Jump to content

Leaderboard

  1. Cerbera

    Cerbera

    Community Staff


    • Points

      3

    • Posts

      17,792


  2. young kim

    young kim

    Limited Member


    • Points

      3

    • Posts

      13


  3. dast

    dast

    Registered Member


    • Points

      2

    • Posts

      1,275


  4. Cairyn

    Cairyn

    Developer


    • Points

      2

    • Posts

      800


Popular Content

Showing content with the highest reputation since 05/03/2016 in Video Comments

  1. Sorry, I have edited the content of the main text to English Hope the content of the video was helpful for your work
    3 points
  2. It's a good technique - I'm sure there are a lot of people here who will find it useful... CBR
    2 points
  3. Thanks for the video. The plugin won't work for R23 and above since this is Python 2, so I went into the source code and quickly adapted it to Python 3. I also changed the settings of the dynamics tags to "None" as mentioned in the video, so you don't have to do it manually. The object must still be Made Editable to make the dynamics work (I don't know whether you could even make dynamics work inside a Generator but I'm also a lazy ass who can't be bothered). The plugin is under MIT license so I can just put the R23.1 version here. HoRope R23.1.zip
    2 points
  4. That is a super impressive update.
    1 point
  5. One nice quick thing you can try in general when having gpu crashes is to stick the driver into debug mode. Debug mode sets the clockspeeds down to the official supported numbers rather than the small overclocks that most gpu makers apply to their cards. If debug mode fixes the problem then at least you now know where to look to fix things. Debug mode is under the help menu of the nvidia drivers window. Keep in mind any windows or driver updates will reset this back to disabled.
    1 point
  6. Thanks for the tip. I did not know that this works.
    1 point
  7. Wonderful Job Sir! would really love a breakdown of it!
    1 point
  8. In this Quick Tip we look at how to create horrid non-Quad geometry without even knowing it.
    1 point
  9. Makes me think of the Iron Giant's head after he got blown to bits and it's trying to find the rest of his body. Well done.
    1 point
  10. Haha thanks, really what I did wasn’t very hard. I did not build the forest, it’s a free video clip from pexels.com. I just tracked the camera move in after effects. Imported that in, put some shadow catchers down on the ground. Then comped the sucker back in after effects. That’s pretty much what I did for every shot. To see CG semi truck at the end carrying the ship was the toughest shot. im definitely no pro, but if anyone still wanted a tutorial I could try something. I will say, I’m sure professionals would do it differently, haha. I’m all fake it till you make it!
    1 point
  11. Really well done already. The clip in the woods was amazing.
    1 point
  12. Very pleased someone has 'written this down' and very glad it was you ! That technique has been saving my ass for years I tried to rate this 5 stars, but for some reason it stuck on 4, and I can't change it now ! CBR
    1 point
  13. I used to take things even further and use a foreground object that was 100% black apart from the area I wished to render, effectively a foreground alpha which you can create precisely from the first render, obviously gives you the ability to have any shape you like not just the IRR rectangle. Ive even done a render for just certain edges, easily drawn in pshop or maybe even a sketch and toon edge render, once you have it you can load into foreground object and up the quality for just edges or whatever. Combined with the IRR you can get down to very praise parts. Deck
    1 point
  14. 1 point
  15. Very useful tip there. Never even noticed the render settings had a render region option. Thanks for sharing.
    1 point
  16. 1 point
  17. One minor thing to mention is that R20 also uses the project tool, so the explanation provided by Kent in part 1 does also apply for that version. For those wondering, R19 and earlier versions don't use the project tool, but require a complete different setup. Something which is quite a laborious thing to do ... and this for every plugin. However, I can understand that to some it might seem as quite an effort to get the environment downloaded, installed, and set up ... only to write a plugin. One tip for the brave ones wanting to develop for multiple versions of Cinema4D: create a folder for each version, named accordingly, and put the SDK, projecttool, and bat-file(s) into that folder. (example D:\dev\SDK_R20, D:\dev\SDK_R21 and D:\dev\SDK_R23). Obviously, the paths in the bat files will need to point to the appropriate locations. Also, rename the created plugins.sln to include the version number (example: R20_plugins.sln). That way, if you have 3 Visual Studio's open (for R20, R21 and R23) you at least know which version is which. Been there, done that. I only watched part 1, so maybe Kent goes over this in a next video. @kbar Good luck with the development series!
    1 point
  18. Pretty cool tip!
    1 point
  19. Thanks for nice tutorial Wolfgang, great job. ...and maybe just another option for placing object over surface is using built-in constraint... https://www.dropbox.com/s/6ib6b8oaclxskpx/clamp_constraint.mp4?dl=0
    1 point
  20. Excellent cause the old one i got (forget name) is bit buggy
    1 point
  21. I've been liking this plugin too. The logic of naming the original C4D tool 'Split' is beyond me... It's 'Copy' : ) When you do any of these do you end up with the split potion plus all of the original? Split the bill Split the atom Split a log Split your trousers Split the group Split up Split anything... NO. Split in C4D YES. D'oh!
    1 point
×
×
  • Create New...

Copyright Core 4D © 2023 Powered by Invision Community