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  1. Hi, so i am hoping someone can help me with this. I have a simple setting of a cave scattered with rocks. I currently am trying to get a nice lighting only from the entrance of the cave. I have tried so many options (different kernels, different lightsources) but I can not find out what to do now. I currently have this image: This is perfect for the lightsource. However, the rest of my scene is black. I really like to have some sort of bounce from that lightsource on the water beneath it to bounce back to my other stones. My settings: Does anyone know how to?
  2. Hi, I was wondering if it was possible to get a simpel 3D model with Octane renderer textures to be exported into Sketchfab. What I mean by this is that I have a 3D model. The model in itself can be exported easily into Sketchfab. But, I have used Octane Renderer, with the textures that can only be used in Octane Renderer. Any way i can see the textures in Sketchfab the same way as octane renderer displays them in my C4D?
  3. I hope some may know what is going wrong here. I've been trying to figure it out for hours. Basically, I'm making a chocolate sim, with viscocity in X-Particles. I've tried working with the normal emitter and a skinner with constraints added but it wasn't realistic. Then I made it in an xpDomain and FluidsBPH but it wouldn't collide with objects the way I wanted to. Eventually I ended up with what I have now in the pictures: A FluidFX sim. With added viscocity from the emitter tab: Fluid Data. It looks way more realistic, collides the way I want to and has good viscocity. Problem is: It dissapears sometimes. No idea why but as you can see it starts normally and then suddenly parts of it just dissapear and then it dissapears completely. Doesn't matter if I don't have an object on top of it or not, or the way it collides. It always does this. It doesn't appear in the render either if it dissapears in the viewport. Any idea what might be wrong?
  4. Hi, I'm fairly new to Cinema 4D but I am currently working on a cell devision. I'm using metaball for this and i've run into a small issue. I need the ball to disconnect from the other ball, not when it's far away but when it's close to the other ball still. What I mean by this is that the first ball will be moved to right next the second ball in a process of first metaball but then losing the amount of surface the two are connected before breaking apart, whilst still remaining fairly close to each other. This creates the cell effect in my eyes better than the ones I've seen. Is there a way to do it?
  5. The bump map is just noise, and i'm fairly new to cinema 4D, what's material mapping? Or do you mean UV"s? (I haven't come across UV"s in cinema 4D yet)
  6. I'm trying to create a cell with a bump map that's splitting into two cells. I'm using a Metaball for this but the material seems to stretch . Is there any way to have a shader that stays on the "cell" and does not stretch the bump map? I have tried a proximal shader but it still happens. Any idea?
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