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ABMotion

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ABMotion last won the day on October 10

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About ABMotion

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  • First Name
    AB
  • Last Name
    Motion
  • C4D Ver
    19.024 Studio

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  1. Cinema 4D: The Shadow Catcher Shader

    Here is an older tutorial that shows the old method for Shadow Catching but importantly some reasoning as to why you need to use it. Thought you might find it interesting:
  2. Cinema 4D: The Shadow Catcher Shader

    There are benefits of the Shadow Catcher in certain circumstances. For instance, it uses the alpha channel for transparency and masking and/or can add Reflections as well. If you have geometry in your scene that you want shadows against, it can cause issues that the shadow catcher can alleviate. In your scenario, as you've realised, there is no huge advantage as such. Here is a quick overview of what it does exactly, rather than a tutorial as such: https://www.cineversity.com/vidplaylist/new_in_cinema_4d_r18/use_shadow_catcher_to_create_alphas_from_shadows_for_easy_compositing Have fun experimenting and learning :)
  3. Cinema 4D: The Shadow Catcher Shader

    You can add Shadow as a Multipass as well and use that in a Composite way with the AO together, both using Multiply mode. I'm not sure they do have them both together on a single layer in that video. It's hard to tell. I do not know of a way, nor do I think it's possible to achieve that anyway. As I said in my first post, the only way I would consider that even possible is to use GI and do without AO. It may be just the difference between their lighting and yours that makes it look like it may have. Your last screenshot without AO (shadow only), looks pretty much all one color gray, so it might be that you need some variance or multiple shadows etc. I would also experiment with Standard Renderer rather than Physical to see if you get more of the result you're after. You can add GI to Standard Renderer.
  4. To add a little to @westbam suggestion, to get more realistic secondary motion, you could add geometry to your forks and/or cloth dynamics or something similar with a Jiggle Deformer and get secondary movement after they are hit so that they have more realistic "spring". At the moment they appear to be cubes and in real life, objects like that would be made of thin metal and they would have some flexibility rather than rigid as you have them set.
  5. Cinema 4D: The Shadow Catcher Shader

    I hope you don't mind an answer from me... First of all, the Shadow Catcher does not include AO, so two alternatives are to either add Global Illumination in Render Settings and do without AO (GI will do basic contact shadows), or render out an AO pass by Adding Ambient Occlusion in Effect and Multipass in Render Settings and when compositing , add the Multipass AO over the Shadow pass using Multiply mode.
  6. Re Editing Mograph Fillet Cap after Mad

    Once you've made it editable, you can't then go back to parametric unfortunately (without using undo to get it back to a parametric state of course). You could edit the mesh to get the same result by selecting edges and using the bevel tool and/or sliding the edges to expand them out, but that may be more work than restarting it for a simple job. You don't mention why you made it editable to separate the word into letters, but it may be possible, depending on your needs, to keep it parametric so that you can manipulate each letter and keep it editable so that you could change the Fillet Cap. This would only be useful for future projects of course, not now you've made it editable.
  7. Viewport problem

    As you've said you can fix it by re-centering the camera to the object, try changing the following settings in your preferences: Go to Navigation section and change Camera Mode to Object and Dolly to Cursor to Off. I use these settings and it has resolved strange viewport camera issues. Not sure if it will solve your specific issue, but worth a try.
  8. rendering glass part 2

    You need to save your logo with transparency, where you don't want a background. More common file formats for achieving that are PNG and PSD (Photoshop) files which can save graphics with transparency. If you have access to Photoshop, it is easy to do. Here is a basic tutorial to show what I mean:
  9. K doesn't bring up knife tool now

    Not entirely sure if I'm taking you too literally, but typing only K brings up options for the type of knife tool, not the knife tool. In R18 (as you have in your profile) you need to press K~K, K~L, or K~J and be in Points, Polygons or Edges mode. If you have HB Modeling tools, the HB_Knife scripts use the Knife commands but with additional functions. You can access them via the Knife icon (Blue). Edit: Beaten by @DanLSK and @Cerbera as I was typing, but I'll leave this here anyway :)
  10. rendering glass part 2

