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BigAl3D

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Everything posted by BigAl3D

  1. For what it's worth, I have the 2013 Mac Pro trashcan which is from that time-frame, but with a better chip. Mac Pro (Late 2013), 3 GHz 8-Core Intel Xeon E5, 32 GB RAM. Rendered in R19: 1 min. :59 sec. Rendered in R20: 2 min. :01 ec.
  2. I forgot to mention, as you will see in my scene file, make sure to add plenty of subdivisions so you get smooth bends as you go. In that file, I think I also added some displacement using the animated water texture for added effect.
  3. C4D loves cores. The more cores, the faster the render in most cases.
  4. You'll be surprised at how easy it is to make that. In C4D, make planes that would be your ribbons. Create splines you want the ribbons to follow, then use a Spline Wrap Deformer. Either group your "ribbons" and the deformer, or make the deformer a child of a ribbon. I recommend setting the Mode to Keep Length, then just animate the Offset slider and you're on your way. Here's a quick example. RibbonExample.c4d
  5. Perfect. I think that's what I was thinking when I tried keyframing the Initial Velocity. Thanks.
  6. So for whatever reason, I wanted to do a quick little 3D doodle and a tried something that I thought was easy, but it didn't work as I thought. So imagine three spheres resting on a plane, all dynamic. I want each ball to shoot up in a staggered fashion. Simple I thought. Just keyframe the Initial Velocity setting from 0 to 500 or something and let the fun begin. Nothing. Tried a couple of Effector tricks, but I got nothing. I'm going to hit my forehead with my palm when someone points out the obvious. Thanks.
  7. @teknow I'll tell you what, Cycles 4D has the best designed node editor I've seen for C4D. The only other one that is close is Unreal Engine 4. I know what you mean about confusing things. A while back, I demoed Cycles, Arnold, Maxwell and Corona at the same time (although Corona didn't have nodes at that time). The main thing that may be a little different is in the PBR workflow. Some engines use different names for the same thing, i.e. Displacement/Height, Glossiness/Roughness, Metallic, etc.
  8. Oh wow. I never really looked at their pricing.
  9. Sketchfab has a bunch of amazing models for viewing and for sale and they're all "interactive" in the sense that you can rotate, zoom in and out while retaining high-quality. Check them out. I'm guessing might be able to use it for clients to view as well. Not sure if there's a private/password protected system on there, but it's worth a look. https://sketchfab.com/3d-models/ivy-herb-a5f070f15c304e3eb7111e782e5b8636
  10. Yeah either you need $2,500 worth of Nvidia cards, or if you only have a fast CPU, there's Arnold and Corona. I personally use Corona and, even though I haven't upgraded to a modern CPU yet, it's remarkably fast. I'm running the old Mac Trashcan™, but it's still quick. I'm hoping to get that new elusive new Mac Pro they keep talking about, but even on an iMac Pro or a Windows machine with a Threadripper, Corona is as fast as any GPU engine. Plus, it's a fully raytraced engine so there are no compromises with certain effects. I also had Cycles and it was very slow on my hardware. If you only do 3D rendering and other video CUDA stuff, then a GPU solution may be worth it. If you do lots of other stuff on your PC that doesn't use two monster GPUs, then a AMD Threadripper setup will give you super fast CPU rendering with engines that support it, AND speed up everything else you do with that PC. Your choise.
  11. This solution is just a quick fix. Cerbera's is the proper way. Yes what Cerbera said is true. Planning a model and creating the proper polygon flow is critical, depending on what you need to do with it. I took your shapes and combined them, then selected all the points and hit Optimize. This cleans up a lot of weirdness. Then I deleted the polygons on the top. Now when you choose Close Polygon Hole, it seals it up nicely. Repeat for each set of polys. Now, in my file, I duplicated the model and selected the new faces, right-click and selected Remove N-gons just to show what is really going on. I also enabled the Phong tag which fixed some shading issues. If you are going to deform this shape or drop it under a Subdivision Surface (still want to call it a HyperNURBS), then this solution won't work well. If you just need this as is and drop a material on it, then it works. Gap2.c4d
  12. Not sure I'm understanding exactly what you're trying to do. Can you post the scene?
  13. Very cool indeed. Funny since the industry we're in is so good now, at first I was asking myself if that was animated. Ha. I will always have a soft spot for Animusic though:
  14. Bummer. I was hoping that I missed something. Thanks.
  15. I want to use XREFs, but every time I do there's a problem. From the bug about absolute paths to all the parts of the model moving apart which can't be undone. Seems like a great idea, but I am tired of getting burned. Anyone using XREFs successfully?
  16. Yeah, that's why I added this line to my reply. Unless you're desperate for hard drive space, just move it to another location is what I'm saying.
  17. This is simple. Library files can be located in two places. These are Mac file paths so you should see the same thing. If you really do have R16, then the first path is where to look. If you Command-Click the C4D icon in the dock, it will take you right to the main folder. Find the library you want to remove and move it out of that folder. Restart C4D. Simply move it back and restart if you change your mind. /Applications/MAXON/Cinema 4D R20/library/browser/XXX.lib4d Newer Version of C4D /Users/user/Library/Preferences/MAXON/Cinema 4D R20_XXXXX/library/browser/XXX.lib4d
  18. Whoops. You are 100% correct. My bad. Yeah, Redshift already had GPU, but Arnold is just now adding it. Thanks for correcting me.
  19. I don't use either engine, but I just saw a preview over at Greyscale showing the BETA of Red Shift GPU, so I don't believe it is out yet. Hard to say it is the best right?
  20. I believe seating at sporting stadiums are lined up to be even on the isles. My guess is that you need to figure out how many FEWER seats there are on each loop as they get smaller. Right now, your seats are slightly offset, which is good for spectators, but bad for neat isles up the stairs. Plus the stadiums get more paying seats with even isles. Does that make sense? If I've misunderstood your issue, then explain in a different way.
  21. Look in the Content Browser. There are several characters in there. Find the mesh and turn off the Subdivision Object and you'll see this. Look how basic his geometry is except where he will bend. There are always a few extra loops and they are angled in a specific way to avoid stretching. Character work is quite complex and takes a while to get your head around it. Now, if you have a character that won't bend, but moves more like a robot with hinges, the mesh isn't as important.
  22. Also would be helpful to see your polygons, Turn them on so people can see how you modeled him and the flow of polys. That will make or break your spirit when learning character stuff. My first try I had a triangulated mesh and it was a big mess.
  23. Alright so in the end, the winner was a simple spline wrap on 1/5 of the rim, then cloning it around and welding the seams. I'm using Corona Render on this. They have a shader called Round Edges. Check out how nice this is. The first image has nice, beveled/welded edges. The second is without it. Keep in mind, I did NOT connect these pieces together, it just looks like a did. Amazing. I guess the Connect Object might be able to pull this off, but I find it very difficult to get any usable results. This Round Edges just gets loaded into the bump channel, adjust the number down usually, then render. Boom.
  24. IES profiles that are provided with C4D are really great, except it is a total guessing game. There are hundreds that look very similar in the thumbnails, but have very different properties. I've tried going to the German company's site, siteco.com, that is referenced in the content browser, but there doesn't seem to be a way to cross reference anything. Since I mostly make scenes with cars, I'd like to get as realistic as possible and find an IES profile that gets close to a real car or whatever I'm designing. Somehow the name "5NA291E1MS08_1xHIT-CRI_70W_28652.ies" just isn't too clear for my brain anyway.
  25. I was having some success trying the Spline Deformer. I'll take a peek at the FFD though.

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