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StageFive

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Everything posted by StageFive

  1. Thanks for the feedback! I have the cv-artsmart plugin, but I agree that probably more convoluted than just creating a bitmap. It's not that much more terribly difficult, but anything I can do to shave some time down and have less support files floating around the better. I work for a sign company, so I have a lot of different layouts that I swap out or update depending on what the 3d render will be for.
  2. I'm thinking this probably isn't possible, as I already tried to apply several vector formats (ai, svg, pdf) to a a material. I'm new to C4d, so I may be missing something. Modo allows an svg file to be used in a material. Which is good because you can zoom in really close on the UV map without loosing any resolution. I found a plugin (Vector Graphics by Plugins 4d) that looks like it might do it, but they only sell it as part of a bundle. https://www.plugins4d.com/pricing-r20 Does anybody know if there is a way to do this in C4d out of the box? It would make it a lot easier when I need to update some graphics I've done in Illustrator. Thanks!
  3. Here's a quick screen capture of the spline bending animation done in C3d if it helps. I turned the rest of the sign visibility off and added magenta to the clear material so it can be seen better. I put the camera on the bottom for a better view. The suction cup tool used morphs like you've recommended. I just need to figure out how to recreated them in C4d. Spline Animation.mp4
  4. Thanks for the tips Cerbera, and glad I'm in the correct section! Those are the methods I've been using, although C3d doesn't have any type of Nulls. They have folders for grouping, which I guess could act as Nulls. Some of the suction cup tools I animated using point animation, and then some of them have different morphs applied to them. I did have a problem with using a bend deformer because I needed the bending to be different on each end of the insert. So I ended up using a single line spline that I extruded up and the gave thickness to. Then I had to animate the spline to match the shape of bending acrylic / paper. The hard part there was making sure the spline stayed the same length since paper and acrylic don't really stretch. I used Illustrator to make sure the spline lengths didn't deform. Is there a built in way in C4d to make sure the spline length never gets stretched, or at least a way to measure it to maintain that length? This will be something I have to do a lot of. I'll make a basic example file and if I post it here and maybe you could give me some pointers of what would be a better workflow please? It might not be until tomorrow before I can finish it. As always I appreciate the help!
  5. Hi Everyone, I'm not sure if this is the correct place for this, but I guess "Mechanical" means any mechanical style animations? Anyway, I've been slowly learning C4d after 12 years of using Cheetah3d and about 3 years of Modo for still shots. We're doing a series of mechanical semi-exploded view animations that cover our most popular interior sign products. It's just a quick way to show how the inserts work and give some motion to the landing page. I already did the first prototype animation in C3d. I needed to be able to get this done in a few hours so my boss and our web designer could meet with the head of our company about it. So I just stuck with the app that I knew I could get it done quickly with. There are some things to fix on this one and I'd like to possibly move this first animation over to C4d and finish the other few the same way. This first one I made each animated part a child of a spline (circle) and then key framed the circle for animation (see screen shot). That works ok for these parts, since they snap out of place from the chassis. Some of our other products have either flexible inserts or the inserts are rigid and slide over and then rotate out. I did some similar animations a few years ago that I combined point animation with standard key-frame animation. But if there is a better way to go about this, I'd appreciate any input anyone might give. I did view a GSG tutorial on exploded animations, but it wasn't detailed enough about exacting mechanical motions to be fully helpful. There's also a series on Cineversity, but it's only available to premium members. I can't drop $300 just to watch one series of tutorials. Would it be possible to use MoGraph to animate these type of movements? Flex Insert Example: Rigid Insert Example: I can post some files converted to C4d later if that helps. I have a few other projects to finish right now. Thanks!