    The Camera Object doesn't make it look any different at render time. For stills, it is slightly irrelevant, but it is good to set your final frame/image using a Camera Object then add a Protection tag to it so it can't be moved. You then use the toggle icon (see post above) next to the Camera Object to toggle its view between the Camera you set and the Default Camera. You then use the Default Camera to move around your scene to build it and then click the icon to make it go white to see your final frame again. If you get into animation, then the Camera Object becomes important as you can keyframe/animate, among other things, its PSR (Position, Scale and Rotation) for things like dolly shots, sweeping/panning/tilting movements etc. and use multiple cameras for different perspectives/takes etc., to mimic real film styles.
  11. Brightness increase after rendered frame

    There is nothing in your file that makes it go brighter for me. When I render it, it looks like the top image in your first post (the darker one). Have you tried rendering the file exactly as you've just uploaded it? A couple of guesses are that it is either the lighthouse.hdr file (missing from the file you uploaded - you only uploaded the .c4d file) and may have something to do with Color Profile information in that .hdr or I notice you are using R17.055 (in your bio) so it might be something specific to that version. I tested your file in R18.057 and R19.024.
  12. Find number of selected vertex

    Once your point/s are selected, click In the Structure panel and then use the following quick keys to get to the point/s in the list quickly: N = Jump to Next Selection Shift+N = Jump to Last Selection There is no way I know of getting a HUD type thing to display the Point number.
  13. rendering glass part 2

    Looking good! I just realised why you're getting the error in the file @danijelk made for you. They used the Physical Renderer and that is not available in Prime. I think you've probably fixed it now based on your screenshot, but just so you know what it was. to resolve that in the future if it comes up, simply go into the Render Settings and change back to Standard Renderer to resolve the issue.
  14. rendering glass part 2

    There are no actual plugins used in that file. It might be that you have Prime rather than Studio and just be a "non" error. All they added that your file doesn't have is a Background Object, Camera Object and a Composting tag and all of those are in Prime version. Not sure what you mean by "what the camera tool does": If you mean the Camera Object, it is for setting up your final shot/s. You can have multiple cameras and render out each one. Cinema 4D has a Default Camera that you use before you add a Camera Object that you use to move around the viewport. Next to the Camera Object you'll see a little icon ( marked in blue). When it's white, that is the Camera Object view and when it's black, that is the Cinema 4D Default Camera view. For a full explanation of the Camera Object, see https://help.MAXON.net/us/#OCAMERA Always remember, in Cinema 4D, they have excellent help files if you get stuck. Just right-click on any object, tag etc. you don't know about and select Help and it opens up help in a new window. I hope that's what you mean. If not, please let me know further what you meant. Environments are usually added using the Sky object that you already had, but you can add different HDRIs to get different looks. Once you've added an HDRI image to the Sky Object, you can rotate them to get the reflections in the places you desire. There are many free HDRIs online if you search so you get different looks. When you're doing "product" type shots like the model you're working on now, I would suggest you generally want to find HDRIs that fake "photography studio" looks. i.e. faked lights/walls/reflections etc., that are generally more black/white/greys rather than lots of colors. Reflect into your scene what would be there is real life if you want to make realistic type shots. All this stuff can seem daunting in the early days, but just keep doing what you're doing, asking, watching tutorials and building yourself and it will all start making sense. Best of luck to you.
  15. rendering glass part 2

    Hope @Cerbera doesn't mind me chipping in, but AA just means Anti-Aliasing (in Render Settings) and looking at your C4D file, you already have it set the way he suggested as the default for Best Settings (as you've used) of Min Level: 1x1 and Max Level: 4x4. I think he just misunderstood your wording and thought you had unnecessarily maxed out the anti-aliasing settings. Nice job so far too.

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