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Popular Content

Showing content with the highest reputation on 02/03/2022 in all areas

  1. I participated in this one 2013, partially integrated because there was no time for more and fire plugins were not available for us so fire had to be filmed. My scenes were the building breaking and cloth animation & tearing.
    3 points
  2. I did not mean to be off-putting to you or anyone else. If that is how I came across, then my sincere apologies as I do respect your opinions and experience. So, with that said, let's go grab a glass a Don Julio #70 together ---- for scientific purposes only. To study the ice and the fluid interactions....yeah.....for that only!!!😀 Dave P.S. In case anyone is wondering, while an extremely infrequent drinker, I really do enjoy a glass of good tequila.
    2 points
  3. Dear All, here is a small helper tool, something we had in V-Ray 3.x, and what we and many users yet miss, a filter/search tool for the c4d material manager! it works interactive while you type, and can be docked anywhere in the GUI, and it works with any materials from any render engine in c4d. it cost only 9.- euro netto and it needs no serial. we support R25 WIN und OSX (includingM1): https://3dtools.info/shop/matfilter/ if there is interest we are glad to support also r23. we included "regex support" (https://docs.microsoft.com/en-us/dot...uick-reference) if you have ideas for more features just tell us best greetings, Stefan
    1 point
  4. Hi folks! I need to animate the light in this scene to a music track. (And several other scenes as well!) Since the animation needs to be quite complex and organic, I would love to have realtime-preview of the lights. So far I have tried: C4D Viewport The Gouraud-shaded viewport with shadows enabled is not helpful. I need to see the volumetric light. Regular Redshift With a very pared-down scene, I do see some pixels in realtime, but it's not enough to evaluate the lighting Redshift RT I hoped, that with the pared-down scene, I could enable "Material Override -> Clay mode" to bypass RT's pickiness regarding complex shaders etc. But it prepares the shaders nonetheless and just crashes. Sooo... U-Render? I fear I have already burned my trial-time some while ago for playing around... and now I could really use it 😕 I guess I would need to replicate my Redshift-lights with U-Render-Lights, right? But apart from that, it should work? Any alternatives? Thanks for your input! 🙂
    1 point
  5. Not sure if OBJ works, but you can import Alembics and FBX, even animated ones. Objects can be set to emitters or colliders. Right now, there's a restriction to ONE object though, which is of course very limiting. But: I managed to export a simulated debris field with a floor as a single animated mesh in FBX-Format to Embergen; The Emission Node then allows to select which of the "sub-meshes" should emit and which not, and I could also set the floor as a collider via the collisions node. In same cases, that's enough of a workaround. It is somewhat of a hurdle though. Nick from JangaFX said, that multiple imported objects are targeted for the 2022 roadmap.
    1 point
  6. 1 point
  7. @cebera This may actually work, as the sides are going to be the same color regardless.I will give this a try! Thank you!
    1 point
  8. More to the point, how can you judge a colour? This is the UI version of colour grading a film whilst wearing rose tinted glasses.
    1 point
  9. Thank you so much @kalugin& @imashination 🙌 There you go, that's how I like it haha & you can have it grey is okay.
    1 point
  10. The cloth engine is not expecting to have to deal with actual thickness, and it fails rather comprehensively if you try. The Cloth SDS is therefore very necessary in this endeavour. Fortunately, for reasons I don't fully understand, if you give the cloth surface negative thickness, then it preserves differing front and back-facing materials. The bad news is that we can't really control what is going on with the sides and if you look closely at the front edge on the above you will see what looks like some poly intersection problems. But again, for reasons I can't altogether explain, adding a regular SDS above the cloth SDS seems to sort that out ! CBR
    1 point
  11. Well, that's going to be a freebie; too simple to call it a "product". Reminds me that there is a huge gap in the API: it is not possible to get the first and/or last selected point/edge/poly; the sequence in a selection is by index. (Other than with objects, where you can ask the system for a list sorted in the same order the user selected them.) This makes it difficult to program functions like "make a straight line out of these points", as the user has no clear way to define what the beginning and end of the line would be. ...enough sidetracking, need get back to programming...
    1 point
  12. Good idea 🙂 I'm came from Lightwave too and always thinking why Cinema doesn't have such tools natively. And also - move selected points to last selected point position by X Y or Z axis - it was very helpful in Lightwave too.
