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avrbfiu joined the community
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Fun facts: The text was AI generated. I did not expect a reference to the CEO by name. Later I asked for an interview. It wasn't an elaborate prompting at all, I asked three times all and all. I was clear of my intensions so it knew it was supposed to be an April Fools article. I asked for C4D screenshots for the next version... It kept drawing Blender elements on them. Curiously there's a repeating pattern that resembles a mix of the old logo of the Blue Pearl with the splash screen of R21 (see last two images) I removed the AI image from the article the next day just because it was too cursed... I later thought I could make the YT image to link to a Rick Roll video but it was too late. The Rocket Lasso image is a manipulated version of the S26 I asked for a new C4D logo but it refused, there must be a limit of 3 generated images per day I guess. The Chamferer icon is the CV-Chamfer icon. I designed the Spline SFD icon by templating the Spline Mask icon. I planned this prank 4 days in advance. Spline SFD, Chamferer, Outliner and Field Distribution are all real but not as versatile to construct as they are presented. I did not expect the Spline SFD to be that fast in viewport. The Field Distribution was the most time consuming as I had to construct an XPresso rig to manipulate 4 coencentric Torus Fields from the radius of the visible Spherical Field... real pain in the a$$ and didn't manage to link the Inner Offset to the radius of the inner most Torus to make it more believable. Fortunately I didn't have to spend extra time to recreate the UI of the Cloner as I had already done this a week earlier as a future sugggestion for MAXON.
- Yesterday
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Do you have the "Render Perfect" option enabled under the Sphere's attributes ? I think that's what is wrong with it
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scootroblue joined the community
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simon dewey joined the community
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BigAl3D started following Stuck In A Loop
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So in re-linking assets in the inspector window, I initiated a search on a drive that also had a Google Drive mounted. There is an insane amount of files in that drive. Hitting ESC only seems to cancel searching in the current directory. I'm trying not to force-quit C4D, but I can't cancel this search completely. I've held the mouse over the red X in the window. Held ESC down. Used modifier keys with them. Any other tricks before I resort to force-quitting and losing anything I hadn't already saved?
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@Cerbera, I had already tried this solution, but the groove disappears when I render it. See the image. Eudes
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Oh wait, I can answer that one quickly before I go... you should be able to hide the capsule with the traffic lights in the Object Manager... See those 2 dots I have clicked on there to make them go red ? Top one hides capsule from viewport, bottom one hides it from render. CBR
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Ah OK, yes I misunderstood you there... indeed the term 'groove' there led me properly up the wrong path - lols 🙂 Think I'm with you now tho, but alas have run out of time - I have to pop out for an hour or 3 now, so will assist further on my return if HP doesn't beat me to it, as I'm fairly confident he will ! CBR
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@Cerbera, thanks for the solution you suggested, it will actually be useful for another project! But for this one (and I apologize if my original message wasn’t clear enough), the groove I was referring to is that crater-like indentation right in the middle of the sphere. What I need is for the line to travel around the entire equator of the sphere and pass through the indentation. Do you have any suggestions on how to achieve this? Eudes
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Refresh the page - I added some more detail.... CBR
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@Cerbera Thank you for your attention and response! I really appreciate it. You're right, it seems like a basic approach, but I must admit I’m not sure how to model the groove directly into the sphere. Sorry for my ignorance on something so elementary! Could you give me some pointers on how to do it? Eudes
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Love the nodes 2.0 - awesome 😄
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This looks to me like it should be as simple a thing as just modelling a groove into the sphere directly, unless there is some special (or spatial !) reason you need that element to be procedural ? If that is the case, then a simple boolean subtraction should do it - sphere and a thin torus under the new boolean object in that order will get you this sort of result... That'll be a very quick and easy way to go, but won't give you flawless topology if that is important at all... The manual way needs a small amount of prep for ideal topology in that I would make the base sphere out of a merely 8 segment (hexa) sphere under SDS, and then in a group with a spherize deformer to restore perfect roundness and provide a very solid topological base to work from, which will work more nicely with a collision deformer from any angle, because there are no complex poles at the actual poles of the sphere like there would be with a Standard sphere primitive... ... and once we have that manually modelling in a groove manually is fairly trivial operation mainly involving bevelling the highlighted edge above and extruding the resulting poly ring in a bit / shaping it as desired by scaling its component edge loops, like so... Let me know if you don't understand stuff, or if I am missing something important... CBR CBR
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Eudes Fileti started following Modeling of Groove on Sphere
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Hey everyone, I'm trying to model a sphere with a groove, as shown in the image below. This represents a variable curvature geometry, commonly found in general relativity. My idea is to animate a line traveling along the equator of the object. Although it's not perfect (I'd like a deeper groove), I managed to model it using the Collision Deformer. However, when rendering, I can't get the groove to appear without also rendering the object causing it. I only want the groove, not the capsule. Additionally, I need the longitudinal and latitudinal lines, so the solution with Volume Mesher and Volume Builder didn't work, as it didn't allow me to keep the lines. Do you have any suggestions? Bests Eudes groove-on-sphere.c4d
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Hello, I am 3D Artist and Developer, I am learning to C4D for upgrading to my skills 🙂 Right now I use as well with Blender, Lightwave and Houdini. All tool for my love to 3D software too. Nice to meet you and hope that it will be to share some of my work 😉 Have a nice day !
