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Showing content with the highest reputation on 12/12/2022 in all areas

  1. Thanks. I will read up on the blending modes. The puzzle matte is more what I think I need. As for overcomplicating, I do that a lot. Haha. I guess that's my thing. I appreciate your response. I think this will get me on the right track again. Have a great day!
    1 point
  2. Yea this one works fast even in object group capsule. Thanks for the update!
    1 point
  3. Find my solution. You just add my xpresso tag to objects and in Null you set scale. And when you have object with bigger scale than 1 in any of x,y,z then name will be change to Bigger_or_equal. When smaller than 1 (or any number you put in scale) the name will be change to Smaller. And to select I just use filter. Maybe someone find this usefull 🙂 Bigger_or_smaller (1).c4d
    1 point
  4. Two things here: 1. I think you're misunderstanding how blending modes work. In the "add" blend mode for example, the rgb values of the pixels are added together. This has the effect of making the affected areas lighter. I would suggest reading the after effects manual for further information on blend modes; the C4d manual also has a comprehensive breakdown. 2. you're probably overcomplicating the comp setup. Unless it's important to be able to affect the background layer totally independantly from the foreground, there's no need to render each object as a seperate pass. You can render a single beauty pass, togeher with mattes for each object in order to isolate them. In standard render this is done using the object buffer and compositing/render tag. Using Redshift this is done with puzzle matte AOVs and a Redshift object tag. Moving from "getting it all done in render" and assembling passes in post is quite a huge step, so I recommend reading around the theory alongside experimentation.
    1 point
  5. All is good and nice but I find it very weird that it renders directly onto a Cubemap projection. I don't know about you but my eye cannot unsee the slight distortion at the very edges and corners of the cube. That dome sky gizmo reminds me of the Bryce GUI...
    1 point
  6. Here is a very fast version with relax points relax_fast.c4d
    1 point
  7. Terragen has always been very promising but never quite delivered - I've always hated its GUI slightly more than I love its results - interesting that they now diversify into a separate sky system. Don't those controls look surprisingly similar to the ones in Standard Render / Physical Sky in C4D ?! Results look considerably more real though. CBR
    1 point
  8. Maybe have a look at Wolfr4D site: https://www.youtube.com/@Wolf-4D/videos He switched from C4D to Blender some day and made some tuts especially for those, who wanted to switch also. And he did some tutorials for items he also had made for C4D users. Maybe there you can find something you are looking for.
    1 point
  9. Yes, I have to agree that Maxon development and release rate and feature quality has been much improved in the last years, and even though I am against subscription models on the whole, I have to admit Maxon are fully justifying that model in terms of regularity of updates, and how many genuinely usable new features are getting added. I have been delighted with how many tools that I have requested are now in the software - its modelling toolset is pretty formidable now, and long may that continue, in the short time before AI is doing it all for us and modelling becomes lost knowledge 🙂 CBR
    1 point
  10. Hey Tomas - welcome to the Core ! 🙂 The Wind deformer is rather unique among deformers in that it doesn't have much in the way of visual feedback, so it can be tricky to see which way up it is unless it is assigned to a flat plane, where it is a lot easier to see the direction of movement than it would be were it applied initially to something round or solid ! Start a new scene, so that you can understand how it works. Add a plane object with default 10 x 10 segments but make it +Z. Now add a Wind Deformer to the scene, which by default is 'waving' down the X axis, which would be 'along' your Z facing plane, and therefore correct orientation, so if you drag the wind under the plane and give it some strength (amplitude) you should see the plane move properly. If you are using flag mode, then you would additionally move the deformer relative to the object, down to one end of it. Once you can visualise how it is working you should be able to align it correctly with the actual object you want to bend. So, once you have selected the wind, use Quantized rotation (hold shift once you start rotating to snap to quantize value) to rotate it exactly 90 degrees from where it is so that its X direction is pointing in the direction you want the wind to move through the object. If you are still stuck, upload the scene file, and we can do it for you. CBR
    1 point
  11. I must say... Maxon really managed to turn around the boat. This year's updates were really amazing, and I refound my C4D-joy in learning all the well implemented new tools. I think I'm back to full fanboy mode. A big "Thank you" to all the devs making that happen! 😍
    1 point
  12. I'm not holding their feet to the fire but it appears as though they are releasing an update each month now since R2023. - Sep 7: 2023.0.0 - Oct 12: 2023.0.1 - Nov 9: 2023.1.0 - Dec 7: 2023.1.2 I'm just sayin......
    1 point
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