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Mash

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Everything posted by Mash

  1. Tried it extensively here, I gave up. C4D's gltf exporter can get geometry, basic animation and basic materials out, but it just doesn't look very good. The best we managed by far was to export the basics to sketchfab via fbx (their plugin is a buggy mess) and then retexture and relight everything on their web system. This works well, but depending how far you want to take it, we had some showstopper problems with put the project on hold. You have to get the export right first time, or youll need to redo all the work you did on the sketchfab site again and again. The viewer needs to preload all 3D data, so making configurators with 100 parts isnt feasible due to file sizes. And finally just their prices, hosting 3D data on a large site would cost 100's of thousands of dollars in sketchfab fees, if not millions.
  2. Honestly depends what you can get for the money. Personally im always going for the self build option, if something goes wrong then im completely capable of swapping out a component myself. Depending which prebuilt you go for, you can end up with non-standard parts which can be a real pain to replace; eg Dell with their non-ATX motherboards and non-ATX power supplies. If you want prebuilt then Puget have shown they know what they're doing, just avoid the big box manufacturers, Dell, HP etc, thyre fine for cheapo office machines or high end server machines but they're terrible at the mid-ground.
  3. Ok, so whats your actual question? just load the obj file.
  4. If you load an obj file into a modern version of c4d, it will load in mtl (material) file automatically so long as it has the same filename. Older c4d versions can only load geometry.
  5. Its also slow as hell, brings all c4d projects down to a crawl and should be avoided whenever possible.
  6. It depends 100% on what you're doing. The slowest parts of any software will always be the single threaded cpu tasks, where the gpu is irrelevant and the extra cores on the cpu do nothing. Unfortunately there are plenty of such areas in c4d. If you can tell us what you're doing when its slow, or show a scene file then we can offer advice. Otherwise an educated guess is simply that what youre doing is either inherently slow, or you havent optimised the project very well.
  7. Honestly I'd be doing this in After effects or similar rather than in 3D. Look at the displace effect, you use a black and white image to drive the ripple.
  8. I 100% get the frustration of seemingly simple requests never getting implemented. Honestly, I've got 100's "simple" requests sitting in the to-do list which im pretty sure will never see the light of day, some going back over 20 years. It seems that for the most part Maxon picks an area, then goes through the requests and implements what they can as an area gets re-written. What does bug is is often being told "X is old code, what you've asked for is impossible, it will have to wait until the re-write" only for someone to then bash out a plugin in a day or so which does exactly what we were just told was impossible. And I sort of get it. Maxon wants to write the code in a way which fundamentally works and won't break other features or cause a problem in the future, whilst the plugin dev is free to just hack together whatever works on the surface with no regard for future releases. Regarding Chad making a tweet and having it implemented straight away. 😄 The reality is that there's a beta forum thread with 271 posts from people all yelling to put the green checkmarks back in. Chad wasn't the only one unimpressed by the grey crusade
  9. Mash