  6. Hi, I don't know a lot about animation, but since no one else has responded yet. I think you could get some tips from some character animation tutorials. I saw this one a few months ago and it may offer some techniques that are similar. It's a character picking up a ball, but the process is probably similar for what you want. I'm sure some others will come along and hopefully give some other good advice.
  7. Thanks for the reply! Ok, I'll probably aim for an i9 then.
  8. So I've been learning X-Particles for a few months. Work Machine has the most up to date Mojave. Home machine has most up to date High Sierra with newest Nvidia drivers and CUDA drivers for that OS. If I throw too much at my 5k 27" 2015 iMac at work, the simulation grinds to a halt. Usually for several minutes. A basic simulation of Fluid FX Water Body from the Quick Tools and an xpTurbulence modifier strength pumped up to 15 can lock it up. So that makes it harder to adjust when it's constantly freezing. I also have a 2012 MacPro5,1 at home that I replaced with two 3.4 Ghz X5690 Xeon's (12-Core Total), GTX 1080 (8GB), 32Gb RAM, 1Tb SSD in a PCIe adapter from MacSales. It does simulations better than my work iMac, but still gets choked down. So I've been wondering what type of hardware are people using to get their sims to run more smoothly while building scenes? I know the simulation can be cached, but that doesn't help very much while testing and building. Eventually I will get a newer laptop, or custom build PC. So I'm just trying to figure out what hardware can handle these scenes better. Also are there any tips anyone can give about maybe lowering some settings while setting up a simulation that might help? Thanks!
  9. I’ve done the same thing Vizn, but I went into my preferences and duplicated one of the existing themes. That way I could screw it up without worrying about it and then just delete if I didn’t like it. One thing I like about Modo's interface customization is you can click on an element when you're in the editing palette and it will take you to where that part of the interface can be adjusted. There's also this free dark theme that is meant to try and match the UI in Adobe After Effects made by Eyedesyn. https://www.eyedesyn.com/product/after-effects-cc-2014-cinema-4d-dark-ui-scheme/ It may help you get started and of course can be modified further if you need.
  10. Hi James, I'm not sure about a Mannequin that has a wood texture UV map, but there is a basic one called "Figure" in the parametric object palette. Do you need it for something specific, or were you just curious what happened to it?
  11. Thanks 3dkobi, I'll give that a shot. You've both been really helpful.
  12. Thanks for responding! The bitmap is plugged into the Displacer Modifier, so it doesn't have the same options as a regular material. I actually don't need a visible material on this, just an object for the water to go around / up against. It will be alpha channeled out. I'm probably am not fully understanding exactly what you mean though. Basic files are attached if they help. Beach Displacer.c4d
  13. I have a bitmap height map created in TerraRay for a beach scene that's plugged into a Displacer. The problem is that the texture is rotated in the wrong direction and I can't figure out how to rotate it the proper way. Is there a way to rotate this texture? Thanks!
  14. There was suppose to be images attached to my post. So sorry about that! Glad you were able to sort it out and also the helpful info that southpaw posted too. I also went through all the video training they have posted, which is really useful for learning.
  15. I'm not sure if this is heading towards what you want? I'm sure there are some nodes or some other way to do this that might work better. I've just started learning Cycles4d a few weeks ago. Possibly someone else will come along with better advice. You may also try the translucent node.
  16. I bought in at the end of last year when they had a 30% off sale and then got some extra discounts from having Modo and Adobe apps. I can't remember the exact amount I saved but it was around $1000 I think. It's definitely expensive, but I couldn't handle Modo constantly crashing on me anymore. I also got the X-Particles and Cycles4d combo a few months ago when Insydium had a sale. I've rented a couple months of Octane for a job, but I'd like to eventually get a license for Redshift and Forester. But both of these are more in the "want to have" category rather than a "need to have".
  17. StageFive

