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Unstable last won the day on August 7 2019

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  1. Thanks Srek. I appreciate your feedback. Hope you and your family enjoy the holidays!
  2. I know Cinebench tests the single threaded and multithreaded performance of the CPU, but I can't find anywhere that describes what tasks in C4d are multithreaded. I've seen posts stating that modeling, animating, and the native renderer are all CPU single threaded operations. I believe X Particles setup and animation is also single threaded, but I might be wrong. So, what part of C4d uses a multi-threaded CPU? Sculpting? Painting? The reason I ask, is I'm considering a new system and focusing more on a CPU with single threaded power, but I'd like to know what I'm limiting myself to. I'm going
  3. 3DArtist is still around I think. It had some inspirational content, but was rather expensive for the hardcopy version. But they did have an online version for around $5-$6 an issue. I didn't really care for the online version. It was the same as the hardcopy, but I didn't like reading it on my iPad. It's a much cheaper route though.
  4. Thanks Cerbera, I happen to be very good at making things more difficult for myself. Haha. I actually did create a separate plane object at one time, but went back to this method. Stupid me. Oh, well. I'm using this project to make sure I really understand the full workflow using C4d > Substance Painter and back again. Thanks again.
  5. Good morning, I create a bottle in C4d, add a poly section where I want a label to go, but when I get into substance painter, the selection area I made is bigger than the label. I could stretch the label in substance painter or I can go back into C4d and reduce the number of polys in the selection area for the label and reload it into substance painter, but this is very much trial by error. I was wondering is there is a formula for determining the size of the selection area needed based on the label pixel size or something? Thanks
  6. I know this sounds strange and I don't get why, but that is really no surprise. I sharing this and I thought I would share it in case its a bug. In reality, it is probably something I did, but the results are kind of mind blowing. Back some time ago in R21, I loaded a substance using the Substance Asset Manger, applied the material to a couple of windows, and changed the color. All worked well in R21. I brought those objects into my R23 scene and did a quick render. To my surprise, the windows rendered as though they were in a subdivision object. (see pic) I changed the render fro
  7. Disregard. I guess its just a brain fart on my end. Apparently its just glass reflections making it appear to have seams where there are none. I've been trying to go from Substance painter glass with dust to C4d Redshift with multiple failures for so long, that when I dumbed it down, I outwitted myself. I stuck a UV texture on this and it aligned just fine. I think I'll just go to sleep now.
  8. This should be extremely simple, but no, not for me. Haha. I'm trying to understand why redshift material doesn't seem to be using the UV. It's cube and I created the UV. But it still looks like the material is broken down into sections that don't match the uv. I don't know why I can't figure this out. Any help would be appreciated. Thanks 0-test cube uvd.c4d
  9. Let's face it. MAXON doesn't care about whether a hobbyist is happy with their strategy or not, nor should they. It wouldn't surprise me in the least if MAXON created R23 solely to test the waters. They probably have a number of perpetual licenses they have to sell in order to make it worth creating R25 or whatever they want to call the next perp license. If they don't meet that number, no more perpetual licenses. So, I'm focused on the here and now. There is some cool stuff in R23 for $1000, but the new Nvidia 3080 is only $699. So, I'm thinking I can stay on R21 and get the new 3080. This wa
  10. Am I missing something or is there no upgrade price for the R23 perpetual license? Only the $3500 price for a new perpetual license. Hopefully, this is just an oversight.
  11. Ahhh... good to know. That's why I don't build my own PC.
  12. You won't be able to use 2 either because you would need 6 pcie slots. I wonder which renders faster, 1 3090 or 2 2080 Ti's?
  13. Are you talking about to split a poly off an object? U~P is the shortcut. I just right click on it and use the menu Splits about 2/3rds down the menu
  14. I don't know if this would be any better, but you might want to try cloning IES lights. Maybe do some experiments using them in an empty room and see if performance and control is any better. Just a thought.


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