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the frustrating thing about it is that other than the deepfake mograph thing, this is exactly what they should be announcing but likely won't at all
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I think it is an April Fool. Earlier, instead of that video link (which isn't one) there was an image of a godawful interface supposedly from R2026. And this 'update' is being released on April 1st supposedly, and has a 2025.1.4 version number. There's nothing on maxon.net and the maxon app says version 2025.1.3 is up to date. I must admit I was taken in by it...for a few seconds.
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I hope this isn't an April Fool's joke. Not seeing it mentioned at maxon.net, not getting an update in Maxon app, and the Rocket Lasso image is just a jpg not a link, and the vid is not on Chris's YT page, and weird that the press release is from Los Angeles (should be from Bad Homburg) Anybody actually getting the update or has an actual link to video?
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buzznies joined the community
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HappyPolygon started following Maxon Unveils Cinema 4D 2025.1.4
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Maxon Unveils Game-Changing Cinema 4D 2025 Update: Enhanced Modeling, Texturing, and Scene Nodes March 31, 2025 – Los Angeles, CA – Maxon has officially announced the highly anticipated Cinema 4D 2025.1.4 update, promising groundbreaking new features that will redefine the 3D animation and motion graphics industry. This latest iteration of Cinema 4D introduces significant improvements to modeling, texturing, Scene Nodes, and animation workflows, ensuring a more seamless experience for artists. Official Statement from Maxon’s CEO “Cinema 4D 2025.1.4 is not just an update—it’s a revolution. We’ve listened to our users and implemented features that streamline workflows, accelerate creativity, and push the boundaries of what’s possible in 3D design. Our latest enhancements to modeling, texturing, and Scene Nodes will empower artists like never before.” — David McGavran, CEO of Maxon Key Features of Cinema 4D 2025.1.4: 🔹 Enhanced Parametric Modeling Tools – New and improved parametric objects offer greater control, including advanced spline editing and interactive beveling. 🔹 Advanced Scene Nodes 2.0 – A major update to Scene Nodes introduces a more intuitive interface, expanded procedural modeling options, and real-time performance boosts. 🔹 Improved UV Packing and Unwrapping – A completely reworked UV workflow includes automated packing, distortion minimization, and island grouping for better texturing efficiency. 🔹 Neural Render Engine (NRE) – Cinema 4D now features an AI-powered render engine that reduces render times by up to 90% while maintaining photorealistic quality. 🔹 Real-Time Path Tracing – A fully integrated real-time path tracer allows users to see near-final renders directly in the viewport. 🔹 Auto-Rigging AI – Character animation just got easier with an intelligent rigging system that auto-detects joints and optimizes weights instantly. 🔹 HoloC4D VR Integration – For the first time, users can sculpt, animate, and render in a fully immersive VR environment. 🔹 Redshift Cloud Render – A new cloud-based rendering system allows users to offload heavy render jobs and access high-performance GPU farms directly from Cinema 4D. 🔹 Deepfake MoGraph Generator – A new AI-assisted tool that generates realistic face animations from a single image input. 🔹 AI-Assisted Material Suggestion – The new AI-driven material engine suggests realistic textures and shader settings based on your scene context. Spline SDF Smooh blending of 2D splines. Outline Capsule Unlimited number of oulines with the new Outline Node and capsule Chamferer The new Chamferer generator brings non-destructive, parametric editing on individual spline control points Field Distribution Cloner Mode Fields can now be used to place children instances by mapping the hierarchy of the children to the intensity of the field. Release Date and Availability Cinema 4D 2025.1.4 will roll out as a free update for all Maxon One subscribers starting April 1, 2025. Perpetual license holders will have the option to upgrade at a discounted rate. For more details, visit www.maxon.net. Exclusive Interview with Maxon’s CEO, David McGavran Q: What was the main focus for Cinema 4D 2025.1.4? David McGavran: “Our primary goal was to refine and enhance the tools that artists use daily. We wanted to create a more intuitive and efficient