CORE 4D Primitives 1.0 - Parametric surfaces for C4D - FREE PLUGIN!
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Non-planar quad polygons of leaves don't look the same as in 3ds max.
Hi all. Ive bought some trees models and they are awesome, but in C4D the leaves are not looking as they supposed to. I know what's happening but not sure if there is a way of fixing it without creating additional polygons. ill try to explain the issue: So this as leaf mesh in 3ds max. it has nice 4 quads. as you can see they are 'bending'/warping heavily but this is how it supposed to look. When i bring it to C4D the benddig/warping doesn't happen, the top corner verts are connected, it still is a non-planar quad polygon but it connects the side verts rather then the top and middle one. There is no physical edge being created there - still just a quad. Cant show it better,. hopefully this is clear enough. Now ive managed to get it to look correct and i can do whole tree at once, by selecting all the edges, Shrink selection which leaves only the middle edge selected and beveling it one time at 0 value. that creates one additional polygon. but i end up with 2 edges in the same spot , this might cause problems later. Is there a way of forcing it to behave the same way as in max ? Thanks. And that how it render from a different angle vs how it suppsoed to render: vs -
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2D image on a hdri background, how?
Hey people, I am fairly new to C4D and finished some basic tutorials. But I want to do sth very specific in C4D, maybe you can tell me how or IF its possible. So I would like to use HDRI's as background to place 2d pictures of objects as a reference, so I can export the background in the right perspective to use it in Photoshop for more compositing. Is that even possible and if how would you do it? Thanks a lot -
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Houdini spreads eye-gasms again with Release 21
Can you give me some of these, but formatted for someone that hasn't done MUCH in Houdini? I've dabbled in it for a bunch of weeks a couple of years ago and I ultimately concluded that the tool is just not for the kind of artwork I want to do and also not for what I do as a job. I just hate waiting for simulations, even particle sims. But I felt like most of the issues weren't really a design issue but more of a "that's just how Houdini works" thing. Not in a negative sense. The only thing I found baffling was their naming conventions for some of the nodes and the way viewport settings / controls / modes are handled, which is stupid confusing as a beginner. Oh and the UI looks antiquated, that could use a light refresh. Gradients in 2025 is kinda... eh. EDIT: I just noticed that my avatar is something I made in Houdini and one of my favorite artworks I've ever done. Oh the irony. -
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Houdini spreads eye-gasms again with Release 21
As a Houdini subscriber not working with a team of 50 artists, this video really means or tells me nothing, which is fair I guess because the program is made for teams and not low paying customers like me. All the same, there are so many basic fundament workflow issues that need to be addressed, it's concerning. -
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Houdini spreads eye-gasms again with Release 21
super impressive and cool set of updates... congrats sidefx team and houdini users
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