    1 point
  13. Oh, I didn't mean to point out a problem, the stubble was intentional to show a transition between no hair and full length hair. It doesn't look that good because I didn't want to spend any more time on it than necessary, and the longer hair falls over the longer stubble so it's admittedly a bit weird. If you use a sheer b/w map with no gradients, you can get hard transitions (note that the hair line is not following the polygons but the b/w map: (the scalp color just shows the rough path of the b/w map, it is not identical!) (And yes, I am aware that both the hair quality and the image quality are shitty, but I can't be bothered.)
    1 point
  14. Right, there it was. I wonder if I should make the two scripts available on Gumroad too for a nominal price, as people always have such a barrier to spend on Patreon.
    1 point
  15. I was expecting nothing from Blender's fluid simulations and remain skeptical. But some people seem to use it effectively, and I want to keep an open mind. In fairness there really are some gorgeous complex interactions here, creating, swirls, cross-currents, eddies, etc. This is *before* Blender's physics system gets overhauled this year, a focus of 2022 for the Blender Foundation. I'm with Dave in *hoping* someone call put it all together with GPU acceleration. Edit: this uses FlipFluids add-on @ $79
    1 point
  16. I've only done a few commercial projects that involved fluid simulations: 1 - An ocean sim where waves pound the coast on a Light House, rocks and beach. Particles crash and spray all about. It was by design a bit abstract, where I was able to use XP particles. It was for a church. Of course It could be so much better now as I know 3d much better and the tech has evolved a lot. But they loved it and used it every Sunday in their worship media. The Church was called "Lighthouse Christian Fellowship," thus the theme. The particles did interact in a fluid fashion, but it was just hundreds of thousands of particles. Maybe a few million, I don't recall. This was about ten years ago, I think XP was maybe version 2. It did take *forever* to cache the simulation. 2. A few water sims for the Canadian government (part of a large training package on potable water, filtering systems, hydrology) Not commercial, but I also spent a year using RealFlow for hobby/fun. Funny but it doesn't seem like c4d artists talk about RF much anymore. I have played with XP's fluids when they first came out, thus *my impressions.* FYI, RealFlow has complex interactions between fluids, hard body and soft body dynamics.
    1 point
  17. I am using a b/w or greyscale map, like here: (thrown together in a hurry) The upper half of the sphere is the selection for the hair. The "face" in the front is cut out with a map on the Scale in the Hair Material. Since it is greyscale and has a gradient, you can see some "stubbles" at the border. Don't forget to set the variance to 0%, or there will be random hairs scaled above 0 all over the area that is supposed to be clear. However, there is also a thread going on about vertex maps to control hair attributes. I haven't yet read it but it sounds interesting so you may want to have a look.
    1 point
  18. Well, to be honest, I didn't have a point at all when starting the thread. Just an interesting tech preview 🙂 But it evolved quite naturally to the discussion of workflows and simulation solutions, so, why not continue? 🙂 It's always interesting to read different approaches and perspectives. Dave, for you the interoperability of simulation systems is a high priority, and also continous control without caching or baking steps. Totally valid point, I mean, you know best what kind of work you want to do and how you want to achieve it 🙂 For me, I welcome every development that allows for a more playful exploration of possibilities. Coming from traditional arts, I value immediate feedback and friendly UIs that hide the deep tech from me. It's still seldom, but realtime stuff sometimes even bestows upon me the "happy accident". So, it's nice that there are different solutions with different approaches available for different kind of artists. I didn't mean to bash X-Particles, it's still a great tool and I use it quite often for Particle work. What I honestly don't know at all: Can a plugin escape the performance frame set by the DCC? So, could GPU support really make a difference for X-Particles, if it needs to constantly talk to "old" parts of Cinema 4D? I surely do hope so! On the other hand, a fresh start with a very modern standalone app seems to grant a massive head start in terms of raw performance. (With the obvious disadvantages like caching, etc.) In the end, everyone needs to evaluate for himself and make his own decisions... and I enjoy talking about that kind of stuff a lot 🙂
    1 point
  19. hmm, I remember that I have written something like that a while ago. Maybe posted it here, maybe put it on my Patreon. I'll look for it when I have time.
    1 point
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