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    19.053 Studio
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    Cinema 4D Character design and animation

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  1. Just finished the Fields training and will now tackle the nodes tutorials. Your style and pace is excellent as always. I was a Vertex Pusher 'student' so @HSrdelic, you've taught me close to everything I know about C4D. I have realised now that from all the new additions in r20, I will probably use the open VDB Volumes the most. No urgency on this but do you have any indication as to when the tutorials for open VDB volumes will be released?
  2. No worries, I got sent the link - many thanks!
  3. Hi there, I've just purchased the course and the transaction went through (I received the confirmation email), However, I cannot find a way to download the tutorial files anywhere...? can someone please help? - Many thanks
  4. I do a lot of character stuff with Cinema also, my friends always ask 'why aren't you using Maya'? I share your enthusiasm to make Cinema 4D more attractive to character animators. I guess the decision for R20 features come from the recent competition from Houdini, I'm sure you know C4D is losing a lot of users to this app and so they've put efforts in to retaining them. Maybe MAXON don't realise that there are many character artists who are using their app...? We can only hope for improvements in a future release.
  5. Awesome - Looking forward to it!
  6. Great update! Viewport lag with mograph instances is the most common issue in my workflow so the Multi Instance feature is a wonderful new addition. The inclusion of fields also looks interesting, it seems to be steering C4D towards Houdini functionality. It would be great if there were a few "Vertex Pusher" like tutorials to quickly help to get to grips with them. As many have said before, Redshift is my main rendering solution now so the node based materials has less of an impact on me (though it would be great if Redshift could utilise the c4d nodal interface). That being said, I often work with clients that force me to use native C4D rendering capabilities, so I'm sure I'll find the nodal system useful. I also use c4d for modelling and character work. I don't really understand why users are complaining about the lack of character and modelling updates when these were addressed in the last few version updates, particularly for modelling (polygon pen, new knife and bezel tools). Also, while the current UV tools in C4D may not be the best out there, I can still do all I need to do extremely well with the inclusion of a few plugins. The workflow is smooth and stable - nothing to whinge about. In contrast to the positives, there's a few negatives: ProRenderer, still unimpressed with this. I wish the C4D devs concentrated on other aspects of the application over this renderer that nobody uses. It has to be a viable competitor to the other GPU renderers out there or just forget it. It's obvious the MAXON and Insydium have some kind of agreement as C4D will never include any functionality that encroaches on what X-Particles can do. For me, it's rare for any dynamic simulation that's more than super simple to work as it should, out of the box, without at least an hour of tweaking and cheating. I have a feeling that the dynamic algorithms are all in need of re-writing and optimisation. Other than that, looking forward to using R20!
  7. ~OOOooo! So can the rumours possibly be true? Is R20 the 'big one' we've all been waiting so long for? I was a little concerned over the 'Adobe Relationship' of the new CEO as well. Not a great fan of the Adobe business model and how their software is fragmented. The last thing I would want is for C4D to become more Adobe
  8. practise practise practise is some advice I can give you. I started using redshift after extensively using physical and Vray for a few years. There was a steep learning curve at first but now I feel one can achieve excellent renders with beautiful, realistic materials easier in Redshift than in Physical. Everything is just new to you which is why you think it's hard. set yourself daily mini projects (think Instagram dailies) where the objective is to texture a model/scene in redshift. It may take you a few months but you'll get up to speed with the render. This is what I did and now I hate going back to Standard/Physical renderer. It's slow cumbersome and actually harder when it comes to creating complex materials. Just give it some time and practise, the expert has failed more times than the beginner has even tried ;)
  9. remember that multi SSS only works in bucket mode, make sure you've unchecked 'Force IPR' in the render settings. That being said the latest version of Redshift has multi SSS that does work in bucket mode - you have to crank up the samples though as it's quite noisy. You will know if you have this setting, I reckon you've set it to progressive mode when it needs to be bucket ;)
  10. Hi there Ninjad, I've been using Redshift since August last year, I'm far from an expert but have slowly managed to build up an understanding of the shaders. I understand your questions as I also had the exact same ones a few months ago. Firstly the difference between the 3 SSS nodes. The SSS nodes and Skin nodes are legacy shaders. That is to say, early on in Redshifts development the SSS node was the only Subsurface scattering node available. Then they created a SSS Skin node to better emulate the different layers of skin. This was a little difficult to use for some users. Then came the 'Uber shader' the RS Material. This material contained the Mult-SSS ability to make it easier to use SSS. From the Redshift forums, the developers recommend you use the multi-SSS in the RS material unless you are a bit of an expert and want more control (then use the other nodes) A skin material can be created with the RS material using the method you eventually found out. crank up the SSS amount to 1, the radius can go way higher than the slider makes it seem if the SSS effect isn't enough. You can also plug in images to the 3 SSS colour layers. Good luck!
  11. Awesome! Thanks for sharing your process. It's always good to see how other artists work. Also thanks for 'Hair from Object' tutorial. I've also always wondered how this technique was achieved - Cheers!



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