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Richard Roberts

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  • First Name
    Richard
  • Last Name
    Roberts
  • Location
    Milwaukee, Wi, USA

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  1. Love all these scene files keep up the amazing work! I am learning so much dissecting these!
  2. @IgorCould these link be updated? They still seem to be down I am getting this error icedrive Page Not Found The page you have requested could not be found. If you feel this may be an error, please contact us.
  3. I did actually try to download that but the links seem to be down. icedrive Page Not Found The page you have requested could not be found. If you feel this may be an error, please contact us.
  4. That's awesome you can drag the objects from the OM. I uploaded the file here doing just that so you can see my setup. I will check out the example scenes thanks for linking that. I just have zero clue how I would go connecting everything together. My goal would be to create sliders for the basic shape to change its height and width and then controls for my displacements. The idea with this is to create stylized rocks. Node_Rock.c4d
  5. Hi there! The new node functionality fascinates me as I love the world of procedural building things. I have created a little procedural way to draw stone wall using the volume mesher, displacer and splines. I'd love to eventually building something like this with scene nodes and create sliders for users to changed parameters. Will it ever be possible to drop and old school object manger setup like I am showing in the attached screenshot and have it auto convert it to nodes? How would I go about creating something like this? I am having a hard time find good resources. I'd also love to create a rock generator but don't know where to start.
  6. I didn't know that, thank you so much! I will try that 🙂 @kbarI actually purchased your plugin it's great! I didn't know it had s26 support, I will have to install it until maxon supports it directly. Thank you!
  7. Hello, Is there anywhere to request features to developers at Maxon? I would love to get proper UDIM support in Cinema 4d or even just some sort of visual representation of different UV tiles for 1001, 1002 ect. Cheers Richard
  8. @imashinationAny thoughts on Petter's post wondering the same things. Also once the new core is implemented in all of Cinema 4d's tools will we see realtime playback with ease?
  9. Is cinema 4d going to offer any deals?
  10. Thanks for sharing this is awesome!
  11. Are animations key frames currently not working with scene nodes? I tried out the rock scene and just keyframed the size of the rocks to test viewport playback with a simple scale change over 60 frames. The rocks wouldn't display after doing so.
  12. @HrvojeThat's great to know! I am assuming the goal is to migrate all of cinema 4d's tools and features over to this fast viewport mode correct? Appreciate the link you referenced, very cool to see that feature in action! In theory would this feature work with instanced alembic animated characters? I am thinking for massive animated crowd scenes. @imashination I am happy to hear that is the end goal at least!
  13. Hello, Are there any plans/rumors that cinema 4d will get performance boosts in the future? My studio works on very complex scenes and is moving more and more into complex scenes with animation. Cinema 4d's viewport is quite slow and unresponsive. We as a studio have been looking at Clarisse as a possible solution. Do you think Cinema 4d can catch up to Clarisse for working on complex scenes and animations and get real time viewport performance? Would love to hear peoples thoughts.
  14. Hi there, I just sent you a pm but thought I'd post my answer here. It's not possible currently with cinema 4d's default hair system. It's possible with ornatrix though and using redshift. https://ephere.com/plugins/maxon/c4d/ornatrix/docs/2/Rendering_with_Redshift.html Cheers
  15. Hi Helix, Thanks so much for posting, generating flat cards and using my material with an alpha does give me the feathers I am after but the problem lies with the texturing. Each card is being given separate uv's which isn't what I am after. I am looking for the cards to utilize the same uv's the hair does when you plug in the texture map to drive the color. Attached is what you get. When you use just hair you can see the colors are accurate to the base texture.
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