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3dkobi last won the day on December 25 2012

3dkobi had the most liked content!

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About 3dkobi

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    Cafe Regular
  • Birthday 09/12/1974

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  • C4D Ver
    17 Prime
  • Location
    Haifa, Israel
  • Interests
    Photography, music, and life....

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  1. Yep, I thought it would be difficult without Mograph.... Thanks for the info Peace, Kobi
  2. Hi guys, I need to make a floor from hexagons tiles. I made 8 versions of the same tile (different texture on each of the 8 tiles) and now I need to duplicate it on the floor - hundreds of those tiles... Is there a way not to do it manually and still make the tiles randomly spread and randomly rotated ? I'm on C4D R17 Prime, so no mograph... Peace, Kobi
  3. Cheers Vizn, thanks for your detailed answer
  4. Thanks, that will work, I hoped there's a simple solution since I have dozens of files to render....
  5. Hi guy, I have several scenes to render,and each of the scenes has several takes mark for render. Is it possible to use the Render Queue for this task ? I haven't found a way to tell the Render Queue to use the marked takes for render I'm on R17.055 prime Peace, Kobi
  6. Hi guys, I'm rendering an animation with motion blur (vray) and I need to compose it later to a different background. I'm using Fusion for compositing. Just double checking with you guys - to do this I need to also render the native c4d alpha channe (from the "save" tab in render settings) ? Do I have to use "straight alpha" ? I'm rendering to 16bit tif Any other tips ? Peace, Kobi
  7. 3dkobi

    Modeling a Skate-Park

    Cheers... My skatepark is much more complex than this simple shape - But I already modeled it :)
  8. 3dkobi

    Modeling a Skate-Park

    Cheers CBR, I'll try this method...
  9. Hi guys, I need to model a skate-park, something similar to the attached reference. I tried using the sweepnurbs on 2 splines, but It seems the sweep nurbs object doesn't know how to do this...or am I doing something wrong ?? what would be your approach for modelling this ?
  10. Hi spiralstair - do you have a facebook account ? There is a group for houdini users and you can get answers much much faster than in the houdini forum: https://www.facebook.com/groups/HoudiniArtists/permalink/1629066037209194/?comment_id=1629315667184231&notif_id=1525286331293786&notif_t=group_comment&ref=notif
  11. First - Thanks for all the info - I'll download the apprentice version, hook up to the houdini forum, and watch the course about the boat/ocean... Second - I didn't explain myself correctly - I have 44 threads in total on my 2 machines (after hyper-thread) - An old i7 (6 cores, 12 threads) and a new amd threadtripper (16 cores, 32 threads). But even if I run the simulation on the 32 threads machine I think it will be enough for 150 frames - It can work for many hours without compromising with my daily work... I hope I'll be able to extract the displacement map from houdini to vray for the ocean water - I think it will be much easier and better to render everything in vray I'll update here about my progress Peace, Kobi
  12. Thanks, I'll look into it tomorrow
  13. First I have to say - I had the same problem with stefan when testing MP and velocity pass - he told me wrong things over and over and it cost me many hours of testing. http://forum.vrayforc4d.com/index.php?threads/20214/page-2#post-150084 Btw, I too haven't told vray yet - but I'm thinking about corona more and more... Now, for the main event.... 1. I uploaded some references for what I need - pretty calm sea, and not much foam (even less than what in the reference images - about 20% less), I also won't be needing wetmaps or spray... 2. I'm using fusion for comp, so RSMB won't be a problem. 3. I'm on a pc - so maybe .vdb is supported ? If so, how easier it will be to import the simulation back to c4d ? 4. This project will be rendered in 1920*1080, and I'll probably have about 600 frames to render in vray in total - but it can be the same simulation over and over again (from different angles it will look different) - So basically I need a simulation of about 150 frames max. I have 2 machines - 44 cores total via DR, and only 1 GPU nvidia 1070. 5. I really won't have time to learn to texture & render with redshift inside houdini, so I hope other options will be availble... 6. You wrote: "Now it gets more complicated. The flip tank and it's resulting mesh can be exported; first cached as particles, then mesh then finally assembled as alembic. However C4d (to my knowledge) doesn't support the kinds of displacement, at play in the ocean surface (the dark blue area). One option here would be to render ocean surface in mantra (houdini native renderer) and then comp the two afterwards. ". I don't think I fully understand what you mean...After I make the ocean surface, and the simulation of the particles of the foam in houdini, and export it - c4d can't read those files ?
  14. Wow, thanks for your detailed answer...this is exactly what I need (just much more calm water), The deadline for those shots are for the end of July so I think it's enough time to do the simulation by than (I already have the model of the ship) How does Houdini Indie integrates with c4d ? I have a model of a ship in c4d - so I export it to houdini for the simulation and than export the water mesh back to c4d ? Do you know if I can than render everything in vray ? (materials for water and foam) Thanks for your help spiralstair - much appreciated...