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  1. Hello. My first personal anim that I've actually had time to finish. 🙂 Very short, very simple. Started as a fun particles study. More info under the video on YT or my Behance. ( Behance) All the work done in C4D+RS. Xparticles for the web stuff. Comp in Fusion, edit, grade and sound in DaVinci. Oh and the model of the doors/frame modelled in c4d, textured in Quixel Mixer... That was a first. Good tool but for simple work. Aspect ratio 4:3 to frame it that exact way. Any other ratio just didn't work for me. Also i would have to create a lot more stuff of screen I'll drop few more anims in a while. just need to tidy them up. 'End credits' if you can call it like that was my first ever attempt on more creative title/text creation. Designing that kind of stuff is not my thing. Same goes for sounds fx. But i did enjoy creating both I would love to hear some thoughts about it. I know there isn't much too it but feedback is always useful. Thank for watching. Quick breakdowns: The splitting/ghosting effect was a 'creative' fix for a mismatching renders... It was easier than to rerender. And it adds a bit to the story.
    6 points
  2. Btw, if the drone blades are moving all the time, you can perhaps fake it completely and save a ton of rendertime. Render 1 still from top with good motionblur settings, use that image as a texture on a disc and rotate the textured disc slowly. Depending on distance and camera, you can get away with it 🙂
    4 points
  3. It is true that you can't drive the creation of particles with map, shader or noise yet. But there are two workarounds. You can either drive a polygon selection with map/shaders/noise and use that to restrict the emission, or you can emit evenly and instantly kill particles based on a map/shader/noise. Here is an example. The shader field drives a vertex color tag which is then used to set the particle colors on emission. Particles are emitted into a first group where there color is checked. If the it is below a certain value the particle is killed right away, if not it is moved to a permanent group where it will happily continue it's particle life. In case you wondering where the animation is coming from, that's set in the Shader Field with the remapping graph to cycle through different grey values of the texture. This is not the most efficient way as the buffers need to be cleaned up more frequently than needed, but you can achieve the intended effect. kill_by_map.c4d
    3 points
  4. This helper plugin will display mesh dimensional data. It works in point, edge and polygon mode and displays individual lengths in point and edge mode, with total length. In polygon mode it displays area and total area of all selected polygons. Point mode Two or more points are selected and the length between them is displayed Alternatively, selecting points which are not connected will provide you with distance between them without using mesh itself, just a shortest line between the tow. In edge mode it calculates edge lengths In polygon mode is calculates area There are additional controls to choose custom colors and transform the resulting dimensions To install simply import it into content browser https://www.core4d.com/ipb/store/product/47-dimensions/ Requirements: Cinema version 2024+ is required
    2 points
  5. Try these custom shutter settings, those smooth everything out quite well:
    2 points
  6. Hi Cebera I did cache the particles but now I am looking at the project (Surface Flow) with more time on my hands I realised I was being a complete doughnut! When I was rendering the first few frames I saw no particles in the scene so thought something was wrong (why do I always suspect bugs?). Now I realised that's because the particles didn't enter the scene until about frame 20 and I was preview rendering frame 76 where the particles are half way down the blob object! I gotta learn to slow down a bit… I feel a complete particle now… BTW what do you mean by PV - Preview?
    2 points
  7. Regarding Consistency in animation: Here's a test animation using Redshift's new Volume Displacement to add fine detail to a procedural cloud made with C4D's Volume Builder. I'm quite pleased with the outcome! I uploaded the project file here, so you can play around with different noises, etc: 1309818867_ProzeduraleVolume-Builder-WolkemitRS-Volume-Displacement_LY01.mp4
    2 points
  8. Yes - this is the idea. Thank you so much for taking the time to play with this! I really appreciate it. I had come up with this solution before and, you're right, it is annoying 🙂 I was hoping for a more elegant solution where I could clone the single assembly and get the same affect, thereby keeping my cloner work single and easy to manage and update. Now I wonder if I can make a system like this and use set driver/Driven to keep the cloner values the same for each one with a single input interface. More experimenting to be done! Thanks again!
    1 point
  9. I would put additional aim constraint tags on the instances, which should override the one on the original provided they appear below it in the OM. OR if that didn't work I would hide the original off-camera somewhere, and remove the aim constraint from it but not its instances. For nested hierarchies like this it might mean making instances of the things inside the main null rather than the parent null itself. CBR
    1 point
  10. No problem, dynamic guides snapping is described in manual : Snapping (maxon.net) Polygon Pen (maxon.net) Also Axis Constraint Snapping is interesting too : Axis Constraint Snapping - Cinema 4D - YouTube
    1 point
  11. Thank you so much for the crash course on polypen snapping Smolak! From watching your video I'm thinking that maybe I need to get a bit more familiar with the snap tool. Maybe I'm not fully utilising it in the way Maxon intended!
    1 point
  12. Ah yes thanks Keppn, have copied your motion blur steps and it's super smooth now! only issue is the drone itself moves in frame so the overall motion blur is a bit much. But I will try rendering them separately or disabling motion blur on the drone chassis instead!
    1 point
  13. I think it’s a good tool and I appreciate that the modifier keys are taken up. But could we not have some kind of constrain to x / y / z in the tool settings? Would certainly be helpful. Anyway I’ll try the dynamic guides! Maybe that’s the solution. I don’t think I’ve ever bothered to use them before.
    1 point
  14. That is very nice and moody sequence you have there. Like the atmosphere 🙂
    1 point
  15. In the cloner, swith from "Render Instance" to "Instances", then it works.
    1 point
  16. At this moment no, particles are OM based
    1 point
  17. Yeah, PV = Picture Viewer. You shouldn't actually even NEED an RS tag on the particle group - they should appear in render right out of the box (preusming they have appeared in the scene, lols). Tag only needed if you want additional options there, without it, it defaults to mode 'optimised spheres' I am told... CBR
    1 point
  18. @Bezo It rendered beautifully. I just didn't wait long enough for frame 20 when the particles actually enter view. It was me rushing and not using my noddle 🤣
    1 point
  19. This new Surface Attract is good for Ivy things too SurfaceAttract.avi
    1 point
  20. You gotta cache those puppies to get them out to PV full render... Do this in the Particle Group Cache tab. Or here's Chris, showing the other methods. CBR
    1 point
  21. I recommend keeping the 2070 and using it just as your display adapter (to drive your monitors). Then only use the 4090 for rendering. You'll enjoy a lot less crashes this way, and will be able to jump around to other programs with more confidence while rendering.
    1 point
  22. Ok, for anyone else using Octane, I discovered it works only if you select Render Instances in the Cloner settings as follows:
    1 point
  23. I thought maybe you could get around this by using a vertex color map that used a solid field to feed it a texture....but alas, it did not work.
    1 point
  24. EJ Hassenfratz just revealed that they are going to add more Tonemap options in RS Toon shader like crosshatch.
    1 point
  25. @hyyde There is an issue related to the use of custom layouts. Are you using any of those? If it's an option in your case, maybe you can use the standard layouts until a fix is released.
    1 point
  26. Found some fun BG at pexels.com to do some tests with trying to add my little UFO character and work on some character animation. Really trying to make this thing into a film with a few friends after we film a full trailer. We shall see!
    1 point
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