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    R20.026 Studio

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  1. Hi! I've recently started playing with Hair simulation in C4D (it's a lot of fun!). Now that I've covered the basics, I was hoping to find some guidance on how to achieve a specific look - that of a matted puppet's fur. You'd see something like this on the Grover or Oscar: My attempts so far have come out looking stringy: I imagine the look I'm going for can be achieved using a combination of surface materials (which I'm confident I can create in Substance with some experimentation) and a C4D Hair Sim. I'm just curious what Hair materials I can tweak to get the matted, clumpy, fuzzy feel to it.
  2. I have two different materials that I want to render out on a single object. One is a PBR/Metallic material, the other is a more abstract, glowy neon material. What I'd like to do is create an animation that transitions between the two materials. My current plan is to render out two image sequences (one with the PBR material, the other with the neon material) then animate the transition in post using After Effects. Assuming my approach is valid, I was wondering if there's a convenient way to render both materials at the same time. It seems I have to manually change the material in the editor, and then render. I was reading up on Material ID as well as object buffers, but I'm not sure these approaches will work for me, since both materials are on the same object. Curious to hear what your approach would be! I'm also totally open to the possibility that I'm thinking about this in entirely the wrong way! Happy to read your suggestions : ) Thanks!
  3. I suppose "Delete" is a misnomer... looks like Clear will do the trick! Thanks pointing me in the right direction, @Cerbera and @digitvisions!
  4. Thanks for the explanation, Cerbera! Does it seem to you like that would be a useful feature? I only ask because I'm transitioning from Maya, and this is something you can do in Maya's UV Edit tool.
  5. Apologies for the very simple question, but I'm having trouble deleting selected UVs in BodyPaint. I selected them using the Rectangle Select tool in the Viewport. In the UV editor, I selected Edit > Delete, but the UVs are still there. I also tried pressing Del on my keyboard, but no luck. The UVs are definitely selectable, and the option to delete is not grayed - it's an available action, it just doesn't do anything. Am I missing something simple here? Thanks!
  6. Hi! I'm looking for a C4D equivalent of Maya's 'Mesh > Separate' command (https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Mesh--Separate-htm.html). Basically, I have an imported object that I know is made of separate objects, and I'd like to 'un-combine' them, making them individually selectable/editable. It would be great if someone could also point me to the C4D equivalent of Maya's 'Mesh > Combine' command, which combines disconnected meshes into a single mesh (https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Mesh--Combine-htm.html). Thanks!
  7. Thanks for the quick reply, Cerbera. I'm trying that now and still not seeing quite the behavior that I'm looking for. Here's a screenshot of my settings: And here's a gif of what I'm seeing: I was expecting each polygon to scale from its own center. It's hard to tell what it's using as a pivot. Any thoughts?
  8. Hi! I'm a former Maya user getting adjusted to C4D. I'm trying to scale several selected polygons on a model, but I want the scale axis for each polygon to be relative to its own normal. I tried the Normal Scale tool, but it seems to only scale uniformly (that is, I can't scale along a single individual axis). Is there a way to do this? Thanks!
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