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Popular Content

Showing content with the highest reputation on 05/11/2021 in all areas

  1. We are pleased to announce that INSYDIUM LTD has recently acquired Terraform4D! INSYDIUM LTD is the creator of X-Particles, the acclaimed particles and VFX solution, and Cycles 4D, the powerful Cycles renderer connection for Cinema 4D. Terraform4D will become part of INSYDIUM’s product line. Terraform4D’s creator Frank will from now on work exclusively for INSYDIUM, further advancing the plugin into a bright future. Terraform4D customers who bought before May 11th, 2021 will shortly be contacted by Frank, and asked for their consent to transferring their customer data to INSYDIUM LTD, where they can enjoy continued support of Terraform4D, and receive special offers. Terraform4D remains on sale until May 31st, 2021. Purchases made from May 11th, 2021 will not be eligible for special offers from INSYDIUM. For more information, visit www.insydium.ltd
    5 points
  2. Hello! My name is Cullen and I've actually been active on these forums for about a year now with occasional noob posts and answering where I can. I started working with c4d nearly four years ago under a mentor and have been head designer for the current company I work with for the 4 years i've been learning. Currently my full time job consists of bathroom interior product shots of bathtubs, faucets, and vanities. I dont freelance much at this time due to covid consuming a few companies I worked on the side for (also interior bathroom jobs). I love this forum to see what other creative minds and types of jobs are out there that otherwise you would never see. I'm always amazed by what you all can make! Below are some examples of my work.
    1 point
  3. Ah okay that's what I thought, but hoped I was wrong. Thanks!
    1 point
  4. That is awesome news as I love to see top notch developers collaborate. I mean, XP did release xpScatter in 2020 for distributing objects over a terrain so you can see where this might go with Terraform as well as what Franke can do for xpScatter as he did develop SurfaceSpread after all. Plus Cycles 4D just implemented Sky Texture Nishita for more accurate spectral illumination of skies based on the sun's positions (eg. low sun creates that reddish glow of a sunset). And you can always use ExplosiaFX for clouds, etc. So I see a really good collaboration in the future especially in the area of landscape and natural environment creation. Something I have been hoping for since Vue lost its way in 2016 and then made the (IMHO) disastrous decision to regain their market two years later by coming back with a subscription model. I did have hope for Forester and their development of Rock Engine but that has just gone silent except for the fact that this web-site placeholder was created in 2021: Rock Engine | Nature Redefined (rock-engine.com) My fervent wish is that Insydium buys 3D Quakers and now they have everything they need to create a very powerful suite of applications that rivals WorldBuilder and Terragen....simply because those applications do NOT have native fluid modules. xpTerraform....xpForester...xpWorld.....just keep placing "xp" in front of everything🙂 Dave
    1 point
  5. @kbar: No need for geometry. In case of a circle you can directly set the birth position to a random location on the spline and take the vector pointing from the axis of the circle to the random location. It would also make it easy to animate a slice or have a custom spawn density along the spline. emit_from_circle.c4d This works nicely with a circle. If you want a fancier spline shape you'd need some other mechanism to calculate the directions. You can sample twice with a small delta and do a cross product with the vector orthogonal to the plane on which your spline lives (assuming it's 2d). For the 3d case you would need a rail spline to determine the direction.
    1 point
  6. That's sounds like good news! I am only on C4D V 19 so it might not work for me but ti seems a good move for INSYDIUM .
    1 point
  7. Hi @Voytech I took it down because I was getting feedback about certain features that were broken, even though I have fixed them in 0.09 people didn't understand. So I am not sure what I will do now, since the 0.09 version is much better and I can't give it away for free since lots of users have paid for it already. And it makes very little business sense to spend time and effort to create a 0.085 version just so I can give it away for free. If I ever do a version 0.10 then I may consider giving the 0.09 one away for free again. Also a little FYI on using this forum. Make sure to put an @ in front of my handle, otherwise I don't get notified that you mentioned me.
    1 point
  8. The trick is manipulating two of the Hair dynamics parameters: Rest Hold, as Rectro points out, above; and also Drag. The higher your assigned Drag percentage, the more restrained and predictable is your animated Hair's fall... ie., the hair droops in a more uniform, graceful way, with no wild "flyaway hairs". Of course, if Drag is TOO high, your hair starts looking like it's moving in heavy syrup. 10% Drag is all you need here.
    1 point
  9. Welcome to the Core. It's hard to be sure without you uploading the scene file, but if I had to guess I would ask if you had 'deformed editing' activated in the View Settings ? You should update to the latest version of S22 - several important updates happened since 22.016. CBR
    1 point
  10. Dang! I knew it was simple. Haha. Thanks so much. It's funny how one little setting will drive you mad! (at least me anyway.) Thanks again.
    1 point
  11. Ill definitely do that! Thank you for the kind words! We've talked a few times over the last year but its nice to officially say hello! Thank you for the kind words and all your help youve given me!
    1 point
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