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BLSmith

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BLSmith last won the day on June 13

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

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  1. Hi everyone. Simple one today: The Specific Goal: Two gears, one with 39 teeth, another with 28, rotate 360 degrees in 60 frames and set "Track after," to "continue." So it loops forever. The Challenge: Using whole numbers, this is not possible. The question: Can frames be subdivided down several decimal places? I realize there are other options such as: Xpresso Putting the second keyframe far off (say at frame 1092 by multiplying 39 x 28). Dynamics But I am simply curious if I can divide up key-frames smaller than the whole of their parts. I must be using the wrong terms in my search results and I've come up empty. Thanks all. I will be back Monday to follow up. PS: My Broader Goal: If I can unlink key-frames from their nearest whole number, I can accurately stretch and compress a series of key-frames on location sensitive items (like gears), but keep their proportions 100% accurate.
  2. I think I'll start there with something I can follow in terms of its relevance to current C4D indeed. Thanks Cerbera! Definitely know a lot more now than when I started the thread :)
  3. Ohh I see, I think. So this is my understanding: So with the loft still active, we can't create a cap because because it is not an editable object. We make the loft object editable in its easiest form to divide, in this case 9 subdivisions (but really 8) segments, which can be easily eyeballed with the knife tool to make into 4 slices, and we get that quality control back once we apply a subdivision surface. By converting the loft object hierarchy to an editable polygon to it's simpliest form, we also make our file size smaller, and the subdivision surface is really only adding complexity (my poor choice of words) during render time. Subdivison surfaces wants only quads when subdividing. By having the inner bevel (image 3), we allow for a border of sorts around the edges so they aren't going in two different directions (image 2) which is better. I'm a little unsure the reasons for this. I think I need to do more work on understanding basic concepts such as what edge flow is. After a quick google brought me right back to C4D Cafe, I'm considering starting this youtube playlist if it's still useful in C4D 7 years later:
  4. Sorry for the delay! Works been crazy. Thanks so much for the video Cerbera! Learned a ton, your like the Gordon Ramsy of modeling. To boil it down, I think of it like Knex where each piece connects to the next and the order of each joint creates the shape we ultimately see, if the pieces are out of order all heck can break loose. To create the caps, as we talked about in the previous step, while a "triangle," cap type would work, it would be super ugly. To fix this, one could change the Loft cap type to "n-gons," but if it's ever a child of a Subdivision Surface (SDS), it will ultimately look just as ugly as it did when it was set to "triangles". A good method to fix this, is simply not to have Loft caps, but address it in an additional step. To generate a new cap: Select all the splines, set the shape as editable > enter edges mode > right click and choose "close polygon hole," select the cap edges and click. By default, the new caps are not split into quads and IRRC @Cerbera is a big fan of making sure each piece of the model is split into quads. Using the knife tool, each cap should have 4 sides rather than being a flat piece. Whats more, there should be better edge flow (a term I need to learn). To create a better edge flow, with the live selection tool active while in polygon mode, select the new cap quadrants > right click and choose "bevel inner," while click dragging to create more definition on the caps. Two questions: What is the difference in setting the "Mesh Subdivision," inside the object tab of a loft vs. having that mesh setting be as low as possible (9) so that an SDS can take control of it? What makes a good cap? So in the image above, the left example is "bad," because it is a large piece connected by 8 sides, and I suspect that's bad because it should be 4. So we create 4 more polygons by slicing it down the middle, now each quadrant connects to 4 lines (I suck at the verbiage), but what prompts creating an inner bevel? Thanks! :)
  5. To Bezo: So if I understand correctly, lets draw a spline, each point can be given a number (say 1-8), and then we draw another spline with another 8 points, the loft object will draw geometry between each corresponding points (as illustrated by the yellow boxes below on these two splines). To Cerbera: Interesting! I see what you mean about caps being messy. Thanks guys for the comments. It's a bit difficult still to wrap my head around priorities but I suppose knowing the rules is half the battle and I can guess change the order a few times and eventually I'll get the order right.
  6. Hi all. Lets say I have 3 splines in the shape of a rectangle, each spline smaller than the last. Now lets say I put those three splines under a Loft object. As I move one of the splines along the Z-axis, a border is now visible around the other two splines, however, if I change the hierarchy of those three spline objects in the object manager, moving that same spline produces a different look. Can anyone explain how a series of splines under a Loft works? I've never modeled anything before and am taking baby steps. Thanks! Video version of the above question (2 minutes): Thanks!
