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Decade last won the day on January 5

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  1. It's a terrible deal in my opinion. You'd be crazy to burn your permanent license for a small, temporary discount on subscription. You basically have 2 options: - Buy a standard 'upgrade' to your permanent licence when R22 comes out. If, as MAXON have so far indicated, this is at the non-msa upgrade price, then you're effectively facing a 40% price increase for your upgrade compared to the now-gone MSA. - Leave your permanent licence at R21 forever & when you feel that the cumulative updates are worth having (be that at R22, R23, whatever), get a new subscription.
  2. Don't have Fume Effects but on the Voronoi Fracture object, go to the 'selections' tab & you'll see check-boxes to procedurally generate selections based on various factors. When you check one, it creates a selection tag on the Voronoi object. I think it's this that you'll want to link into Fume FX.
  3. 3-Tier Pagoda is done, bar the tiles on the bottom 2 floors. Widened the aspect ratio, tweaked the composition slightly.
  4. I'm planning to use it as an opportunity to learn substance painter, although I do expect the texuring stage to be quite time consuming. Thanks ! Anyway, just a small update - A WIP of the top level of what will be a 3-tier Pagoda. The buildings are pretty time-consuming but at least I'm building up a kit of parts & techniques, so it gets a little easier as I go on. Main thing is the roof tiles - every slight variation of roof shape requires a slightly different layout. Thank goodness for cloners & mograph anyway.
  5. Interesting, I never knew that, I'm going to see if this will fit into my workflow.
  6. Okay, made a bit of an update today - the rocks at the back will eventually be a waterfall. The ground will probably be rendered black in the final thing but leaving it white while I develop it. Got a couple more buidlings to model yet, I think.
  7. Thanks ! Hopefully I'll do an update every day or two, but we'll see how it goes.
  8. Amazing stuff, so interesting, I would nver have thought that dynaimcs would be stable wnough for this stuff.
  9. It's been ages since I posted any work, mainly due to personal projects getting sidelined by work stuff & ending up half-finished. Anyway, I have a tendancy to just post things when they're done but this time I want to do more of an actual WIP, although I have obviously put quite a bit of work in already. Over christmas, I visited the Ashmolean Museum in Oxford with family & was inspired by a Chinese Coromandel Screen: http://jameelcentre.ashmolean.org/collection/7/10223/10232/all/per_page/25/offset/0/sort_by/seqn./object/17562 The aim will be to produce a lightly-animated picture - I plan to follow the layout of these screens & have a main central picture, with the panels around the edges showing close-ups of different camera angles on parts of the scene. Characteristic of these paintings is the use of perspective where the horizontals & verticals are straight & there is no vanishing point. There is one type of Camera Projection in Cinema 4D that emulates this type of perspective - the 'Gentleman' projection. I quickly discovered that only the Standard & Physical render engines can support this projection. I had hoped to use this project as a test-bed for Cycles 4D but although it can do true Parallel cameras via it's 'Orthographic' option, it doesn't have anything like the 'Gentleman' projection with straight verticals & horizontals. Octane lacks even true parallel projection support, so that was out. It seems even Pro-Render can't support this projection, although I'm far from convinced it's as good as Standard/ Physical anyway. Ultimately the perspective is more important than the render engine - I don't want to just make an isometric compromise. I'm at least using it as a chance to finally explore node materials & the PBR workflow - using reflection as GI. I'm leaning on the excellent 'Chinese Patterns' C4D content browser download from right here on C4D Cafe. For plants I'll be using Forester as always & I've just begun to introduce some. Obviously the composition & landscape is super-WIP right now, although I've put a fair bit of time into modelling the buildings.
  10. It certainly includes X-Particles maintenance - took the opportunity to extand mine into 2021
  11. Octane have a history of failing to deliver a non-cuda version for macs, they might get it this time on metal but I wouldn't bank on it. Red shift seems a better bet, seeing as they are now owned by MAXON, they will have the resources & the incentive to do it (More of Cinema's base are Mac users vs most of their rivals like Maya & Max). Personally, I wouldn't even consider crippling myself with the mac platform if 3D is my main focus, rather than a side one but if you must stay mac, I think Redshift is more likely to get converted to metal first & if Cinema is your main app, it's also likely to get more tightly integrated to Cinema than any other 3rd party engine. I'll move over to Redshift if MAXON roll it into the main C4D package, otherwise I can make do with the engines I have.
  12. Cinema 4D is what I believe is known as a Y-Up Left-Handed coordinate system. The 'left-handed' part means that the Z axis points the opposite to most other apps like maya for example, which is Y-Up, right-handed. Blender & Unreal engine for their part, are Z-Up, as are most CAD apps. It's just differences in the default coordinates. Another thing to note, is in maya, the x-axis is kind of dominant, in that IK & Constraints like to assume by default that the x points down to the next joint in the chain. And possibly (I haven't used it for a while), that rotation around the x axis is dominant ie it will never cause gimbal-lock. In Cinema the z-axis serves this function & you'll notice amost of the default rigging tools assume or want to align the z-axis pointing down the chain. This in itself derives from the default rotation orders in the programs. Cinema's default HPB is equivalent to 1 of the 6 alternatives ie 'xyz', 'zxy' etc, I can't remember which off the top of my head. But anyway, Maya's default rotation order is a different one, hence the different dominant axis.
  13. You need to go Octane Settings -> Settings Tab -> Env Tab -> Set the default environment coour to black. Other ise your scene is basically inside a pure white sky object which will completely change the reflections & lighting.
  14. I mean props to David for coming on here to face the music. But MAXON must know that from a permanent licence holder's point of view - we don't care what you choose to call the product 'MSA' or 'Upgrade' - if future upgrades are going to cost the current non-MSA price then we've just been smacked with a 30-40% price increase alongside a very slim release. This year was the normal price via MSA. But R22 will need to be 'bloody spectacular' to persude me to part with the best part of £1000. The company I work for (with about 10 seats of Cinema) are seriously evaluating Blender - mostly not because of the change in license structure but because Cinema is visibly creaking round the edges (dies at moderate object count). To be honest, if Blender cost the same as Cinema, we would still be evaluating it, just on it's own merits. But the fact that at least the license costs are zero is just extra incentive. MAXON need to be seriously careful - they couldn't have chosen a worse moment for aggresively de-valuing their offer to their core customers.
  15. Here's a quick example file I made, maybe it's useful for your purposes: Robot Arm.c4d
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