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About Eterea

  • Birthday 07/10/1966

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    19.024 Studio
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    Zaragoza, Spain
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    I like many things, some related to my professional career (graphic designer and "3D artisan") and others not: design, art, architecture, photography, science, technology, cinema, music, literature, travelling, nature...

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  1. Thanks for your feedback, Decarlo. But nope, in my project (more complex than the basic image samples I put here to illustrate) I can not use Cloners. Each axis-spline is unique and specific. Something that can not be replicate using cloners… No problem, I already did the thing using 150 sweeps. Not a terrible situation…
  2. Thanks for those, all great suggestions, Cerbera! Really appreciate your help :-)
  3. Hi, Cerbera! Thanks for your input. Yes, that is what I was afraid: the rotation parameter is completely independent on the splines and it comes from the Sweep object. Fortunately, on this occasion I don't really have 400-500 objects… It will be around 150. Well: patience, I've had to do much heavier things in the past ;-)
  4. Thanks for your help. Please, look at image: — On the LEFT, in red, 8 splines are combined on same object. All in a single Sweep. This solution is very smart, BUT orientation is identical for all. And this also occurs if I maintain the 8 splines, as separated objects, inside a Connect object: all orientations are identical once you place this inside the same Sweep. And also: this occurs no mater you re-orient the individual spline-object axis rotation (bejore joining). No mater what you do, once you place all inside a single Sweep you get the same orientation for all sweeps. — On the RIGHT, in green, this is what I really need: each section has a diferent orientation. But to get this I need to put each spline inside a separate Sweep, in order to control the particular orientation of each section. This is no major problem with 10 or 20 sweeps, but now imagine this with 400 or 500… a PITA. In an “ideal world” I would like to have all splines inside the same Sweep (no mater they are combined in a single object or they are different splines inside a Connect object) and at the same time getting different rotations in the sections. I hope all is more clear now. Probably this is completely impossible in C4D… not sure, hence my question. I was supposing that, maybe, using MoSpline or some other trick this could be achieved? Thanks and best regards.
  5. Thanks for your feedback, 3DKiwi. But unfortunately that does not work for me (or maybe I didn't understood exactly what you mean?) In fact I created those splines exactly as your describe: first as separate objects with different rotation degrees and then combined. And, if you leave them as separate objects (with different rotations) and inside a Connect object, the problem remains there. See both examples, in red and green…
  6. Hi guys! Is there some way to random the rotation for these Sweep sections? Observe that I have a bunch of spline-axis joined in a single object. I want each one of these blades to have a different orientation (the section, I mean). And that orientation must be the same along each individual blade (no torsions) Of course I can create 8 diferent Sweep objects, changing the rotation on each individual Sweep… But is there some other way? (because I don’t have just 8 blades… Imagine this with hundreds of blades…) Thanks for your help!
  7. UI With a 4k Monitor

    Not sure what will happen with a 4K monitor in Windows… I’m here with 2 screens, both 27”: — Main one is a 5k iMac (5120 x 2880) — Secondary screen is a 2.5k Dell (2560 x 1440) And C4D 18 works absolutely fine and great. But of course: it’s important that OS “decouple” that huge resolution (working at 144dpi instead of 72dpi). I mean: I see ALL (interface icons and viewport content) exactly with same SIZE in both screens. It’s just the resolution (image quality) what is much higher on the main 5k screen. Not sure if/how Windows can “decouple” apps resolution for 4k or 5k screens… But I suppose that a small googling could give you some clue…
  8. How can I model a Mobius strip?

