Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Fastbee last won the day on September 28 2019

Fastbee had the most liked content!

Community Reputation

235 Great

1 Follower

About Fastbee

  • Rank
    C4D Cafe Sensei
  • Days Won 9

Profile Information

  • First Name
  • Last Name
  • Location

Cinema 4D Information

  • C4D Version
    19.053 Studio

Recent Profile Visitors

6,993 profile views
  1. Yes the connect object makes it one object so the subD work right on it. That is it's purpose. If wanting to 3D print that later it could be quick to delete the inner walls still there by doing a Current state to object then hiding all outside geometry, delete wall, unhide outside geometry. The other option would be to have walls with no sides for inside walls and a wall with a side for the edge walls. This way when Connected together it would not have the end geometry. It would require more variety of walls though. I thought maybe bool with union mode might do it, but no.
  2. Seriously. This is why I say C4D should be learned before Blender because stuff like this is so hidden in Blender no one would even know to look for it if they started with Blender. They got some tools with 8.2+ on the left which is good, but nothing close to all of them. Some are right click only. Some are in the menus. Other show up on the right if it's part of a plugin. When a Bool is done in Blender a menu has to be gone into on the side to make one object invisible in the viewport. It is kind of a mess. I was thinking of doing a custom radial menu that has all the tools logically laid out. It would make things so much easier when the keyboard shortcut is not known. I got it working now in c4d. I had to use a plane where I was using a cube. With a cube it works just like Bevel in Blender. With a plane it does something different for some odd reason. The one on the bottom left is if I select the inner lines again and Bevel again. It's such a special case where it only happens for the edge of a plane. In Blender to get this geometry on a plane it would be harder because 4 loop cuts would have to be done on the plane. The loop cuts can be done fairly fast though.
  3. I kind of get it now. Tried doing the steps in c4d and my version doesn't seem to do that or I can't figure out how to do it. One of the two. Since I don't know what it's doing I can't say how to do it in Blender. Seems like it would make a lot of loose ends on the geometry though. That was actually 4 ways to do it, but today I found the fastest way. It's called Rip Fill and is in points mode in Blender. Select the points, Alt+v, g to slide. Pay attention to the side the mouse is on before doing the tool because it will determine not only which way it slides, but also if it makes new triangle on the edge of the geometry. It is talked more about here.
  4. First: Since it's a 2d view I can't say for certain, but I think maybe you want inner extrude or it could be exactly the way the bevel tool works. Not sure where the problem is. Second: Again that is exactly the way the bevel tool works in Blender. Select the lines in line mode then bevel. By default you won't have the line in the middle to dissolve away, but if you want the line up the segments in the bevel to 2. Third: There might be a better way, but the ways I came up with are as follows. 1. Edges selected then Offset Edge Slide, select and delete extra edges made on one side. 2. Bevel with profile set to 1, segments to 2, select extra edges made on one side, and dissolve. 3. Knife tool, press c for a straight cut, make cut. Can slide after to exact position wanted. 4. With BoxCutter plugin set to knife mode the cut could be made. Forth: Again several ways to do it. 1. Without plugins and 2.83 would be to make the object, turn on sapping to Face with Align Rotation to Target on, with object made selected click on face to snap to. 2. Use 2.90a has a function built into make primitives right on any surface where the bottom of the primitive will be on the surface of the object. 3. CAD like transform has tools to increase the snapping options. With the plugin any object can have any part snapped to any other part of any other object without changing it's origin. Exact numbers and angles can also be put in and a bunch of other things. 4. There is another plugin called KeKit which can do that kind of thing plus has a ton more functionality. 5. There are even more ways. Maybe the hardest thing about Blender is picking which method to use. Probably are not used more because they are slower compared to other options out there.
  5. I'm thinking this could be done and look 99% good with some flat planes and the right maps made. After it looks good with a displacement, or normal, plus alpha, and diffuse copy paste the later to be under the first then change the UV mapping so the fibers are not in the exact same place. If you want big holes make a geometry with the holes that looks roughly right then give it a thickness. Unattach the new inner part made from thickness and invert the normals. Not change the UV map on the inner part so it's not exactly the same as the outer part. The hardest part should be making some good looking maps.
  6. I might be wrong, but I don't think Unity has a equivalent to Freeze Transformation. Try looking in Unity and finding where the Freezed Transformation would even be shown. It's kind of a cheat in C4D to get the axis of object to seem like it was zero by giving it a unseen parent. At least that is the way I think of it. Therefore, in order to get it to transfer the freeze transformation a null could be put as parent of whatever you want to have frozen transformation. Give the null the same position, scale, and rotation as the original before making it the parent. I'm also a little unsure why this would be something wanted in Unity. The final product is supposed to be imported into Unity. If you want something like this moving in Unity give it some joints and import the joint movement. It should move exactly the same. Program the movement to activate when x direction is pressed and that is how running is seen. Character animation in Unity is something to be avoided. In Unreal there are a few tools, but I still try to avoid it. I am unfamiliar with Unity though. Maybe the character animation in Unity is great.
