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Bill Borez

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5 Noble Beginner

About Bill Borez

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    Cafe Ronin

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    R20.026 Studio
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    Visual Art. Music Production.
  1. Thanks mate, I managed to do it with a XpPPCollisions dynamic object in the end. Works perfectly ;)
  2. 4 separate emitters within a sphere ( kept within the sphere by collision detection ) firing particles at 4 separate frames. How do I make the particles ( spheres ) bounce off each other within the sphere?
  3. Let's have a look at the Mac facts here: 1. Pro res seems like an also-ran. At present. 2. Lack of Nvidia suport with no hope of it in the future. 3. Lack of AMD support for the industry standard GPU renderers 3. Apple dropping support for Open CL and GL 4. Integration just seems non existent with Apple's proprietary Metal, and where it does exist ( like in Premiere ) it seems to make the programs run slower. 5. Apples walled garden just seems to get higher and higher. 6. Where the hell is this Mac Pro Modular, they've been talking about it for years now? All of this and more just means we're at a point ( as OSX users ) where it won't matter if you spend £15K on a full spec bells and whistles OSX machine, it just won't run the renderers needed for C4D work. Apple Pro machines are no longer pro, they're just expensive toys. Enough already. And I say this as a nearly 3 decades Mac user sitting here with a 6 core I7 2018 MBP with a Razer Core X Vega 64 that is basically a dog when it comes to running C4D. It's time to switch to be honest. My next Mac will be a PC.
  4. Do the standard and physical renderers only work on the CPU, is there a way to get my eGPU involved - or is that just wishful thinking? Thanks in advance
  5. Ahh, of course, I wasn't even thinking of this. Obvious once it's pointed out. Here's a screenshot of the project, the trails should be following the surface but obviously the slow rotation of the sphere is throwing everything out and, as you say, the particles are just being traced from where they've been Maybe I need to find another way to do this.
  6. OK. I have a problem I can't work out. I have a sphere which I'm emitting X particles from and using an XPfollow surface and Xp trails so that particle lines flow around the surface of the sphere, all good, it works no problem. My problem comes from using a displacer on the sphere with a custom shader map ( made from a JsPlacement .png ) and then raising the height to get a futuristic looking sphere surface. My particles look like they're following the surface, but as soon as I rotate the sphere the particles stay on their original path so it looks to me like they're following the original sphere geometry and not the displaced surface geometry of the sphere. How then do I make the particles follow along the displaced surface and not the underlying sphere as it rotates? Thanks in advance.
  7. Seen this in so many visual works but can't find a tutorial anywhere, how do I get X particles to travel along and follow the edges of object.?
  8. Can you render hair material in Pro render? And if so then how?
  9. @FastbeeTo be honest I was about to pull the trigger on Cycles 4d this morning as I'm using X-Particles until I learned that they've recently dropped Open CL on OSX so it won't render on my AMD GPU. http://manual.cycles4d.net/html/sysreq.htm Now I'm even more confused. @anglereserve I'm not going to even attempt running an Nvidia card in the eGPU with OSX. I know people have done it in the Hackintosh community, but it seems like a PITA to get going. Honestly if it wasn't for my music production and lecturing relying on OSX I'd actually drop Apple like a stone right now. And that's after nearly 3 decades of using Apple products.
  10. Thanks for the reply, explains it nicely. So I have an Razer Core X eGPU with a Vega 64 for my mac, I'm guessing one would really help with the render times here?
  11. Bit new to this so sorry if this is basic. I'm confused, can someone explain 3rd party renderers to me, Redshift, Octane, Cycles 4D etc. Are these just working visualisers, or do they actual help with the final render speed?
  12. Beautiful, the random effector mapped to keyframes on the rotation is exactly what I was looking for. I'll try some of the other methods too. Many thanks.

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