    Sorry, 3DKiwi, but yours is not a Möbius strip. A Möbius strip rotates 180º along path. And yours rotates 360º Rotating 180º gives you a surface with only 1 side. Yours have 2 sides, exactly like a “flat paper sheet” And, of course: in a Möbius strip you will never see those 2 different colours on each side, because… it has only 1 side ;-)
  9. I ask myself, since I have just discovered a possible path (workaround) that could serve on certain circumstances: instead of animating parameters inside the Material, try to achieve our goal animating parameters inside the Material TAG. Since the Tag resides in the ObjectList, belonging to an item that is inside the Cloner, all those animated parameters in the Tag are affected by the Formula Time Offset. Of course: if someone share a better and more complete method to “Time Offset Animated Materials”, it would be great! :-) Time_Offset_Material_Animation_using_TAG.zip
  10. Hi guys! I’m here again, struggling now with Time Offset and Animated Materials. — Imagine you have an Animated Object, a tube bending from -180 to 180 along 24fr — You put this inside a Cloner to create 30 copies — And you add a Formula Effector to the Cloner, with a simple “id” in the Formula field, and change the Time Offset parameter to 1F By this way we have a bunch of clones bending sequentially, one after one, and depending on the Clone ID (this is important for me). OK, all works fine up to here. But now imagine that the original tube has a material which is also animated. Changing from Red to Yellow to Green at the same time that our tube bends from -180 to 0 to 180 I was expecting that all my clones would show that animated material also in a sequential way. But this is NOT true. The sequentially bended clones change their particular colors all at the same time, not sequentially… I understand that this is because the animated parameters of material is NOT something which “lives inside the cloner to be controlled by our effector”… But how I could achieve something like this? (NOTE: the example attached here is extremely basic. In my real scene I have an animated Loft and an animated Material with several evolving gradients. Something much more complex. But I think that this simplified scene can serve as example). Time_Offset_Material_Animation.zip
  11. Hey! That plugin is fantastic! Thanks for the tip, Voytech! :-)
  12. Thanks for your reply, Cerbera! :-) But I’m afraid that it can not be applied for my needs. On my case the Loft is animated (like growing vertically, if you look at first example, moving and scaling the square profiles, one after one). This means that we have not the same edge-count at first and at end… Anyway I’m intriguing about that “Correction Deformer”. I don’t know what it’s. I will investigate… Thanks! On the other hand I have just tried to export the animated Loft as an Alembic file, reimport and apply the Proximal Shader. But it doesn’t work, neither… :-/
  13. Hi guys! Is there some other shader (or procedure)*, apart form “Proximal Shader” to control the surface color around the edges? Proximal Shader does exactly what I’m looking for, but it seems that only works with plain geometry, polygons (maybe I'm wrong, and there is a way). And I need to get this look with procedural geometry (a Loft, specifically) which needs to be animated. In the attached image: that thing at LEFT is a live-loft and it doesn't work as that other thing at RIGHT (which is plain geometry) Some ideas? THANKS! (*) I mean, something to get this done directly inside Cinema. Achieving something similar in postpro —AfterEffects— is my last option…
  14. AHA! Now it works! Then, just to be sure I understand correctly: The problem was that my animation was controlled by an external User Data (inside an external Null), through XPresso. And, to achieve our goal, all those objects (our splines) MUST be directly keyframe-animated INSIDE the Loft. Are these statements more or less correct? I would like to maintain my animation controlled by a Slider (User Data + XPresso), as I originally was trying, but of course if that approach is not suitable, I can change my workflow for this particular case. Since, it definitely WORKS! :-D THANK YOU SO MUCH for your great and fast reply, Bezo. And also for redoing my sample with your solution. Your help is invaluable! :-)
  15. Hi again, guys! Here I’m again blocked with this problem. I have an animated object created using some animated splines inside a Loft. Then I put this object inside a null and this last inside a Cloner. I want the animation in the object be delayed along time. And I need also this occurs following the clones ID’s (this is important, even if you don’t find it really necessary in the provided simplified examples) I then use a Formula Effector (with a simple “id” expression, as I learned HERE) combined with Time Offset. And it occurs that, depending on the specific transforms that I apply to my original splines, the resulting animation IS delayed in some cases (great!) but NOT in others (damm!)… And I don’t understand why :-( Please, download these both r18 scenes and press play button: TimeOffsetWithFormula_WORKS — This works perfectly: there is a spline with a loop-rotation inside a Loft, and the resulting movement is delayed along time. Fantastic. TimeOffsetWithFormula_DONT This doesn’t works as I expected. — There is a bunch of splines moving and scaling inside our Loft (with the help of Xpresso), to create a simple “growing” structure. — And the resulting Loft is also rotating. — The Loft rotation is delayed along time, as you can see. Perfect! — BUT the Loft “growth” is not delayed at all. All cloned Lofts are growing at a time. And I would like the first Loft start to grow first, then the second, then the third… and so on. I’m pretty sure I’m forgetting something obvious, but didn’t found where… :-( Some ideas? Thanks again for your help! :-) TimeOffsetWithFormula_WORKS.zip TimeOffsetWithFormula_DONT.zip