    New Mac pro

    I agree with what everyone else here has said. I do wish they came out with a more mid-tier model. Maybe eventually they will release one that hits that typical $2k to $3k mark? Although they don't want to cannibalize the sales on their iMac and MBP models. So that may never happen. It would be nice to have all the extra slots and ports for future expansion, but it would be overkill for me in the near future. I used a one of those G4 blue and grey Power Mac towers for almost 15 years at my day job though. Mactracker labels the base price on that as $1600. So would have worked out to about $10 a month over it's life span. That was a damn good machine. Ran OS9 all the way through 10.5 I think. That is one good thing I'll say about most of the Apple towers is that they do typically have a long life span.
  18. Looks like the texture scale may be a bit too large too. I've had issues before with textures being out of real world scale with the object I've applied them to.
  19. StageFive

    New Mac pro

    Wow, I missed that part of the Keynote. Glad I saw you post it. I'm still running an upgraded 5,1. So something I'll keep an eye on.
  20. Thanks again for the input. I'll keep that in mind in the future. I wasn't in direct contact with the person that created the files. I was hired to render these files by someone else at a production company. They did provided all the support files (images, alembic), but the paths to all of them were still registering the local hard drive path from file creators machine. I'll just have to pay closer attention these issues in the future and make sure no links are broken.
  21. Hi ivanpais, Sorry, I don't have anything like you're asking for. Have you tried marketplaces like CGTrader or TurboSquid? I've used a few interior scenes for renders, but I work in the signage industry. So I just needed some interior shots to show the signs mounted (wall mounts, ceiling mounts, projection / flag mounts). My main goal wasn't to show the interiors. There are some really good series of tutorial videos on interior render passes for archviz, but it's for Modo and not C4d. Some of the principals should translate somewhat across applications. https://community.foundry.com/playlist/1043/architectural-interior-lighting-tutorial-series https://www.3dartistonline.com/news/2017/08/modo-tutorial-interior-arch-vis/ Is the class a general class or is it specifically aimed at Cinema 4d? There's also Richard Yot's stuff, also aimed at Modo, but some of the techniques may transfer. https://richardyot.com/training Hopefully someone more dedicated to Archviz will come along and can help you better than I can. Good luck! Edit: Also if you haven't seen this website before, it has a lot of really good stuff on it. https://www.ronenbekerman.com/
  22. Render passes for post processing in a bitmap editor and using a LUT (Look Up Table) afterwords can help. There are plenty of tutorial videos for these on YouTube, Vimeo, etc. Something like this GSG tutorial may help you get started: https://greyscalegorilla.com/downloads/gorillla-grade-luts/ Edit: Also, some apps already install some LUT libraries and you can find others on the internet. They don't have to come from GSG, but those guys do have a lot of quality add-ons for C4d.
  23. Thanks for the feedback srek!, I'll have to check that setting, but I didn't change any of the defaults on my end. Would that sort of setting be saved in a file someone sends? The only way I could see that that would have been disabled is if the guy that set the file up did that and it came with the file. I did use the texture manager to fix the textures, but it's really odd to me that the only clue I have that the alembic files were missing is an extremely tiny red mark on the alembic icon in the object browser. Luckily for me there were only three, but what about when a file might have a lot of these broken file link paths? Especially if a bunch of them might be buried in closed groups. Again, I find it extremely odd there isn't a prompt for missing items like this. The first thing that happens in Adobe Illustrator when I open a file someone else made, is to warn me of missing fonts, missing eps links, missing linked images, etc.
  24. I'm new to C4d and I'm not getting any type of warning pop up when the path for textures and other linked files (alembic) are broken. I received several files to render, and all of the file paths were of course broken because the paths were pointing to a folder on the guy's machine that made these. That's understandable, but WHY didn't C4d tell me these files weren't loading? Is this standard operating function for C4d? Every other graphics / 3d app I've ever used has given me a warning when links are broken / missing. I shouldn't have to sift through the whole object browser tree to manually find any paths that are broken. The textures were easy enough to find and replace, but I still think there should be some type of warning prompt of what is missing in a file. I've now rendered a movie that took a day and half that didn't turn out correct. Thanks, Simon

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