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pilF

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About pilF

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Philip
  • Last Name
    van Wijngaarden
  • Location
    Ede
  • Website URL
    www.flip.nl

Cinema 4D Information

  • C4D Version
    R21

Hardware Information

  • CPU/GPU
    i7 7820X/ 2x RTX 2080Ti

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  1. Aha i see i took a wrong turn there placing the files under C:/program files, thanks for that cerbera. My path is with the roaming dir slightly different: C:\Users\#me#\AppData\Roaming\MAXON\MAXON Cinema 4D R21\plugins\LWcad R21 All is well here too, Go Viktor go and finish the nurb part too.
  2. As of january 4th lwcad is compatible with R21. So I downloaded lwcad 2018.31 and cannot get it to show up in c4d after copying the files to the directories the manual mentions. Dis anyone manage to get lwcad running under R21? here's the roiginal post by Viktor: Dear LWCAD Cinema 4D users. I want to inform you about the status of LWCAD Cinema 4D for 2020. LWCAD Cinema 4D is currently updated to version 2018.31 which is fully compatible with R20-R21. You can download the latest version in http://www.lwcad.com/html/download/download.php The new Mesh TR engine which is currently under development is specially designed for LightWave and Cinema 4D. Mesh TR is a new universal parametric modeling engine based on NURBS. It will replace the current engine which was designed for the very early version of LightWave and then updated several times with patches for C4d and 3dsMax. The new system eliminates all previous problems. Porting new MeshTR tools to Cinema 4D will be done after all significant NURBS tools in LightWave will be updated. Then you get a complete package of NURBS toolkit in Cinema 4D in very short time. Until this big update comes to the Cinema version, LWCAD will be updated regularly to maintain compatibility with the latest C4D Rxx.
  3. Over at redshift Darby Edelen wrote this procedure about vector displacement: https://www.redshift3d.com/forums/viewthread/24170/#153335 I’ve spent some time exploring this. It turns out that the vector displacement maps that C4D bakes out can be used, but they require precise settings and some manipulation of the resulting data. First the bake settings. When using Bake Sculpt Objects make sure that you disable Include Top Levels on the Options tab and choose Level 0 for your Target Object. You’ll want to use the RGB (XYZ Tangent) method on the Settings tab and also enable Round Geometry. After you bake with these settings you’ll get a standard C4D material in the scene. Make note of the Height value on the Displacement tab in this material, this will be your displacement scale later on. The RGB values do not map properly for Redshift. You’ll need to swap the Green and Blue channels and then invert the resulting (new) Blue channel. You can either do this in the shader graph using Color Splitter, Color Maker and Color Change Range nodes or in an external application (After Effects or Nuke are good options). Enter 1/2 of the Height value you noted before on the Displacement node and set the Output Range to -1 to 1 (the change to the output range effectively multiplies the scale by 2 which is why you use 1/2 the height value). In the Redshift Object tag you’ll first want to disable auto bump mapping (which gives really weird results). Then you need to make sure that your Maximum Displacement is greater than or equal to the height value (i.e. >= 2x the displacement node scale). Lastly if you change the UV tiling of the material or apply the material to an object with UV tiles that are smaller in world space you’ll need to reduce the Displacement Scale in the Redshift Object tag. If you tile the displacement 4 times on the original base sculpt geometry you’d want to set the displacement scale to 0.25 (1/4). If you want more detail without the high levels of subdivision you can also bake out a normal map from the sculpt object. This is covered in one of the C4D documentation links I provided before, but the gist of it is that if you had a sculpt object with 7 levels you’d export the vector displacement using level 5 as the source and 0 as the target, then separately export the normals using level 7 as the source and 5 as the target. In that way the first 5 levels should be covered by displacement and the last 2 by normals. I haven’t tested that workflow with Redshift though.
  4. Thank you Dan this clarifies a lot, especially the settings bit. Didn't know tiff was causing problems and didn't realise the uv might be crooked. Posted your video on the redshift forum too.
  5. Ah murphy's law in action. I do appreciate the effort though.
  6. Dan thanks for your eleborate reply, I think the problem for me lies in the exact settings of the baking process, object versus tangent to get the correct vector displacement. A few screenshots of the bake settings and the nodes would suffice but if you can manage a video that would be great too. Philip
  7. I've posted this on the RS forum too with no answer yet. The problem is I cannot find the correct procedure to bake and connect textures of a C4D sculpt to RS. So I've scuplted this quad ball in C4D and it renders fine in RS but it has a large polycount. Bake to the rescue ... Only to find that I usually end up with something like this no matter what setting or procedure: I've baked out 8K textures and stored them on my server here It's a normal map and a displacement map. Any suggestions on what procedure to follow ? Philip It's a follow up on this post actually https://www.c4dcafe.com/ipb/forums/topic/105643-sculpt-displacement-to-redshift-problem/ sculpt c4d to rs.c4d
  8. actually very relaxing to look at. Wouldn't these be nice to use in science class and find the flaws. As a vaccine against desinformation.... Oh wait, a vaccine, that wouldn't work on believers.
  9. Hey thanks for the scene Jed, I guess they know it does not work. The video is cut three times in the first 2 minutes. Just to give the appearance op continuity. If you paid attention at school you'd know energy does not appear from nothing (only complete universes do) Philip
  10. Ha, thank you Hrvoje. They look like atm's but the machines in the lobby ar check-in-stations for people coming to the hospital. You scan your patient-id card and the machine prints a card with the destination for your scheduled consult. But they look like atm's anyway or daleks.
  11. WIP with a silent character. Had to be stylised and simple to fit the budget. I used a prerigged puppet and bound boolean splines with a posemorph for expression to the head. Tweaked the deformed splines to match the curve of the head with a FFD object. Simple xpresso to connect the sliders to the morphs.
  12. And completely CO2 neutral too, just some noise ...
  13. It's true, I suck at drawing perpsective. But a previz with C4D and a free rigged stick figure from ace5studios.com (thanks Aleksey) made drawing this A0 poster a lot easier. It's about the flow of information in a hospital.
  14. Impressive everfresh, no particles were harmed with the making of this animation. Philip
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