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- Past hour
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Hi, In 2025, NVIDIA deprecated the omniverse launcher. It's okay but they remove the actual installer. And I'm unable to open the Audio2Face without the GUI. Do you know any resource that has the old installer? If you google omniverse installer, you'll go to the entriprise version (?) of the installer. https://docs.omniverse.nvidia.com/launcher/latest/it-managed-launcher/install_guide_win.html#prerequisites-for-installation rathan than the straightforward old/single user version. or something like that.
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awesome interview, especially the message for core4D. I agree, people definately need to interact, share and start things more(myself included). i will say though this interview is incomplete without this one final question: @Hrvoje how the hell do we pronounce your name!!!??? 😭 🤣
- 1 reply
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- Today
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Hrvoje Srdelic is our well known forum member and C4D guru. Always ready to help, often assisting in backend as well, we are truly happy to interview him. There is an understated modest quality about him and dedication put into C4D eco system is well known and recognized. Expert in many areas who helped shape the community for many years. Stuff about you : Former / current workplaces, Achievements, Interests and hobbies 46, married, with a wife, a kid, a mortgage. You could say semi-grown-up 🙂 In 2011, I joined the Maxon beta team and took on the testing role with the same focus, attention, and dedication I had given to my previous jobs and freelancing work. Those efforts did not go unnoticed, and I was offered a position at Maxon, where I continue to work to this day. A highlight of my career was receiving an Academy Award for MoGraph as part of the development team. Apart from 3D, I’ve fully adopted a Mediterranean lifestyle, spiced up with heavy gym sessions and outdoor activities like ziplining, canoeing, and mountain biking. Lately, I’ve been getting into programming, especially nodes. For relaxation, a good book with a good coffee is an unbeatable combo. Q: Describe yourself in a single word Tenacious Q: How did you get into C4D and 3D in general? Back in the 90s, after finishing my education, my first job was at a computer shop. This gave me a solid foundation in hardware and software, which served me well from then on. My next job at a design company sparked what you could call an obsession with 3D. I was captivated by the possibility of virtually constructing my own ideas. The fact that I could iterate and improve creations without real-world constraints was an uplifting experience that fueled endless enthusiasm. Over time, I became proficient in various 3D disciplines. Around 2010, I started freelancing and, after careful consideration, chose Cinema 4D as my main tool. Its simplicity, fast turnaround, parametric nature, and overall stability sealed the deal. As a bonus, I discovered this wonderful forum. I spent a lot of time asking questions and learning. Eventually, I realized I was answering questions frequently, mostly because I felt indebted to the community that helped shape my career. Back then, I noticed a lack of systematic, end-to-end learning materials for C4D, so I took the plunge and created the popular Vertex Pusher series. Q: Which area interests you most? Nodes, MoGraph, and simulations. Q: What other apps are you using and what for? I use various software daily, like GIMP, Camtasia, Vectorworks, and Adobe tools. Q: Which learning resources would you recommend? The CORE4D YouTube channel iis excellent, especially for technical topics. Of course, I have to mention Noseman and the Maxon training channel, wish I had that when I was starting 🙂 In the past, I relied on YouTube with heavy filtering to find quality content. At the time, there wasn’t a single go-to source. Q: Do you think talent is overrated and can be offset with hard work? Yes. Q: Thoughts on AI? It’s just a tool. You can get impressive results without requiring specific expertise, but I don’t see it replacing humans. Q: Tell us something we couldn’t possibly know about you. I’ve also worked in construction and as a lumberjack. At one point, I was also a life guard. Physical work brings me great joy, and my wife often keeps me busy with an endless list of household projects. Q: Top 3 wishes for C4D? I see C4D as a mature platform. It has evolved to the point where users can stay in C4D for most, if not all 3D content creation — unless very specific requirements need to be met. Refining and polishing it as a daily tool, simply progressing on all features and maintaining quality would be high on the list. There are directions I’d personally pursue much further, but they’re likely not what most users would want (remember, I love nodes and technical stuff!). Q: Message for CORE4D? Lately, there has been more content consumption and fewer conversations. With information so readily available, people are engaging less in sharing and talking with fellow artists. I find this counterproductive, as it disconnects people from the most satisfying part of being in a community. I encourage everyone to share their work, start or reply to topics, follow up, show examples, and network. Avoiding these actions is one reason many artists struggle to find gigs or jobs. You managed to model your first object? Rendered your first image? Created your first animation? Share it, and don't be surprised by the positive encouragement you will receive! Q: How can people contact you? I’m easily reachable via PM on this forum.
