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Everything posted by ZChristian

  1. I can send you an example scene with mesh that worked well in R16 https://www.dropbox.com/s/pr16wyiy6wbyc9k/einfaches_setup_liquid_und_mesh_0001.c4d.zip?dl=0&fbclid=IwAR1sgAkJB0h6RPKuL4M-CSod3kIcJ3eAlLxKdrCKLI9NOGYoDe58q3QOWqM But R19 may simply be too new to work with Effex anymore.
  2. I have not repeated the situation, but the problem could be that in the iron man scene the renderer in the render settings is set to "Software OpenGL" instead of standard.
  3. But even if that company disappeared, there still might be copyright? Possible that the Espona models became part of a very large collection of old models from "Digimation" Here is a review of that ancient collection https://www.youtube.com/watch?v=RES7F33GtRQ
  4. Yes, in this case it is about the quality settings of your render engine and preview. But you would need an Octane-user to answer those questions (I am using redshift most of the time).
  5. I don't have Octane, but RFC4D and the scene basically works here. It is slow with physical and GI and AO turned on, but that may be expected as the tracer suddenly adds a lot of geometry to the scene(?)
  6. Hi the normal workflow is with caching, because otherwise you don't have the simulation available when you decide to render only a part of the timeline and you can much better judge how good the sim works when you can play it in the timeline. Once an active mesher object is in the scene, "cache simulation" will cache both. But you can decide to re-cache the mesh only, if you make changes to the parameter of the mesh without changing the previously chached particle sim.
  7. Just wanted to add that the light setup helps a lot for the effect with some backlight included. The physical renderer does a good job for SSS-type materials, although it is not that fast. I made these "spheroid" objects with the built-in render engine https://www.turbosquid.com/3d-models/3d-model-larger-cluster-cells-1400954
  8. Thanks! It was a team effort. Regarding Roger Dean... Susanne said she was influenced by novels (Alan Dean Foster, Midworld, with its thinking forests). Currently it is not planned to become interactive, but who knows how this world develops...
  9. Recently, I had the pleasure to work on a short animated movie featuring "Ari Moon, the ocean planet" by Susanne Houndsville. This is a small world inhabited by fantastical and (mostly) peaceful creatures, often floating in the low gravity of this moon. Planets, suns, the black hole and some post-effects were created in Cinema4D. Additional software included e-onsoftware Vue, Zbrush, 3Dcoat, Akeytsu, AfterEffects, Vegas and others.
  10. I am thinking about an approach where you combine several elements together: 1) The TFD-simulation provides a ring of fire/smoke and smoke-trails for ejected debris 2) A RealFlow simulation of an impact that gives you a series of meshes that look like a crater and splash that is ejected from the impact site and falls back to the ground. 3) A surface that shows a crater after the impact and that shape could be a frozen mesh from the RealFlow simulation (and from the shape you could cut away by modelling a higher rim structure so that it looks like the final stage) If you want to destroy the entire planet, then that is a different thing and you may not need a liquid simulation of an impact splash.
  11. With this method you don't use a ground but use a still liquid for the surface mesh. In this way the impacting droplet is able to excavate a crater. You could also work with a single mesh that you would make editable and remove the rim that represents the final situation of a deep crater before it flows back.
  12. If you have RealFlow then you can easily make an impact with a spherical emitter as droplet and resting liquid below in a container. Such impacts could be done in slow motion, even slower than in my example below.
  13. With TFD you can easily produce a shockwave that appears as a ring of smoke and fire. If you look for the crater-forming splash, then is more a liquid effect like you could do it with X-particles fluid effects or RealFlow, then render the splash with incandescent shaders or similar materials.
  14. I am somewhat pessimistic if it can be done... the few times I tried to import several millions of particles using the RF-connect plugin/TP Cinema became super-slow (that was with weaker hardware though).
  15. The convenient, but not cheap, solution to that problem is the Krakatoa particle renderer by Thinkbox/Amazon. Unfortunately, it is unclear if they will continue to support the C4D plugin with R20 and later.
  16. Ok, I see. I thought you had these plugins installed because you asked about using X-particles. Indeed, the import plugin for RealFlow standalone (so-called connection plugin) uses Thinking Particles and that is only present in C4D Studio. In X-particles you use the "cache" object in order to import particle-files from other programs. There are two options for RealFlow particles there. The cache option is detailed here http://docs.x-particles.net/html/cacheobject.php Those render engines you mentioned are able to render all kind of stuff, but they may not offer direct functions for X-particles. So, you can produce particles using X-particles, RealFlow or other programs, then you have to make you own shader for those render engines in order to render the particles, but it is possible. The internal render engines of C4D can also be used to render X-particles. But finally I think that working with realflow and cinema4d does not make a lot of sense if you cannot use the importer plugin in your version of C4D. There are workarounds, but it will not be easy :(
  17. Hi saving particles as single alembic files is not the best option (at least not for Cinema4D, rather for Maya). Better export them as .bin or .prt so they can be read by the X-particles plugin, or the connect-plugins for realflow.
  18. You can still create the clouds from the emitted particles, then they only intersect with an object that gets the volume tag. But the cutting may be to clean, looks like a boolean operation and not like a fluffy cloud. Cloud_sun_intersection.c4d
  19. When using pyrocluster such as for your file above you can constrain the cloud to object as in this video. In this way the clouds could be cut at the bottom.
  20. ...or Indigorender, Maxwellrender, Thearender, and maybe one dozen more But yes, I also have Redshift now.
  21. Just a quick question, is the version 20 of polygnome still in the works? Would appreciate to use it in future versions of C4D.
  22. Same here. I can login but the tutorials have no thumbnail and there is an error when I try to access the purchased ones (which are both about 5 years old). By the way, the founder of the website, Chris Maynard, passed away in 2016. There were still technical updates to the website in 2017, but maybe the driving force was lost..... http://community.foundry.com/discuss/topic/123367
  23. Ok, somebody uploaded the files again on Github, but that does not answer the previous question, if it is legal (assuming commercial use) to use the software now that Insydium has acquired it.
  24. I haven't used alembic for geometry exchange so far. The Nextlimit SD-format via the RF connect plugin has been the easiest pathway for me. The objects have to be exported with the "vertex" option in the RF connect plugin in order to export polygon animations.
  25. Ah, progress! Now I have opened the C4D scene on the PC side with R19 with the RFC4D plugin. At first, the cache was not played. Then I entered again the path (which was in principle already correct) to point to the cache files on the PC dropbox folder, then the cached meshes appeared, saved the scene on the PC side. Then I went back to the Mac and opened the scene and render to team render.... and voila, now it renders the meshes on both sides. A mystery? No crashes by the way.
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