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southpaw last won the day on January 8 2019

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  1. OK, I've tried a slightly differnet approach. Disks and spline are in two seprarate clone objects. The Disks use a Rail spline to set the their rotation. The cloners both set to Object Mode and clone onto two seprate Cirlce splines. Some Xpresso sets up the rest. Scene file is attached. Flower_0002.c4d
  2. Try selecting your Cloner, then adding a Target Effector, pull the Target Effector around the viewport and the Clones should rotate to face it.
  3. Fantastic work, love the facial expresssions. Thanks for sharing
  4. A test piece for a faux title sequence, re-adapted from a previous commercial project produced for ITV (UK based TV channel). Produced mostly in C4D, the rotations of the planets were calculated via xpresso, I found the orbit times foreach planet on Wikipedia, then set up the expressions for each planet's orbit time. (A collegue helped me with the math). Finally the animation was exported as Alembic, then shaded and rendered with Blender/Cylces, composited in AfterEffects. Just a bit of fun really, trying to explore a workflow between C4D/Blender. Screen shot of the the Xpresso to rotate the Earth mesh. The other plants follow the same set-up, with a change in the 'Days to Orbit' node.
  5. If you go over a second it starts to become difficult to see the effect. At 30 seconds you won't see anything. Make sure you are using the 'Render to Picture Viewer' command, Shortcut SHIFT R, not the preview render Ctrl R. Scene file and render at 1 second Shutter speed attached for you, used Physical Render, nothing other than the Shutter Speed was chaned in the scene file I've attached. Sprinkler Rig 2.c4d
  6. Hi, You need to reduce the shutter speed of your camera in the Attributes Manager, and you need to make an actual render (Render to Picture Viewer), preview renders don't display motion Blur. In the attached screen shot, I set the Shutter Speed to 1 second.
  7. I like Cycles4D, but when using the CPU it can be pretty slow. I don't think you'll see much speed increase over Physical render if your using a mac, unless you have a high core count, but you will definitely be able to reach a more photo real looks with the right settings and shaders. Best to download a demo if possible and play around to see if it suits your workflow. If you want fast rendering, GPU is the currenty the best option, or a machine with a high core count. I've found the realtime viewport a big help in giving a quick indication of how things will look, I usually set the samples quite low, and set the resolution lower than HD for fast previews, then once I get closer to what I'm looking for, I make some test renders at higher samples and full HD to get rough time estimates for the final render. Another thing to note is to render at 32bit TIFF or 32bit .EXR format, otherwise your rendered image will look different to what you see in the realtime viewport. The rendered files can be pretty big, but you can always convert them to png after compositing. The documentation is quite reasonable too.
  8. There's a few ways to do it, but the attached scene file should help you get started. If you want to change the thickness of the line, change the parameters of the Rectangle spline in the Object Manager. If you want more control over the thickness, slect the sweep object in the Object Manager and play with the scale and rotation parameters in the Attributes Manager. To find out what something does, you can right click on most objects (including the interface elements) and select Show Help. Colour Lines.c4d
  9. It's an interesting question, as Fastbeen mentions, alot of depends on your client base or the studio your working at. I often to listen to similar debates on a youtube channel called 'artcafe', hosted by Maciej Kuciara, a concept artist whom has worked on numerous hollywood productions. His argument often talks about kit bashing (painting over photo reference) in concept art, and wether or not that is cheating. (Not the main focus of his channel but often comes up in conversation with the guest artist). He states that, as long as you have an understanding of the fundamentals, then it's not a problem. If the client wants to see the chareacter from another viewpoint, you know enough about drawing to re-construct the character as requested. He often talks of the 'old days' when kit bashing was frowned upon and seen as cheating, where-as today, with deadlines becomoing ever shorter, kitbashing is the norm. For me, working as a freelancer, I think that when comes down getting paid for the work you take on, then use whatever you can to keep the client happy. I use personal projects to challenge myself and learn from, then I intergrate/adapt those skills when on a commercial job down the lne. In my experience, the client's main concern is that it's done on time and on budget, and looks or excees what they envisioned.
  10. That partly explains the mess I got into, aside from my crappy Xpresso setup. Thanks again for the explanations.
  11. Ah thank you @jed, I knew there was a way to interate througth the spline points, but I've always found iteration in Xpresso a little confusing. I didn't understand that I needed to re-use the spline object & point nodes in order get the count and then use the index, so your file is a great help in understamding this. Thanks again for you help
  12. I have a rough working solution using a condition node, new scene file is attached. But this means I still need to enter the spline index values manually into the condition node. Which is fine for 2 or 3 but i'm looking for a more automated solution. There should be a way to do it using the iteration node to loop though the spline index points, and check which are even or odd, then set the position of say the even point indices to that of a null. If anyine has any ideas, please let me know. Xpresso controlled Spline Points 001.c4d
  13. I have a six point spline, and i'm reying to set every Nth point to match a null object. So for instance, set points 0,2, and 4 to the position of a Null. I've tried using iteratiing through the spline points, and using the Modulo node to select every other spline point, but am unable to set the Xpresso up correcly. I've added a scene file, and and image for reference. Any help would be much appreciated. EDIT: After some research, I think it I should be using something along the lines of a Compare Node to evaluate the MODULO of Spline Point Count/2 ==0 to find the even number indexes, but still can't it to work properly. Xpresso controlled Spline Points.c4d
  14. The alpha that's built into your original png render may be the problem. You might need to render a separate alpha, as a black and white image sequence, then add that to the Alpha section of the C4D material.
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