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Jan joined the community
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Charles Cornichet joined the community
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are you on an older version of c4d? his setup uses stuff from c4d 2025.1
- Yesterday
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Why does it stop working when I unlink the Plane object ? And why don't I have access to the node editor ?
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The last character with a facelift!
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Glitch Dilemma joined the community
- Last week
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Quick paint job on the face. What annoys me is that BodyPaint doesn't seem to work with redshift materials. I always have to create a classic material in order to load an image and then paint. I am not sure if newer versions of C4D/RS make a difference but it is a tad annoying. Anyway I am hoping that the new look Peg is a little more appealing 🙂
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Madams joined the community
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Started on the hairdo and a few other refinements. I think I need to work on the eyes since she looks a bit startled…
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dzth joined the community
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mironm joined the community
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infinity joined the community
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anismusaddeque joined the community
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Hi! Sounds exactly like something ChatGPT could help with. Here is the first draft of a script I ordered. It scans every material in the scene and compares each [c4d.MATERIAL_COLOR_COLOR] value with the value of the currently selected material. At the end, all materials with the same value should be selected. This should work with the default C4D materials. import c4d from c4d import gui def main(): # Get the active document and selected materials doc = c4d.documents.GetActiveDocument() selMats = doc.GetActiveMaterials() if not selMats: gui.MessageDialog("Please select exactly one material first.") return # Use the first selected material as reference refMat = selMats[0] refColor = refMat[c4d.MATERIAL_COLOR_COLOR] # Gather all materials in the document allMats = doc.GetMaterials() # Deselect all materials first for m in allMats: m.DelBit(c4d.BIT_ACTIVE) # Tolerance for float comparisons (optional) eps2 = 1e-6 # Select any material whose Color exactly matches the reference for m in allMats: col = m[c4d.MATERIAL_COLOR_COLOR] # Compare vector difference length squared if (col - refColor).GetLengthSquared() < eps2: m.SetBit(c4d.BIT_ACTIVE) # Refresh Cinema 4D so selection updates in the UI c4d.EventAdd() if __name__=='__main__': main()
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Hello I am somewhat new to the C4D community and encountered a problem, hoping someone of you could help me out. I revived a file from a client with multiple objects (a lot) and every object has it´s own unique material. But in the end, there's only like 5 different mats in the scene. so there are hundreds of materials in the scene with the same color value. Is there a way to select all the objects in the scene with the same color value (not material)? Hope that makes sense. I found some scripts that should do the job, but wasn´t able to get them to work till now. Any help would be highly appreciated Thx in advance and best regards, Dedee
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Dedee joined the community
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blobgeldoth joined the community
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Here is quite elaborate setup - grid move. Clones are traveling along edges and they avoid intersecting with each other. Something that is not readily available in MoGraph 256_Grid_Move.c4d
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Smolak started following Looking for modeller, archviz
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DPH started following Looking for modeller, archviz
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Hil, looking for a modeler to help with archviz projects. Remote, but if you are in Croatia or Czech it is a +. Thanks!
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it does feel like the overall reworked unified simulation system is for small scale work and provided you have the time to let it cache, but iterating can be painful? To be honest, why would someone want to even tackle this still in C4D over Houdini? I like they are adding value into C4D but it always feels like it's just short of being useful in most situations.
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Good points for sure, hopefully this gives them something to improve. Derek Kirk's look at C4D fluids is ok. https://youtu.be/FmI2sllgqS8?si=_QfU_7xxUFsmlvuT
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Update on various DCCs and CG Technologies - (June 2025)
HappyPolygon replied to HappyPolygon's topic in News
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Update on various DCCs and CG Technologies - (June 2025)
HappyPolygon replied to HappyPolygon's topic in News
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My impression of the liquid tech solely from the presentation video: Performance seems worse than xparticles and even the C4D Realflow plugin It seems like they wanted to make a solution for small-scale hero-style motion-graphic-liquids only? I didn't see an attempt at solving water bodies. Whitewater not available... whaaat? And no, remapping particle speed to color ain't the same thing. It is part of the new unified simulation system, which is actually cool. But the scope for liquids seems so limited, that I feel like it actually devalues the whole simulation systems, because we now see very severe performance limitiations... again. It feels a bit like pre-core-rewrite all-over 😞 I don't get what Maxon tried to achieve here?