experience, whether it's through procedural modeling, advanced texturing, or improved rendering. The new Scene Nodes 2.0 is a huge leap forward, allowing artists to build complex structures with ease.” Q: How does this update compare to previous ones? David McGavran: “While every update brings innovations, this one focuses on practical enhancements that improve workflow speed and creative flexibility. We've also made significant improvements to UV workflows, Boolean modeling, and dynamic simulations based on user feedback.” Q: Can you give us a sneak peek into the future of Cinema 4D? David McGavran: “Absolutely. We are already developing features for Cinema 4D 2026 that will push procedural modeling even further. Expect deeper Redshift integration, better scene organization tools, and an overhaul of particle simulations. We're also exploring more real-time collaboration features to make remote workflows even smoother.”
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Davidave joined the community
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For animation I would use Mospline since it has a lot of animation posibilities/parameters.
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Well.... I've asked (and still asking) for a Helix 2.0 with myltiple modes like Logarithmic. Archimedian and Double but primitives won't ever change in fear of compatibility break with older projects. But you could try it just on a Symmetry Object ...
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Hi all How can I do a double spiral? It should animate from zero central point and both ends should grow at same time thx
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I have an x-particles simulation that's been cached and re-timed. I need an alembic export of this so that I can send it to a render farm that doesn't support X-particles. I can get an alembic export of the UNcached simulation, using thinking particles, but I'm not able to then bring that back into c4d and re-time it, because it doesn't allow for interpolation. If I try to cache my simulation, the thinking partilces just don't seem to recognize it. Is there another way to export an x-particles simulation? Or get the thinking particles workflow to recognize the cached particles? Thanks for any assistance!
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Update on various DCCs and CG Technologies - (January/February/March 2025)
Jeff H1 replied to HappyPolygon's topic in News
Autodesk released 2026 versions of their apps - Earlier
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Dash The full version of Dash is intended to let artists to build complex environments without having to navigate the Unreal Editor’s interface, working primarily in fullscreen mode in the viewport. It provides readymade behaviors – accessible by typing natural-language search terms into a floating prompt bar – for common scene-building tasks like ‘create terrain’ and ‘apply water’, plus scattering tools for dressing environments. As well as game development, Dash can be used for offline work: for example to create animations, visual effects projects or architectural visualizations in Unreal Engine. You can read more about its features in this story on Dash 1.9, the current release. Polygonflow has now updated the trial version of Dash so that artists can use part of its toolset for free indefinitely. You can now use all of the features for free for 14 days, after which point you have access to the content browser, but not other functionality like object scattering, physics or material blending. The change makes Dash a more fully featured free alternative to Unreal Engine 5’s native Content Browser, with support for asset tagging, and fuzzy, semantic and Boolean search. You can read about its functionality – much of which was added in Dash 1.9, and which makes it quicker to search large collections of UE5 assets – in the online release notes. Dash also integrates with Fab, Epic Games’ online marketplace, and comes with libraries of free IES lights and CC0 assets from Poly Haven. Dash is compatible with Unreal Engine 5+ on Windows 10+ only. Free licenses work in demo mode for 14 days, providing access to the full toolset; then in free mode indefinitely, providing access to the Conent Browser and AI assistant only. https://www.polygonflow.io/try-dash CharMorph CharMorph is a successor to previous open-source Blender character generator MB-Lab – itself a community fork of the popular Manuel Bastioni Lab. Both have now been discontinued: Manuel Bastioni Lab in 2018, and MB-Lab last year, with development work moving