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Popular Content

Showing content with the highest reputation on 02/27/2020 in all areas

  1. Hi everyone, my name is Stefan Kraus. I am co-founder and CEO of BiteTheBtyes GmbH, located in Fulda, Germany. We are the developers of World Creator, a procedural and real-time terrain and landscape generator / creation tool. @Igorcontacted us and asked if we are interested to become a sponsor ... and here we are 🙂 - thank you for contacting us, much appreciated. I love that idea and since we use C4D ourselfes a lot for creating awesome renders and animations, it just fits perfect. We are 100% addicted to digital content creation, especially to terrain and landscapes. BiteTheBytes was founded in 2008 and our initial technology actually was a terrain software development kit (SDK) which was called Cloddy. It was based on a new technology we have invented to visualize extremely huge terrains in real-time (real scale globes). With that one we were able to visualize entire planets that were based on original data (e.g. BlueMarble, ASTER) allowing the viewer to fly from one planet surface to another without any interruption. For that technology we made first place at the European Innovative Games Award in 2010. Actually it was designed to be used in games but at that time no one really wanted to create open world games - so it was mainly used for science, flight sims (Eurocopter / Airbus) and some dome theatres and other non-gaming companies. But since we wanted to be part of the games industry and also of the movie industry (yes, we are gamers and nerds), we started to develop a new terrain and landscape generator (World Creator) based on an existing one, GeoControl (created by Johannes Rosenberg). Our goal was to make it real-time capable and adding powerful design capabilities additionally to the procedural techniques - World Creator was born. First released for Unity (as a prototype) and then as a standalone application for Windows and Mac. Now, after years of heavy development of World Creator 2, we have started to develop World Creator 3; it is faster (2.5 times), more powerful, has a better workflow and a real-time path-tracer for creating photo-real renders of terrains and landscapes (plus some extra goodies we will announce when time has come). Feel free to write me if you have any questions. Since a year we do not have a forum anymore but a pretty awesome Discord server where we can interact with our community in real-time (we love things to go fast). Here are a bunch of links you might be interested in, if you want to know more about us, our product, our social activities and more: Companies Website | World Creator Website | Discord Server | Facebook | Twitter | Instagram | YouTube | Vimeo | Twitch Thank you for allowing us to be part of your community, much appreciated 🙂 Stefan
    3 points
  2. Hi, you might know me from around the Cafe already (been here for several years), but I wanted to put an official introduction out there. My name is Nate VanderPlas and I've been using C4D since 2011. I also do lots of other animation stuff besides 3D- like VFX, compositing, motion graphics, and 2D character animation. I have a brand new website and reel. Check it out: natevanderplas.com Thanks for reading and have a great day! Nate
    1 point
  3. I'm new to cinema4D and couldn't find any information about the experience of learning Cinema4D on a laptop, and what kind of implications this would have on my development experience. I spent a few months learning cinema on a macbook pro, followed by an HP open (top of the line RTX 2080 models) then a desktop. Summarized the experience in this video and happy to field any questions in the thread 😄
    1 point
  4. Yeah, I've been a bit quiet lately, but I'll try to get on more often. Thanks for the kind words, Dan!
    1 point
  5. Hey Nate, love the reel like your style. Be great to see more of you and your works, maybe you post in other forums categories and iv missed your posts. I really should put a reel together myself. Keep up the cool work. Dan
    1 point
  6. I have to admit I haven't touched subtance painter in like over a year I've been using Quixel Mixer more lately but I do have some great tutorials on how to use World Creator with Mixer & Redshift I'll link em here
    1 point
  7. Heeeeeey, It worked!!!! Thanks a lot!! Now i can go back again to working on my project!!!!
    1 point
  8. Very nice video, well put together and informative. a RTX 2080 Laptop is for sure powerful but so expensive. Im using a laptop a lot, mine has a GTX 1070, it runs everything I give it including Redshift. The only thing I found is when Im using it literally as a laptop "on my lap" I must use a lap tray as the trackpad slows me down so much, a double tap for every action. I always do a project on my Desktop PC, and If I had to use this for the same thing Id be fixed at a desk with my Mouse, keyboard, and Wacom tablet which means Im no longer mobile. Dan
    1 point
  9. Yeah, I know, I get around. One of these days, I might open a business. The simplest approach would be this here: The cube has two maps, one is empty (actually, can contain anything), the second is initially empty but gets written to by the Python tag: import c4d newdata = [0.0] def main(): global newdata source = op[c4d.ID_USERDATA,1] target = op[c4d.ID_USERDATA,2] polyObject = op[c4d.ID_USERDATA,3] if source == None: return if target == None: return if polyObject == None: return sourceData = source.GetAllHighlevelData() # print sourceData pos = op.GetObject().GetAbsPos() for i in xrange(0, polyObject.GetPointCount()): locPos = polyObject.GetPoint(i) dist = abs((pos - locPos).GetLength()) if dist < 50.0 : sourceData[i] = 100.0 target.SetAllHighlevelData(sourceData) The Python tag has links in the userdata to address the poly object's aspects. In the code, Python retrieves the vertex map data, and then writes 100% to that data wherever the distance between the corresponding point and the null's position is <50. Move the null around and the yellow spot will follow. Control VertexMap By Proximity Object.c4d Note that the cube needs to stay in the center as the code doesn't consider its object position. Also, the distance here is hardcoded; add more user data to animate it. Just a primitive sample.
    1 point
  10. 02.26.SEARCHING FOR FATHER. The machine didn't give us answers, it just connected points in space to make the picture clearer. Where are you? _________________ I've been chipping away at this one for a few weeks in my spare time - time to move on. Based on architecture by Buro511. Modeled in Vectorworks and rendered with Corona for Cinema 4d.
    1 point
  11. The vertex map is created (or modified, rather) by the Python tag on the proximity null. The tag reads an existing vertex map, then writes values 0-100 into another vertex map by how far the null is away from the mesh point. I can't see the exact setup but the distance value used by the tag can apparently be animated.
    1 point
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