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I haven't tried the update yet, but I feel need to comment on the presentation... It was sooo underwhelming o_O UDIM... ok, read about that, but why not show a real-world-problem, then the new tools, then the superior final product? Jonas focused way too much on UV-Layouts, and in the end, I still have no idea what benefit I get from this tool. Faster workflow? Higher quality? I don't know. Jonas leaving the presentation was really awkward, why not choose hosts who have enough time to spare for talking to us customers? Laubwerk Assets now available in the asset browser - nice! But why show the variations in the viewport and not with a nice render? I have no idea if these assets are any good (I guess not, since it's all somewhat procedural?) Redshift now officially supports nvidia RTX5000 series. Well, then please give us at least some example benchmarks! "Render 30% faster than on a 4090" would have been really good information. Or show the interactivity boost of IPR on an 5090, to get some "ooOOOOhs" out of the audience. Redshift New OIDN update... cool, but please: zoom in and show an before/After-comparison of the Denoising quality! Give us the dirty details, in this case, they make all the difference. Redshift Portal lights updates... I mean, come on. That was changelog-material, but for the bottom part. No need to show a line on the gizmo to strech out the time until the gread liquids reveal... ... and then Noseman chooses this laggy, 1-fps-scene of a mildly irritating chocolate stream an an alien cake to introduce the world to C4D's long awaited new liquid system? After getting so much flak for the gingerbread teaser? I mean, the gingerbread-teaser's erratic particles are smoothed out, but this looks like liquid tech from the time they made Terminator 2. And then there's scene after scene after scene where we only get super simple, manual-style scenes showing some aspects of the new tech, but Noseman rushes through as if he was embarassed by the shortcomings of the new tech. And there seem to be many? There was not even a mildly complex example; performance was really sub-par (why not get Noseman a 5090 for this gig, if his 5-years-old-hardware is to blame?), no whitewater supported... and the capabilities of the tech were only described afterwards, when the viewers asked explicitly about it. So, all in all, this seemed like a very hastily thrown-together presentation of features that should have cooked some months longer. I really miss Chris Schmidt's presentation of new releases... he perfectly mixed the Wow-Factor about new possibilities with little tutorial aspects ("See? It's not even complicated to set up!") and some interesting technical insights, which made it even clearer what can and can't be done with new features. I hope they get him back for future releases. Edit: This 5-minute read is a much better presenttion of the june update than that whole 30min-Video-Stream 😕
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Back to revamping some old characters again. Just started on this one and need to tweak the modelling and then add some real hair - blast from the past!
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Sorry for late reply. Thank you, I'll check that out.
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https://support.maxon.net/hc/en-us/articles/8658038724124-Cinema-4D-2025-3-June-18-2025 jeebus... UV tool refresh. UDIMS.. texel density... they listened. hoping they continue with Laubwerk and add wind/dynamics.
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yoooooo it's actually out 😮
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chuck me a simple scene which has this problem and ill see if theres anything obvious. Just a cube with a texture which complains about it missing. Don't use 'save project', just copy the file as-is so no file paths get changed. Why not turn on windows/mac backups? both OS's have built in tools where you can roll back a file to any previous version from weeks or months ago. In fact use the network drive as the backup location that way you get local performance and the backups are all RAIDed up. Nothing stops you from having your external drive backed up. Its just a drive like any other. Set it to backup to your local machine or the NAS when connected, it can silently do this in the background. Here I run most projects from an external 4tb SSD, that drive backs up to a local 18tb hdd whilst connected. On top of this there's the backups via proliferation; ie. theres a copy of most stuff on the render master, theres a copy on the Raided NAS when projects are finished. Even without my own official backup, the data gets copied around so much that its always in multiple places.