Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by kbar

  1. Just thought I would mention that you can still edit the UVs of the base mesh while it is being sculpted. The changes will be propagated through to the higher subdivision levels.
  2. kbar

    VR Sculpting...

    Is it worth me doing another poll on this? If there are enough C4D users out there that now have a vive/rift I could write a sculpting tool that lets you use the C4D sculpting tools in VR. Could also add volumetric sculpting tools as well. If not this year then perhaps next year will see more adoption and this kind of development might make sense to do as a business. Hard for me to compete with the other free sculpting VR tools though.
  3. As far as I know there is still no way to do this in C4D natively, which is why I made this plugin: https://www.plugins4d.com/sculpt-projection-brush
  4. I had to go through the signup process again to find it. Here is the link for those interested. https://www.c4dcafe.com/ipb/terms/
  5. How can we read it again? I can't find any link to it anywhere on the website.
  6. Recently when logging in I was presented with a Terms and Conditions agreement that I had to accept. Could you please add this to the bottom of the website. It should be accessible at all times. Also you should probably add a Privacy Policy as well. Thanks, Kent
  7. Yes it was added to R19. You can find it in the Create->Modeling->LOD. Its also right in the main tool bar at the top of C4D. I would just do a quick check of the C4D docs for "LOD" to see if it suits your needs.
  8. kbar

    C4DS plugins - R20 upgrade

    Do you have a website link?
  9. You could try the paint brushes in 4D Paint. The demo is 14 days so feel free to give it a go. https://www.plugins4d.com/paint-brushes-2/ Add a material, add a texture to the channel, select a layer, then use the paint brush with your decal as a stamp. Then just click on the model and it will project the decal down onto the model.
  10. If you end up getting in contact with someone at ShotgunSoftware yourself then feel free to let them know that I would be willing to create the integration as well support and maintain it going forward. But if you crowd source it and there are other devs who want to do this then that is ok as well. It is the holiday season and they will all be away soon, and I think this forum will also get quiet over the next couple of months so you may not see many people jumping into this thread anytime soon. Make sure to bump it again next year sometime in mid January.
  11. Really great to see interest in these kind of workflow and integrations for C4D! I would like to see this done from the ShotgunSoftware side. This would then add a sense of security to the project to know that if you adopt it in your pipeline then it will continue to be supported. I would be interested in developing the system myself. I have in the past created a prototype system very similar to shotgunsoftware that was fully integrated into C4D, but I did not release it. I will get in touch with some people to see if there is any interest in funding it either from Shotgun or MAXON. -- How long would take to develop a fully fledged shotgun engine? (Man days) It would probably take about a year to develop a fully working, tested and documented integration. -- What would be a reasonable funding goal? Ideally the cost of a developer for 1 full year of work. But if that developer is not able/wiling to do documentation, tutorials, testing etc..., then at least one or two other people part time as well. -- Where would I start looking for developers? Here is a good start. Also https://plugincafe.MAXON.net/ But you need a developer that is not going to run away and leave the project in the dust, needs to be passionate about C4D, the artists and their work, and have a desire to work with studios and artists to ensure it fits with their pipelines. If you get the kickstarter going and there is enough interest then get in touch. Cheers, Kent
  12. You could try using the Flatten brush with the "smooth" checkbox enabled. Since your points are on a lying on a plane this should work ok for your workflow. If there are points you don't want smoothed you can mask them out.
  13. I don't think it is possible yet to bake a node material. It is not possible to do this with the SDK either. Hopefully they will allow for this in a future update.
  14. I don't have XP anymore so can't look at your setup or test your scene, but have you tried using the Cloth Deformer approach? From memory this should work I believe.
  15. Just a quick note... I am not stopping plugin development. It's just that with this particular set of tools I would rather see more people using them.
  16. Hi everyone, I have decided to make the 4D Paint features available to everyone under a Pay What You Want payment model. Read more about it here https://www.plugins4d.com/4d-paint-pay-what-you-want Happy painting! Cheers, Kent --- EDIT --- I decided to let this run for two months to gauge the interest in this type of sales model. It has now been discontinued. It looks like people would rather pay full price and get support and updates, which is nice to see. The product is still for sale at the regular price over at https://www.plugins4d.com
  17. I think 3D-Kiwi lives quite a few hours away so I wouldn't expect him to make the trip for the first meet. Maybe next year if we have a few people and I can run some presentations. I am mainly curious to see if I can build a little community for people near Wellington. But I think the number of C4D users in NZ is very small. They all use Maya around here (WetaFX).
  18. Hi all, I have started a meetup here in Wellington New Zealand to see if there are any other C4D users near me that want to get together. You can find the meetup at: So if there is anyone here from the Cafe that wants to catchup then please join the group and I hope to see you there! The venue is yet to be decided, but it will be in the Wellington CBD. Cheers, Kent
  19. No its not using TP as a mesher. I have added an option to allow it to create thinking particles as a way to allow artists to integrate it and use it in their workflows for rendering.
  20. Thanks Nigel, that did the trick. I knew it must be something simple. Just had a bit of a brain fade. Cheers.
  21. Thanks! I am now looking into using the Thinking Particle Group in an Instance Object using the new R20 Multi-Instancing. This works although I can't figure out how to stop the original object from being rendered. For example, if I use a sphere in an Instance Object I only want the instances to be visible, not the original object that is being instanced. I am surprised there is not an option easily available for this directly on the Instanced Object itself, as I thought it would be a very common thing to do.
  22. Hey everyone, Does anyone know of a good tutorial that could teach me how to render thinking particles so that they look like a liquid? I am writing a fluid simulation plugin that generates thinking particles, but I am not up to speed with the rendering and lighting of thinking particles unfortunately. I have followed a few tutorials using hair and also see some that use sketch and toon. But they do not look the way I would like them to. Also, not thinking particle related, I am looking for a rendering setup to render a volumetric created polygonal mesh as a fluid or fluid like substance (water, honey, semi-transparent, SSS). Anything like this would also be great. If anyone has a sample file or has a link to a tutorial then please do let me know. Thanks in advance! Cheers, Kent
  23. I think you just answered your own question there. I just took a quick look at the system requirements for R20 on the MAXON site and you need 10.11.6 or higher. My guess is that the Volume Meshing relies on some library that is only present on 10.11.6 upwards. https://www.MAXON.net/en/products/info-sites/system-requirements/ Minimum System Requirements Cinema 4D and BodyPaint 3D Windows 7 SP1 64-bit or higher on Intel or AMD 64-bit CPU with SSE3 support or MacOS 10.11.6 or 10.12.4+ with 64-bit CPU running on Intel-based Apple Macintosh 4 GB RAM (8 GB or more recommended), OpenGL graphics card supporting OpenGL 4.1 (dedicated GPU recommended)
  24. I made a couple on the sculpting brushes a while back if they of any help. Also there are other users who have also created their own 'Clubs' here on C4D Cafe that are also making a lot of useful tutorials: https://www.c4dcafe.com/ipb/clubs/ Digital Meat has a tonne of content:



C4D Cafe is the largest CINEMA 4D community. We provide facilities for discussion, showcasing and learning our favorite software :) Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, get your own private messenger, post status updates, manage your profile and much more. If you need to find solution to your problem or otherwise ask for help, Cafe is the right place.
  • Create New...