  7. If you save out the noisy image with a normal and albedo those can be used in the Compositor in Blender to denoise using Intel denoiser. In the blender compositor the image nodes should be hooked to the Denoise node which is hooked to the File Output node. Pick a place to save it then hit render. Samples don't matter because nothing is being rendered and the denoise happens after the render and saves to the output. For that reason I'd say keep it on Eevee or 1 sample with nothing in the scene.
  8. Less than 4 month after 2.82 came out and now we have 2.83 LST with a ton of improvements. LTS stands for Long Time Support.
  9. The speed has been increased an impressive amount. I tried out the Prorender yesterday and it was only 3x slower than Cycles with RTX and 6x slower than E-Cycles. This is impressive because it used to be 42x slower than Cycles without RTX. That is a 28x speedup. Prorender in Blender also uses all the same mats as Cycles so no converting. This is a huge plus. Talking about render engines for Blender Octane for Blender also has some impressive speed up since I last tried them. With RTX Octane is only a tiny bit slower than E-Cycles on average and 2x faster than regular Cycles with RTX. It's great that you get one video card free to use forever with the Octane for Blender. This means you could make everything on one PC with one card then for final render pay for one month to get a PC with 4-8 cards working. Not a bad deal at all if you like Octane. The plugin seems really stable and full featured. Luxcore for Blender is also really impressive. If you want nice caustics with a good render speed Luxcore is the way to go.
  10. What I was saying was it is super hard to make a good rig, animate that rig in a long clip because of c4d slowing as the clip becomes longer, then an even bigger pain when you go to render on a farm. What you said here was here is an amazing work which was super easy to make the character animation on because I didn't do any of the actual rigging or character animation. Of course things are easy when other people do them for you. If you used c4d to a decent sized clip of animation from rigging, to animation, and rendering on a farm you would see all the huge problems in c4d. Even using the most advanced xpresso set up I've ever seen there is still glitches in the IK FK switch that breaks and drives me crazy. It's better, but still horrible. This does not make it impossible to do animation in C4D. It does make great animations like what you did show all the more impressive. It's like climbing Mount Everest while standing on your two pinky fingers. There is always that one guy that can do it, but should I recommend other people do it? No. Would I like to talk about the individual C4D tools on a C4D site? Yes, but all I get is a steam of insults from everyone at the C4DCafe everytime I mention C4D is less than perfect.
  11. Still with the personal insults. This tells me you don't want to talk about tools. You only want to say C4D is perfect. I helped the original poster so I'm happy.
  12. I complimented him on the work posted. I did not diminish it at all. What I was asking for was some of HIS work in character animation. Didn't know people got screamed at for asking for a portfolio. I don't see how asking him about his thoughts on the process of the project he did character animation on gives these remarks. It's like jumping on an interviewer that asks someone at Pixar, "What challenges did you face on your project?" First he attacks me, which I ignore, sticking to talking about he tools. Now you jump on me. I see you two attacking me while I'm trying to have a discussion on the tools. Please let us stop these personal attacks as they are counter productive.
  13. Maybe show us some character animation work you did do from start through rendering on a farm and talk about any difficulties you had? Cycles gets faster with every release of Blender. Back a few years ago if Redshift didn't use mesh lights it was 4x faster than Cycles without ecycles. Ecycles makes cycles 2x faster, Optix makes Cycles 2x faster, Cycles also made some other improvements making it 1.4x faster? something like that, Redshift started using RTX which made it 1.4x faster, not sure if Redshift made other changes to make it faster since then. Doing the math that means if Cycles started at 1 and Redshift at 4 they would end up at 1x2x2x1.4= 5.6 current speed of Cycles, and Redshift 4x1.4= 5.6. With Cycles handling mesh lights just as well as regular lights it means Cycles squeaks out a victory. It seems Redshift used to be the fastest render engine. With theoretical speeds this close it would be interesting to do an actual comparison again. Octane does have a fast render mode which sacrifices some stuff. Other than that it can't compete. Arnold can't even do complex GI. The creator said so himself. It's a no go for indoor scenes lit only from the outside. No render engine can get the exact same look as any other. Weather Eevee would be good enough I'll leave for you to decide. I'll just tell people C4D hasn't updated their character animation tools in a significant way in 12 years and let the people decide if they want to use 12 year old tools.
  14. Dropbox is not so bad because it downloads all the files to the local pc. If you want to have a bunch of PCs render the same file at the same time then it might be impossible. You need a lan connection for a main computer to send all the data to all the nodes.
  • Create New...


We are in the progress of finalising upgrade to Cafe 3.0. If you are experiencing issues, please change the default theme to Cafe 2.5 and thing’s should work again. We will notify everyone when we resolve all the issues.

It would be also great if you could report any issue you might have on your side so we can fix them. :cowboypistol: