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  1. I'm still fighting my way with instances, have to say: MAXON please rethink your workflow. But, maybe I'm just to stupid. What I want: Select the reference of instances, then select all the instances and move them to a group or merge them etc. Simple organize my scene. 1. Selecting all works with scripts, done. 2. Convert render instances to mesh: Strange but for that you first need to convert them to Instance, then do the conversion. Not logical, but maybe they hate us. 3. Convert instances to editable. Works. But each instance is moved to a group. So I need to select all former instances again to merge them. Thats really painful. 4. Moving instances in your scene (like in a new group). Somehow C4D always moves them when grouping. I want to have them remain in place. It works when unparenting, but not with parenting. Stuck here! This stuff I do all the time in other software without even asking once, so I'm a bit desperate, and already installed a bunch of scripts, still I'm far from production ready workflow. I normally just pick the reference of instances, and parent all instances under nice, to easily find them later. Not working in C4D. Also a simple merge selected only work on mesh, not instances, its getting painful. Hope someone has the same problem and helps.
  2. I have script here, that selet all Instances of a Mesh Object. However it does not work on render instances. Anyone knows how to do that? Also when deleting an Object that has Instances the Instances don't get deleted but are just broken Instances. Is there a function that does not only delete an object, but also its Instances?
  3. Every paper getting lit from behind should show it on the front side.
  4. Never mask refractive materials. The label need a front and backside. So it should be an own geometry with a shader that does separate this. Also translucence is important on that label. There are many examples for leaves. Redshift shading is a bit different to other render, but you can do everything and its really fun.
  5. Yeah it looks like this is the cold revenge of the mapping per shader nonsense. It did hold me back on C4D the last 9 years. I really hope to reach the developer to tell them to drop there, layer some shaders workflow. Some other C4D users pointed out: thats where RizemUV is for. And yes thats indeed the only good solution. You need UVs. Because then I'm also able to use the same UV channel across object using the identical shader. So in order to get that: First create a box with size of the projection. Then select all objects, incl. the proportion box. And then choose UV projection, name for the UV and option all selection objects. To be fair that workflow I often used in the past in different software package, to avoid any offsets through moved objects (world coordinates agains locals, can be tricky to handle). At least it's possible, that the most important thing right now. But I would love to have projection gizmos for extra textures. PS: Yes camera projection exists too. Its doing a good job, but its not really the correct thing here. First off, how to deal with multiple textures? (Just had to place 20 on one object!!!) Second you have no control of the true size of texture. So if its 1m x 1,22 m its get trick to handle, etc. Lets hope R21 finally comes with a rework of UV tools...
  6. Is it possible to have the texture projection on an object based on another one. For example instead of adjust the texture size of a flat projection per object, I want to define one square and then use it on multiple Objects. Like texture gizmo, or projection in other applications. I'm not sure how this would work. At best I would simple create a null with rectangle size and use it to project a texture in one shader too all objects its applied.
  7. I'm not sure how to achive that. I used a shader for that in a different software, that generated a gradient based on all connected surfaces in mesh. Ideal to shade variation of leaves (leaves more then one polygon) in a tree. So I guess in C4D that needs something like vertex colors, or? Well then how to get that done.
  8. I have some import items that I need further and because I don't want to change the scale in every modifier I want them to be truly scaled to the value I want. Its 1% on all values. Now, C4D seems to have a zero value function (with the untrue freeze) but not a way to really freeze scale. So if you for example use cloner, the object will be back to its original scale. The only work around I found is actually merging the object with another empty polygon. SOLVED: I leave that here for others: There is a command: Mesh/Commands/Reset Scale.. However you need to check the option wheel and choose 'compensate points'. That was a hard one to find.
  9. Hi thanks, the Material exchange did a good job. Never the less I ended up with many duplicated materials. I know sometimes this has to do with what to find in the tag applied. (UV and Tiling setting) but they where all identical. So I would say, this is not solved at all. The delete duplicate function did not work correctly. Any hint on why?
  10. I couldn’t find a function in C4D that removes duplicate material, meaning materials with he same name. I don’t really want to do that one by one manual as I have to many. Also is there a way to tell C4D on import or merge to replace the import materials with the ones already in the scene? If there is script or plugin no matter. I need it.
  11. Ok, it works like that. If the Shader was applied as UV-Textured, then C4D unify the mesh without creating individual shaders, but if its set to anything else (default spherical) then it creates one tag per merged object. Well, I totally ignore the shader tag attributes, as I'm not dealing with C4D concept, which I find terrible old school by the way. To good I don't need that in Redshift. So I need to work through thousand imported objects quickly. Unify them, merge them, organize them. If I got more then 15 min. for that I could think about deleting double tags, but I don't have that amount of time. So I need a plugin or script to clean that mess up. Yeah, the whole thing has to do with the fact that C4D puts the mapping of a shader into a tag. Instead of putting the mapping to the shader, texture, etc. Like it is in all other software packages. Thats for me like ruining agains a wall. To me thats the most - sorry but - stupid part of shading in C4D. And you see how many problems it causes later on. I wasn't even aware of that as I use only plugin renders, that don't do it that way. So in theory 30 materials could all be applied different. But then again, why not checking that on merging? Here developers missed to do that or user feedback didn't came into. Speaking to C4D users here I hear a lot the word 'stupid'. I shouldn't use it here, but I only reflect that. Not a power user myself, I have to switch to much between different software and I often wonder why thinks done so complicated or different in every software package... but thats a different story. In the end, call me stupid if I didn't got it.. no problem with that. Anyway, if someone knows some clever scripts that clean up scenes and tags I'm happy to here. And if a developer listen: Add true material tags, and skip selection tagging and I will call it the clever way. :-)
  12. Ah I was wrong on CAD import (I had FBX before) all instances are set to render instance. Creating a problem when trying to collapse them, the 'c' make editable not working on render instances. Can't see a reason why. First need to set them to instances. Do developers never think in the way users do? I have to create my a script: 1. Select an item. 2. If I item is instance then select the source. 3. Select all instance of source object. 4. convert them to instance 5. make them editable. 6. add source to selection 7. connect delete all objects, so you have only one.
  13. Anyone knows of a script that sets all instances in a scene to 'render instances' ? I see no option in C4D to do that by default. And I often import cad files with lot instances. So it would be really helpful to have that solved. By the way, I think MAXON should add an option for that.
  14. I run into that: I have 30 objects that I want to connect and delete. They all have the same material. If I do so I get one object with 30 materials and 30 selection tags. Probably the most stupid result possible. Now is there same more clever script? Or is there a way to clean up material and selections?



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