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zabadoy

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4 Noble Beginner

Profile Information

  • First Name
    Baz
  • Last Name
    Tour
  • Location
    Bordeaux

Hardware | Software Information

  • C4D
    R21
  • OS
    WIndows
  • CPU
    i7 7700K
  • GPU
    2x GTX 1070

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  1. Thanks for your reply ! It unfortunately doesn't work are clones are individually displaced everywhere but a found a usable workaround : Putting cloner under a connect object and slowly increasing until pyramids touch themselves again. If my ground displacement it not too extreme it seems to work.
  2. Hello all, I've done this draft for a client's project (see attached image). My intent is to animate these hills being wavy, and also animate pyramids height (scaleY) and colors, not necessarily synchronized. The setup is rather simple : Pyramids are cloned on a plane object (polygon center) on which I put a displacer modifier with noise. I can control pyramids colors with mograph fields and/or color ID (using Reshift fyi). BUT as you can see, there is a gap at pyramids bottom, because the plane polygons are distorted by the displace modifier, how can I fix t
  3. Hello all, I had a plugin to create studio backdrops that ceased to work, so I made my own. You can get it for free here : https://www.dropbox.com/s/m12a5u23b6x67l0/BazStudioScenes.c4d?dl=0 Might not be perfect but it works, enjoy !
  4. One way to do this also is to use rigid bodies in conjunction with the align to spline tag so the ball will realistically interact with the ground when rolling. To do so play with "follow position" and damping values in the forces tab of the rigid body tag. More info here https://www.youtube.com/watch?v=bkUdNywM3d0
  5. I'm not an expert in render farms but I used Ranch Computing, it works well and their technical support is very nice. There may be cheaper ones but I've seen really more expensive ones too. I think they offert 30 euros if you want to try. Just be very careful if you use Turbulence FD, it doesn't work well at all.
  6. Hello, Another approach could be to keep your Octane settings and just lower the reflection on your statue texture : Add a multiply node after your falloff node plugged into specular, and plug a float node in the top input of the multiply node. By moving the float values up you will lower the specular reflection of your material, keeping the fallof effect. Also, are you sure that it's not maybe the node plugged into sheen value that makes this effect ?
  7. Hello all, Is there a way to offset or stagger a whole bunch of keyframes all at once, via some action or Xpresso ? I've been looking around and all I see is related to using cloners and effector(s time offset, of full xpresso animation. I've got 42 objects with each individual animated PSR, so I can't use any ot these solutions. You can see my keyframes position on the screenshot below, what I would like it to shift all of them starting one or two frames after the other. Sure, I can do it manually, but then any change in easing or setup will be very cumbersome. In After
  8. Hello, I recently made this, it's done with Turbulence FD and Octane but here are the shader settings if it can help you. The scattering phase helped a lot to make the flame looking gas like.
  9. I finally found a workaround by copying all the image sequence directly into the "tex" folder. Rather dirty, but it works. If anyone know a cleaner method I'd still be glad to hear it !
  10. Hello All, I'm having an issue with texture paths. It's both related to Octane and C4D in general I think but I post it here. I have a big scene that I need to prepare to send to a render farm. So I used "Save Project With Assets" in a new folder to make things clean for the upload. Everything works fine, except that in one Octane shader I'm using an image sequence as a video texture. When saving with assets, C4D only created a copy of the first frame that it put in the "tex" folder, so it doesn't work anymore. I tried to copy the folder containing my image s
  11. Thank you for your reply ! It seems that they are rather different indeed, and apparently this is normal behavior even if the difference is huge
  12. Hello All, I'm new to Redshift, coming from Octane and something feels strange to me. I've watched a bunch of tutorials and know Redshift basics about lights, sampling, etc, but I feel like each scene is very dark and underexposed at the beginning, compared to Octane. I'm using Redshift 2.5.4 in Cinema 4D R19. - For example, when putting a Redshift Physical sun almost vertical on some objects, it is still very dark. Same thing on Octane would make everything crushed and overbright - Same thing with putting a simple default area light close to some objects, in Redshift I
  13. @cendrick Thank you for your input ! I'm sure indeed there would be an elegant way to do that in Xpresso, but I don't have the knowledge yet. Actually I found a way of hacking things and it works ! At first, I tried to put duplicates in a fracture object and use an inheritance effector as suggested here : https://www.c4dcafe.com/ipb/forums/topic/81163-fracture-object-time-offset-issue/ But I could never make it work, maybe because my main duplicated object is a Null containing 7 objects animated themselves, but it could be the route for simpler objects. So I w
  14. Hello, I'm building a scene with a small pyramid that builds itself animated in keyframes. I've manually scattered instances of the main pyramid on the scene. Now I would like to offset the animation of each instances for them to all build up randomly, how can I do that ? I know that when using a cloner, you can offset keyframed animation by using the "Time Offset" on a random effector for example, but how could you that when not using a cloner, like duplicates of an object or instances ? I actually didn't used a cloner because I wanted to have manual precision abo

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