    Deform normals

    Does anyone know how to deform objects with normal tags? I have a model attached. At the top is the original imported CAD mesh, it looks fine. In the middle is the same model with a bend deformer; at first glance it too seems fine, but in fact the reflections are wrong. The reflections are still of the same part of the HDR sky as the unbent model, which is impossible given the 30 degree bend. If I remove the normal tag and get c4d to generate its own normals, the reflections work. But, whilst this is an acceptable solution on this model, other models are more complex and must retain their normal tags to prevent the render from looking like garbage. Is it possible to ben a mesh with a normal tag, and have the normals distort correctly? Just replace any hdr in the attached scene to test. normal deform.zip
  10. I still wouldn't use cloth. Unless you need to seem ripples, folding and creases along the rubber gasket, its completely overkill for such a simple thing. Cerbera's approach will work convincingly in most situations, but I see that you need the cone to stay stiff so that the movement between the outer cone edge and the speaker housing can be emphasized to show what this new rubber gasket does. Depending on the gasket shape, I would just use 3 circle splines in a loft to make the shape, then a simple xpresso node to make the position of a null drive the position of one of the circle splines to match the cone edge. File attached. If the gasket shape is more complex and needs more splines, then I would use a posemorph tag, set one set of positions for the splines when the cone is in, and another for when the cone is out, then use the posemorph tag to animate back and forth between the two. speaker.c4d
  11. If the mesh and textures are no longer the same to a significant degree, then I would consider it my own work and feel free to distribute it. To stay on the light side, make sure everything is redone and you dont leave any original model parts, same for textures, they should have no significant resemblance to the originals.
  12. I bet they don't even bother advertising it
  13. Image texture node > border mode > white
  14. Works fine here. Render to picture viewer makes the cube follow the camera perfectly. flight.c4d
  15. You know you've recorded coordinate keyframes on most objects, right?
  16. We can't help the original guy without a scene file and we can't help you without a scene file. Post a scene file.
  17. Two other options attached, both avoid UVing. My personal first choice for this situation would be to remodel the shape so c4d's auto UVs would just magically fix everything. I selected the edges along the top of the wall, ran the 'edge to spline' command, then just extrude the spline to remake the wall model. Now it has perfect UVs and the texture will just fit by itself. Another option is to break the model up into easier to texture parts. You have 2 straight bits and 1 curve, so... use 2 straight flat projections with polygon selections and one cylindrical projection for the curve. You will never get them perfect, they will never be perfectly undistorted, but its easy and doesn't require any extra brain power. wallcircles.zip
  18. You're gonna get much more help with a scene file. Remove any unimportant items that dont affect the problem, or replace sensitive models with a cube.
  19. Keep in mind that AE will keep soaking up system RAM by default until you have like 6gb left, then it stops. If I had 32gb of ram, I would go into the AE settings and under memory management, set the "ram reserved for other apps" to 16gb
  20. lidar on the iphone simply cant resolve that detail you would find in a rug, no point trying. Youll have a better chance with the face scanner using "3d scanner app", but even then, photo to normal/displacement map conversion apps will work better as you can feed them a nice 8k still photo or two.
  21. Don't change the monitor aspect ratio, thats just an old hangover setting from back in the 4:3 CRT monitor / Amiga days when pixels on screen weren't always square. The answer to your question is that the layout system has some bugs in the defaults where large patches of blank space just appear for no real reason. The only solution is to close down those managers, rip off or save any toolbars you need, then reopen those windows and dock them back into the UI where needed. Mostly this shows up as blank space next to the object manager for some reason; Likely related to the new fold away managers like materials, timeline, content browser etc.
  22. One of the main reasons I stopped working with one of my main freelance clients a while back. They were technically in charge of the entire art department and I was working under them, but it did my absolute head in watching them piss away week after week working on things which just flat out didn't matter. A month spent on a single building... one of 100's of buildings that we see on screen for 5 seconds... far away.... in smoke.... at the edge of the screen. Not once did they get anywhere near hitting the deadline, it was always up to everyone else around them to pick up the pieces and clean up their mess of incompetence. The last project they did, they hit the premiere and only half of the 3D work was done. It was up to some poor sod to take everything and cobble it together to finish it for the launch within a few hours. We're talking taking what was rendered, recolour it, mirror it, re-crop it and shove it out of AE and hope nobody notices that they doing the video equivalent of making the second half of a computer game by running backwards through all the same levels. He won an award for it. I died a little inside.
  23. Depends what its being used for. I had to reprimand someone a while back because I found out they had spent days remeshing an imported CAD model to clean off all the triangles. When I asked them to show me the difference it made in the final renders, there was basically nothing there to be seen. If we were blowing it up, or running physics sims on it, or deforming them, then ok. But if you're slapping a generic metal texture on it and the imported model has normal tags to clean off all the phong garbage, then it often just doesn't matter. eg. those triangulated caps may look nicer in the editor as an ngon, but theyre internally turning straight back into triangles as soon as you hit render.
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