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Showing content with the highest reputation on 02/21/2023 in all areas

  1. Kosmos3D made a couple of little plugins that can convert basic corona material back to c4d standard: https://www.kosmos3d.it/coronatoc4d/ it can't do complex shader setup, so I usually tweaks things manually in the corona node editor, but it gets you more than halfway there. also vraytoc4d: https://kosmos3d.gumroad.com/l/pgZTY for the default render settings, save a "new.c4d" in your app folder which has the settings you want, and that will get used as your default startup scene.
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  2. @BlastercastG Reset the points before you used it with the cloner.
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  3. In the weight manager, Just lock all other joints except the joints you are working with. Then hit apply all to the selected joint (i.e. joint C) you want to merge. This will effectively transfer all other unlocked joints (Joint A and Joint B) to Joint C.
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  4. My experience: Embergen is a wonderful tool. It's super-performant, has modern UI/UX and it produces fantastic results. While it's fun to use and play around, interoperability with other apps is quite cumbersome and error-prone. Pyro is surprisingly performant as well, but it's not a looker in the viewport like Embergen. Final results are in the same league, though. Pyros huuuge benefit is being natively in the scene. Interaction with other objects is easily achieved and iterated upon. The overall believability of your scene improves much faster this way. Personally, I was a huge Embergen-fan, but I haven't touched it anymore since Pyro blazed on stage 🙂
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  5. The Pyro engine in Cinema4D is decent and easy to use. https://www.maxon.net/en/cinema-4d/features/pyro You could also try Embergen, my personal favourite. It's a stand alone real time simulation software. It can import FBX animations and use objects as emitters or colliders. You can either render directly the simulation in Embergen (with all the necessary passes for compositing) or export the VDB volumes. https://jangafx.com/software/embergen/
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  6. Sure In the material Editor you create a Gradient from the small arrow (v) near the Texture... option. Once you do that click on the small b/w preview. Once you do that you can edit the gradient shader. By clicking the small arrow next to the Gradient title you expand the color knot options. After you've set the the colors and positions as shown in the image below you right click on the color band to see extra knot distribution options. Under the Interpolation of all Knots choose Step. Once You do that you'll see no intermediate hues between knots. After you've assigned your material on your object double click on the material tag Go to the Assign tab, right-click on the tag assigned to that particular object and choose Select Tag There you have different projection mapping options. Currently the object will look like this : But if you change the Length V you will see the shader repeating along the object. The Offset V parameter will offset the shader along the objects length so animating that will loop the tiled shader. Here's this very simple example : V Offset animation.c4d
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