on to CharMorph following the release of MB-Lab 1.8.1. According to the development team, CharMorph reimplements “most of MB-Lab’s features”, and uses the same base meshes and character morphs, but does not contain any of MB-Lab’s code. CharMorph makes it possible to create custom 3D characters by starting with one of the base 3D characters included with the software and applying morphs to modify it. The morphs have to be baked destructively before the character is rigged, although it is possible to export them in advance, making it possible to keep iterating on a character design. It is also possible to use CharMorph to modify an existing imported 3D character, including those with different topology. Exported characters can be rendered with Eevee, Blender’s real-time renderer, or Cycles, its main production renderer: you can find more details in the online documentation. Although it lacks some of the features from MB-Lab, such as auto-modeling, CharMorph has a number of advantages over its predecessor, listed on the project’s GitHub page. Key benefits include support for Rigify, Blender’s modular character rig creation system, including for facial rigs, and real-time fitting of clothing. It is also possible to set skin and eye color directly, and displacement is done at material level rather than using the Displace modifier, making it possible to preview the effect in Eevee. But perhaps most significantly, it is possible to use characters generated with CharMorph in any kind of commercial work, including closed-source games. Whereas the base character from MB-Lab is licensed under an AGPL license, CharMorph has three alternative base characters with Creative Commons licenses: either CC-BY attribution licenses, or in the case of the Vitruvian character added in the latest update, a full CC0 license. In a story on BlenderNation, the developers comment that they aim to provide character models that can compete with those from closed-source solutions like Character Creator or Daz Studio, “achieving the level of quality seen in blockbuster movies and next-gen video games” As well as the Vitruvian character, CharMorph 0.4 features a number of other improvements, including the option to download characters or update the add-on directly within Blender. The development team says that it now plans to extend the software beyond humanoid characters, making it possible to create animals and other creatures. CharMorph is compatible with Blender 4.4. It’s a free download. The software is open-source: the source code is available under a GPLv3 license. The individual base characters are available under a range of licenses: the new Vitruvian character is CC0. https://blendercharacterproject.org/ https://github.com/Upliner/CharMorph Yeti 5.2 The update adds two new nodes for resolving intersection issues: Plume, for resolving feather-feather and feather-geometry intersections, and Resolve, for fiber intersections. Other new features include cross-platform file path mapping, following a similar convention to the Arnold renderer, and a new C++ API for evaluating Yeti graphs. The previous 5.1 updates were primarily bugfix releases, and to add support for the current versions of Maya and the supported renderers. Yeti 5.2 is available for Maya 2024+, running on Windows 10+, and RHEL and Rocky Linux 8.5. Indie licenses – one perpetual node-locked workstation licence and one render licence – are available to artists with revenue under $100,000/year, and cost $329. Studio licenses – one perpetual floating workstation licence, plus five render licences – cost $699. Further packs of five render licences cost $399. https://docs.peregrinelabs.com/release-notes Zen UV 5.0 New features in Zen UV 5.0 include the Zen UV Touch Tool, which makes it possible to perform common operations like moving, scaling, rotating or snapping UV islands more quickly by manipulating them directly in Blender’s UV Editor, using an intuitive-looking gizmo. There is also a new Auto Unwrap operator, which provides a bridge to Ministry of Flat, Quel Solaar’s free standalone Windows-only UV unwrapping tool. Workflow improvements include a new Zen Sync operator, which preserves edge and face selections when switching between working modes. There are also new options for selecting intersecting or stretched faces, new control options in the trimsheet tools, and updates to Zen UV’s native UV unwrapping algorithm. Zen UV 5.0 is compatible with Blender 4.0+. A single-user license costs $39. The update is free to users of version 4.x. https://zenmastersteam.github.io/Zen-UV/latest/changelg/release_note_5.0.0/