programs Used: Cinema4D: R19 X-Particles: 4 What I am trying to create exactly (GIF): This is from a video we had outsourced a year ago. What I currently have (GIF): Notice there are no streaks like the above GIF. I'd love to learn how to property create this streaking effect. Video Version (Optional, 3 minutes): Any help is appreciated. I've provided the file I used in the video below, thanks!!! (Unrelated aside: I'm using a video as the explosion because there is only 1 video online on Explosia/Octane and it never talked about keeping an explosion within a confined space, if you are knowledgable of this X-Particles feature, I'd gladly pay you for your time if you could walk me through it). C4D CAFE PARTICLE SHEEN QUESTION V3.c4d
  6. Well I decided since the weird graphical effects (or facets, if thats what they're called sorry for my poor technical usage) didn't appear with those bool checkboxes unchecked, I figured it was cool to get to work with that approach and it turned out OK in the render. I would have marked this topic as solved on Tuesday, but I decided to do the bool work on all the 900 parts, and integrate it into my larger animation that I've been working on since March of last year (my god I suck at this, especially X-Particles [and its community is tiny] UGH!!!), but it's shaping up nicer and nicer by the day: Thanks for all your help @Cerbera, you are a trooper! :D
  7. Awesome! I can see uses for modeling when it comes to creating training videos for basic principles in Engine design and/or Engine failure cases. Speaking of engines: I was able to take those square primitives and play around with it to make a much nicer "Block" that surrounds my engine using the SDS/SDS Weight tool and a rendered frame of that same Machine Frame now looks like this: Looks nicer, and more uniform. It could be smoother but I'll take what I can get with this model lol. Will likely work with this for the 900 part project! I think I can mark the thread as /solved. Thanks Cerbera, you've been most helpful :) Edit: Unchecking the 4 boole options: Create Single Object, Hide New Edges, Create Phong breaks at intersections, select intersections, SEEMS to create a smoother looking surface. Here's a comparison video: I may just go this route, even though from a wireframe perspective it's pretty gross :P
  8. Ah!! Beautiful! Thanks! I will begin making my boole cuts and see what the results are comparatively from my first post. TY!!!
  9. Hey Cerbera, I *think* I applied the SDS weight tag to my object with a strength of 100%, but unfortunately it still looks like a bubble. Any ideas? Here's a 3.5 minute optional video for added context: I could always just make my square bigger too so that the curves aren't noticeable. I think I'll understand the SDS weighting stuff a bit more once I can visually see what a strength value of 0 vs. 100 is. I didn't quite follow on the subdivide stuff, so no unfortunately I wasn't wondering that haha! Unfortunately that stuff got lost on me, but that's OK since I suppose it's not vital to our weighted SDS object. Man I'm such a noob! Unfortunately this too is above my pay-grade of understandability. My hope is my boss doesn't ask me to learn more about modeling beyond this point haha, otherwise I am screwed!
  10. Thanks Cerbera, I noticed you edited the last point on the past reply: Could you expand on this a bit more? I don't know the difference between 60/70/80/90/100% polys, or even what an irregular/regular poly is. I looked at the SDS attributes and saw nothing for "edge weighting," where can I find this? Say I have those edges selected you talked about: If I then create an SDS, put the cube under it, go into the SDS settings and change "subdivide UVs" to edge, it looks like this, I know you didn't specific say "subdivide UVs" but I couldn't find anything under SDS attributes that stated, "apply SDS edge weighting of 100%": Thanks Cerbera!
  11. Thanks for putting that together! My questions: How can I make sure that the lines I create are even to the width of the "curve of 3" lines created with the bevel tool? Or is an eyeball good enough? Otherwise, what I did was held shift and created a line in the middle of the segments (if that makes sense), but the segments aren't even (compare orange to red). Is a "level 3" SDS object equal to "Subdivision Render = 3"? Never heard of this before. Once I create the SDS > Cube > Bool heirchercy, can I combine those objects and delete to speed up the bool process when I add the machine frame? Otherwise it takes 2-3 minutes to load, or will that make it not work?
  12. 100% Correct. I know I'm going to sound dumb but irrc I've never made a custom polygon before. I suspect I'll have to look up "Polygon Tutorial C4D" or something on Youtube before proceeding further, but when I made the original blue box: I created a spline using the pen tool, used soft interpolation, copied the spline, used the pen tool to connect the two splines, selected the spline and selected "close spline" then put it under an extrude, extruded it to the desired shape, then connected objects and deleted. Hopefully I can find a video that talks about creating curves within a polygon like you did because I've never done it properly before. I think I understand it. So after a Google seaarch of "ngon" (no shame in my ignorance) being an area with more than 4 sides I can see that the curve must count as more than one side which leaves the door open for shading problems. Alrighty makes complete sense. I'll look up a tutorial on creating a custom polygon shape and make sure the subdivisions are numerous enough to give a qualitative result. I will report back once I've achieved this.
  13. Video Version of my issue: (Optional) Text version of my issue: Here is my model: Here is what I want to do: Yesterday, I was able to pretty much accomplish this by creating a shape to use as a boole and then sliced my model in half along it's edge: I was VERY happy with this, but notice the jagged edges in the middle of the screen? It should be smooth. I drew the spline that acted as the cutting plane using soft interpolation thinking it would be a smooth cut, but it was very jagged (notice the blue vertical lines where the light reflects). Secondly, when I attempted to re-create the blue slice effect today, the blue went away and all I was left with is gray. I stripped my file down and included a link below. If you guys could offer some tips on how to make the blue appear when I slice an object in half and help me prevent the jagged vertical lines I would love to know your methods! Thanks. Link to 10mb file: https://drive.google.com/open?id=1LxW7KsKPXuEH7zY1uekzXxNSEWxJPbXT
  14. Hi all. I have an animation I'd like to render, but I'd like to render out the X-Particles all by itself, but keep all the shapes that cover up the particles so that I can copy/paste the particle animation in a program like Premiere Pro/After-Effects and it will look identical to what it would look like as if I rendered all 1000+ frames within Cinema4D. One the particles spawn, the camera doesn't move. The particles do have reflections on other objects if I render within Cinema4D, something I'd also like to know how to prevent since I won't have that option if I render only the particles. Any tips appreciated! Thanks.