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Showing content with the highest reputation on 04/10/2021 in Posts

  1. I don't understand where MAXON is going. A lot of very basic things are not working, but instead of fixing it MAXON is presenting more advanced systems like nodes. And they don't work either. I doubt that Scene Nodes will change anything. What else to expect? Complete overhaul of rigging? Nah it won't happen. Integrated post-production with RedGiant plugins? Nope. Redshift integration? LoL. Painting, PBR, Sculpting? Nope, no and no again. "We are working on Core" so don't forget to buy another 1k license.
    2 points
  2. ACES support out from a 3D Renderer is via OCIO. ACES System is in NUKE ( fully supported) , Davinci and other post programs supported
    1 point
  3. rec709 was the most used output for TV. the output for PC screen is still sRGB. but you can output (render out) as rec709 and in the post make the color grading in rec709 and than use gamut back to sRGB for PC or stay in reg709 or reg2020 for TV. so in you case the input is sRGB and the output is rec709. in Postproduction the input is rec709 and the output whatever is needed for.
    1 point
  4. well ACES is a great Color system. ACES is just the system. the colorspace is ACEScg, ACEScc, RAC709 and so on. The only two renders that support ACEScg are Arnold and Octane. Redshift work on a full OCIO ACES integration. There is a work around in Cinema 4D and Redshift to output ACES (sRGB) ACES (reg709) yet but you need a convert node between the color and the material input.
    1 point
  5. Awesome work mate, very inspiring. Dan
    1 point
  6. Some improvements: - adjusted his shirt with a little collar and some buttons - did some texture work on the shirt, vest and helmet - made a new embroidered logo - made the brown hair a bit darker
    1 point
  7. Not seeing a lot of character-specific stuff there; perhaps not even a jointed rig - I think that can be largely done with vertex map controlled soft body dynamics and posemorph / deformers on a sculpted mesh. I suspect they are using deformers on the hands and arms because they stretch in a way they wouldn't if properly jointed / weighted. Modelling-wise we'd probably want to start with a medium poly hexasphere, or ironed / subdivided cube and Matrix Extrude / Normal Scale will be how we get the wobbly tendril bits. You'd want to cut the mouth and eyes in fairly early on, maintain
    1 point
  8. Super easy, barely an inconvenience.* You just need to create a little Python tag to store the previous values from both sources, then you compare the new values against the old ones and find what the current source of change was. Then you use that data as driver for the new previous values AND the target. Done! *cough* import c4d from c4d import utils def main(): global PrevObjRotH, PrevObjRotP, PrevObjRotB global PrevUDatRotH, PrevUDatRotP, PrevUDatRotB obj = op.GetObject() target = obj.GetNext() ObjRotH = obj[c4d.ID_BASEOBJECT_REL_ROT
    1 point
  9. Dude! This is exactly what I need. Engineers smarter then me will figure it out for real, we just need a visual to open the conversation and show our intension. I have never used pose morph - thank you for the methodology. I'll learn how to use it. I'll show you the research when I'm back in the office. It's a paper castle with multiple stacked stairs. Thanks for putting time and thought into this!
    1 point
  10. Yes CBR, R 18 has them. I did try using a frame range but when I tried to cache, my machine went mental. The scene is also mental (6000) frames. My machine would cache 6000 frames no problem but with a range it did not like that. Anyway, my scene has multiple cameras, that are morphs, single rotational cams and other animated cams too. Since writing my post I Decided to rearrange everything. I took the cameras from the end scene Frame (4200-6000), put them in a null. Went into the dope sheet and moved them to zero. Put a new stage in and now we are rendering. Happy D
    1 point
  11. I'd use a cloner in object mode directly onto a spline - then mess with the settings / spline interpolation settings to achieve the desired result. If you can provide more detail on your problem then maybe there is a more relevant solution.
    1 point
  12. Trying to make a big tree. I like it so far, but it doesn't look big. Any pointers how to make something look really big? Smaller plants on the ground? Smaller texture? Smaller leaves?
    1 point

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