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ninjad

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Everything posted by ninjad

  1. Thanks for the reply. I realized the problem was I had created a custom "new" file with my educational license, so the warning was being created for every new file. I created a "new" custom file with the commercial license, now when I copy and paste objects from the old file to the new file and save, I no longer get the pop-up warning.
  2. I have a commercial license of C4D, but I'm working with an older file that was created with an educational license. When I save the file with the commercial license, it still gives a pop-up when I open it. Even when I copy and past objects into a new file, I still get a pop-up when I open the new file. Is there any way to get rid of the educational license pop-up with a commercial license?
  3. Drag & drop Python variables into input/outputs. Currently if I have a Python variable, I need to manually add an input/output on the node and then rename the port. Conversely, if I have an input/output on the node, I have to manually create a variable for it in the Python script, which can be tedious for many variables/ports. It would be nice if you could highlight the variable string, drag & drop it into the input or output of the node, and then select the data type. Vice versus. If you have a port on the node, you could drag & drop it into the script window and it will add the port name.
  4. it would be nice to be able to make 3D displacement maps using the ray casting method i.e. not have to have the same UVs between the source and target mesh. Currently the only place baking 3D displacement maps is available is in the sculpt tag, and the target mesh has to have the same UVs as the source mesh, otherwise you are limited to a simple height map using ray casting.
  5. Wow, thanks for the quick reply, this works great! I extracted the scene from a larger sketch, so it's just the lips and teeth for a cartoon character. The lips are animated with a pose morph tag, and the strengths are influenced by the controller in the script. I know C4D has a 2D Vector Field, User Data interface already, but using this controller allows you to record the movements with Cappucino, and also zoom in close to create smoother movements when recording. If you know a better way to create multiple point controls I'm all ears. Another quick question, is there a shortcut for adding variables in the script to the input/outputs of the node and vice versus, adding the input/outputs of the node as variables in the script. I like how Xpresso allows you to drag & drop parameters of an object into the input/outputs of its node, I wish the Python node would have the same functionality.
  6. I'm trying to salvage a C.O.F.F.E.E. script from an old project. The script translates position data from a controller object to percent values which are fed into pose morph tags. Here's the code: main() { var Range = 20 / sqrt(2); var Dist_NE = abs(-(In_X) + -(In_Y) + 20) / sqrt(2); var Dist_NW = abs(In_X + -(In_Y) + 20) / sqrt(2); var Dist_SE = abs(-(In_X) + In_Y + 20) / sqrt(2); var Dist_SW = abs(In_X + In_Y + 20) / sqrt(2); var Perc_NE = 1 - (Dist_NE / Range); var Perc_NW = 1 - (Dist_NW / Range); var Perc_SE = 1 - (Dist_SE / Range); var Perc_SW = 1 - (Dist_SW / Range); if (Perc_NE > 0) {Out_NE = Perc_NE;} else {Out_NE = 0;} if (Perc_NW > 0) {Out_NW = Perc_NW;} else {Out_NW = 0;} if (Perc_SE > 0) {Out_SE = Perc_SE;} else {Out_SE = 0;} if (Perc_SW > 0) {Out_SW = Perc_SW;} else {Out_SW = 0;} } Attached is the project file. The code can be found in the Xpresso tag in a node titled "Poses.Calc". You can select the "Lips.Ctrl" or "Bite.Ctrl" objects and play around with it, but you'll need a copy of C4D R19 or older. 180524-facelkjaf~5-coffee_script.c4d
  7. Sorry if this an old topic, but I was trying to figure out how to bridge Redshift & Xpresso myself. I discovered you can work in the Redshift node editor, then have the X-Pool panel open. You can add a button for the X-Pool panel by doing a search in the "Customize Commands" dialog (Shift+F12) You should be able to drag any Xpresso node availible from the X-Pool panel into the Redshift node editor. I learned from watching this video:
  8. Oh yea, haven't updated in a while, I'm using a version of R20.
  9. I'm trying to get the process in this video to work: Here's a screenshot of the lo-poly and hi-poly objects I'm trying to bake to normals I followed all the instructions, but I keep getting weird aberrations. I even tried a cage mesh to make sure there is no intersecting geometry, but still no dice. The first render is the hi-poly version, the second is the lo-poly mesh with the baked normal map. Attached is a copy of the project file, any tips are greatly appreciated! 191209-normal_bake_test-2.zip
  10. This is a very deep pit :) Thanks for all the great demo files!
  11. I'm all set for now, I got about 5 responses altogether. Thanks for the replies, it was nice to see everyone's work :)
  12. I have a commercial project that requires modeling of a complex electronic product, PM me and I can provide detailed information. I'm looking for an initial quote for a tight 1 week turn around time. Model will have to be clean and organized. Please provide examples of previous work. Thanks!
  13. I'm actually re-opening this, I've been working with the smooth setting for the fire shader and adding sub-grid detail, it looks like the banding is still showing up at certain points of low density and movement.
  14. Ok, think I figured it out. Had to turn up smoothing for the shaders. It wipes out a lot of thinner detail so you have to increase the fuel rate to thicken up the burn. Then you add detail back in using sub-grid detail:
  15. Tried subdividing the mesh, I got volume texture and 'Use Vertex Map' to work, but still getting that diagonal banding. I'm using the latest version (v1.0 rev 1435). Tried posting on Jawset's forum, but still waiting for approval. I should also mention that sup-frame steps is up to 3 on all these tests...