  7. It looks like you indeed can slow down a cached X-Particles Cache tag with the scale parameter, but unfortunately since cache is 30fps, reducing the speed of a 30fps cache by 66% simply makes it a 10fps laggy animation. I had poked around in the Cache tag hoping I could generate a new cache at a higher FPS using the original animation at full speed and then simply slow that down but it doesn't appear that's an option sadly.
  8. Thanks Cerbera. Yeah it took about 16 takes but I figured you can only properly ask your initial question once, and poorly framed questions often lead to messy and confusing threads that don't address the core issue. Checking back every few hours with immense interest. Looking forward to any potential replies!
  9. Hi everyone. I have two questions: 1. In X-Particles (XP), can I slow down a cached version of a particle simulation? 2. In TurbulanceFD (TFD), can I slow down a cached version of a particle simulation? Here's a video version of my question with context: I have a mechanical animation that currently works perfectly with the XP and TFD simulations in place, but I need to slow down the mechanical animation by approximately 100x, but I really would like to not have to rebuild the XP and TFD simulations from the ground up because it was so difficult to get them to where they are now I'm afraid I forgot how I did it. If anyone can help with ether the TFD/XP side, is willing to reply here on this thread, Discord, Skype, Google Hangouts, etc., I would really appreciate it. If you charge by the hour DM me your price and I'll see if I can make that work. I will make a short recap-video explaining the solution when we're done so others can learn from it. Thanks.
  10. Awesome! Thanks so much @Hrvoje!!! You rock!!!!!! :D
  11. Thx! Yeah it was a project I had to fit in with all my other responsibilities at work, I run Briggs & Stratton's video studio so there's anywhere from 1-24 other video projects happening at the same time haha. Thanks for all your help Igor on this in 2017/2018, you were a rockstar!
  12. I'd love to see a video tutorial on animating moving grass that gets cut by a lawn mower, bonus if it's done with Octane. Nothing exists along this vein as far as I can see.
  13. This is my first product since learning Cinema4D: Made with: Cinema4D R19 Octane (Renderer) X-Particles (Air/fuel Particles) TurbulanceFD (Explosion particles) Poliigon (Materials/textures) Okino PolyTrans (CAD Conversion to .C4D). Premiere Pro CC19 (Video Editing) After Effects CC19 (Post production animations) Photoshop CC19 (Graphics) Premiumbeat (Music) VoiceBunny (Voice Over) To get to this point, it took me 18 months. The original CAD model was what I had to start with which was given to me by an engineer who originally designed this engine, turns out the once clean CAD model conversion process made my .C4D geometry a disaster, but luckily it isn't really noticeable in the final render. I'm evidently a really slow learner, and had a lot of difficulty getting some things figured out. The mechanical parts all move with a single keyframe, and all other parts are tied to the original keyframe with Xpresso. The Turbulance FD and X-Particles are keyframed. This .C4D file was 500mb and consisted of over 2000 incremental saves, totaling over 1TB of data. It wasn't until the project was over I was able to compress it to 25 individual animations, so in total this project was archived at around 20gb. This video could not have been made without direct help from: @Cerbera @jed @3DKiwi Thomas Barry @Igor "TheKid87" Andy Needham Darrin Frankovitz @bezo Also videos made from: Matt Milstead Lonnie Busch Andy Needham Ian Robinson Donovan Keith Ben Watts Mike Batchelor Scott Pagano GreyScaleGorolla/Brograph/Lynda David Mikucki I want to thank any of you who are listed and end up finding your way here. I appreciate the patience you had with me to get to this point especially. A lot of this for does not come naturally, as my background is in video editing mostly and I am more of a technical person than a creative/artistic person. My memory is often really bad, so I had to record small tutorials on the way to remind me how I did some of the things I did. If I were to go back in time: I wish I found a mentor, someone to hold my hand through this project from end-to-end, because looking back I really could have made this in a week if I had a guiding hand through the whole process - I figure that is next to impossible though, so C4DCafe will be where I continue to seek future help! Creating realistic looking explosions was a huge headache, and while TurbulanceFD was the path I chose for this project, I really would like to find a way to do the same thing within X-Particles or something so that I don't need to buy two separate plugin's down the road when it comes time to upgrade. I'll be back with a new video soon on, carburetors ;) Thanks again C4DCafe, you've been invaluable.
  14. I'm running three cards: Nvidia GTX 1080 FTW Nvidia M5000 Nvidia M5000 Adaptive sampling is now on, thanks for that tip. I originally had 12000 samples, I reduced it down to 2000 and the image looks a little fuzzier but it's OK I think, but it reduced the render times down to 1 minute per-frame, so hurrah! I'd really like to get it under 30 seconds so I can render a 60 second animation overnight or in less than 12 hours. AI noise reduction, I will look into! I felt spoiled being able to render frames in under 10 seconds haha, but the render looks much nicer than it did with HDRI.
  15. Thank you guys for your comments. Here's my new render with an HDRI: Much nicer. It's increased my render time by a factor of 24x from 30s to 12 minutes per-frame. For my 60s+ sequences, this will make it a lot more difficult, but I suppose thats the price we pay for quality. Thanks guys.

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