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zabadoy

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About zabadoy

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    Baz
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    Tour
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    Bordeaux

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  1. 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
  2. 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.
  3. 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 ?
  4. 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 Effects for example, there is a plugin called "Rift" that does exactly this. Thank you in advance if someone knows a trick !
  5. 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.
  6. 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 !
  7. 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 sequence inside the tex folder and relink it, using relatives paths in the file tab of Octane image texture node in the shader : "\tex\myanimatedtexturefolder\image0.jpg", also ".\tex\myanimatedtexturefolder\image0.jpg" but it didn't work. I also tried to copy the animated sequence folder in the root (so next to the .c4d file) and tried "\myanimatedtexturefolder\image0.jpg", also ".\myanimatedtexturefolder\image0.jpg" it didn't worked either, it always says "error loading textures". Any tips here ? (I'm on windows 10). Thank you in advance !
  8. 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
  9. 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 have to crank up intensity multiplier to like 50 to get close to Octane area's basic strength otherwise it's all very dark, and in Octane the same setup is really bright by default. (in the screenshots, both renderers are on their default settings, no cameras, just basic lights, "linear workflow" checked in project settings) Am I missing something, or are they that much different ? Thank you in advance
  10. @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 went back to using a cloner, and assigned it to a fracture object, distributed in polygons center, containing simple planes with no subdivs, each plane giving me one clone duplicate on it. I can then duplicate the planes and position them wherever I want, and benefit from the cloner object behaviour. And simple random effector on it with time offset works well then ! (For rendering you just hide the fracture object. And I found what made everything so laggy, it was the bevel deformer, guess I will have to apply it destructively to the objects). There might be other ways to do that but well, it works ! Pyramids22.c4d
  11. 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 about where I would place the pyramids. I tried to use a fracture object for that, and when trying rotation on a random effector it works, treating the instances separately, but the time offset doesn't work there. I attached a R20 file to show what I want to do (the random rotation is to "see" the effector action, but what i'm really trying to achieve is animation offset). Thanks you in advance for your replies ! (The file is a bit laggy sorry, I'm beginning to learn animation and I actually don't understand while 6 low poly keyframed pyramids are slowing things) Pyramids.c4d
  12. @natevplas well the lines are super clean but I realise that the splines get distorted on Y axis as well in my example, so not a good approach finally @ion thanks, I tried before and got jaggy lines but realised it works better after applying SDS. Gotta work on tuned noise then to makes the thing looks cool. Thanks all you for your time !
  13. Actually I managed to do what I was looking for thanks to this thread and tweaking things a bit. Here is the file if someone's interested. ProjectedTopoSplines.c4d
  14. @natevplas @digitvisions Thanks a lot for the replies ! I tried both methods before and it kinda works from a far and angled view, but looking closely the lines output are a bit jaggy on both. I was looking on a method of projecting splines on the surface, but that would be kept project if the object shanges its shape. It would be very clean and also allow for full control about smoothing, using sweep Nurbs, etc. I also know about the loop cut > Edge to spline method but it's only static. Maybe it's only doable in houdini but I thought there could be an easy method. Thanks anyway for taking a look !
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