  16. I tried decreasing voxel size, using volume texture, using surface texture, increasing fuel diffusion, increasing fuel mask smoothing, increasing turbulence, still getting the banding...
  17. Can't seem to figure out how to get a more organic fuel emission on the card object. I tried breaking up the geometry, but the flames still seem to flow along a uniform diagonal pattern. Does anybody know what I'm missing? Thanks!
  18. Yea, even when I turn of wind and turbulence it still does the same. Gravity is set to -100 and steps per frame is already at 40. It's not the speed of the dynamics, even when the balloon moves slowly the spline doesn't stay connected closely to the balloon. I tried nesting the string under the balloon and that keeps the spline connected at the top, but now it won't stay tight at the bottom to the anchor. Balloons-2b.c4d
  19. So I have a dynamic spline attached to a floating balloon using the hair constraint tag. For some reason the spline is always lagging behind the balloon. I've tried reordering the objects in the object manager, changing the priority settings for the spline dynamics tag, replacing the anchor objects with polygon objects, caching the dynamics of the balloon, nothing seems to work. Attached is an example file, if anyone has a solution it would be greatly appreciated! Balloons-2.c4d
  20. I came across these videos recently and found them pretty helpful for a more beginner modeler like myself: Elementza - YouTube He has some specific use tips like these: Avoiding Deformation On Curved Surfaces in Cinema4D Modeling Cable Details on Dynamic Spline I kind of enjoy his kitbash tutorials and find them pretty helpful for getting a sense of a workflow: Cinema 4D 3D Modeling For Kitbash Library #01 I even ran through his introduction to modelling playlist, although a lot of the basic stuff I knew already, it was a good way to get a complete run through of tools and commands, a few I never bothered to explore before: Introduction to Modeling in Cinema 4D | Tutorial Series
  21. Looks like you need to completely knock down your model, isolate each piece and re-align the axis for each piece. For round and symmetrical pieces you can use the "Axis Center" command to quickly align the axis to the middle of a mesh. For pieces with holes in them you will need to draw lines with the pen tool so you can find the intersection. If you hold down the Enable Snap button you will see options for Mid Point Snap and Vertex Snap. The hardest thing I think in your case is aligning the y-axis for objects that are already rotated, I can't think of a good way in C4D to rotate an object depending on the alignment of 2 points. Though I've found using your eye to align to the grid good enough for my projects, the only problem is it would be tedious to do for a bunch of objects. Maybe one of the more experienced users know of a quicker way to do this? If you like, I could align and rig the pieces if you want to PM me we could work out a rate.
  22. I recently did a survey of render farms and wanted to share the info I collected. All costs and times were estimates offered on their websites except for Pixel Plow which I ran a full job. My computer stats: i7-3770 3.4 GHz 4 core 8 threads 635 cb (Cinebench R15) 4.75 min/frame 791 frames 62h 37m (estimated render time on my computer) renderrocket.com $130.52 (Economy Mode) 1h 30m foxrenderfarm.com $42.48 (Ordinary - 100 nodes) 15m turborender.com $39.87 (300 nodes) 6m rebusfarm.net $36.92 (200 nodes) 48m ranchcomputing.com $32.25 (Emerald) 8m dropandrender.com $31.73 45m garagefarm.net $16.00 (Low Priority - 10 nodes) 3hr 35m rendercore.com $14.00 (Lowest) 15m I plugged in the same values for all the estimates, the render times are probably the least accurate because there were many options for price tiers that I assume give you faster render times for higher cost, but the prices listed here are all the lowest prices offered. RenderRocket I actually ran a free test render, they rendered 5 frames and they gave me a really high estimate, I don't know if it was a glitch or if they really are that expensive. I know this is far from comprehensive and probably not totally accurate to real world use, but I found actual comparative information sorely lacking online other than people just offering the names of websites they use, so I figured this might help someone who is looking for a quick comparison.
  23. I agree with putting the title at the top of the poster, it gets kind of busy with the credits at the bottom. I would also light his face a little brighter to make it more even with the hand. It doesn't have to be physically accurate and his face is important so should grab your attention more. Right now it's like his hand is the main focus and his face is a background element. Also a rim light on the top of his head to outline it from the background, though if you move the text it might be a different situation. Good luck with it!
  24. Hi Guys, Just came across this forum and thought I would share. They concentrate on shaders across all platforms and do challenges where members try to recreate a reference photo to the best of their abilities. Really nice to see folks try and push their skills across boundaries, and also a great way to compare advanced examples of different renderers: http://www.shaders.xyz/forums/topic/challenge-02-candy/ Here's are a few C4D + Octane entries: http://www.shaders.xyz/forums/topic/challenge-02-candy/page/3/#post-2034 http://www.shaders.xyz/forums/topic/challenge-02-candy/page/3/#post-2230 http://www.shaders.xyz/forums/topic/challenge-02-candy/page/3/#post-2283 Some Redshift + C4D entries: http://www.shaders.xyz/forums/topic/challenge-02-candy/page/2/#post-1793 http://www.shaders.xyz/forums/topic/challenge-02-candy/page/4/#post-2404 http://www.shaders.xyz/forums/topic/challenge-02-candy/page/2/#post-1788 One guy even throws his hat in using the Unreal engine :D http://www.shaders.xyz/forums/topic/challenge-02-candy/page/4/#post-2488 The winning V-Ray entry: http://www.shaders.xyz/forums/topic/challenge-02-candy/page/3/#post-2331
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