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The new update came out a few hours ago ... I was getting anxious about when that would come out as I had unavoidable delays with my next feature suggestions list... It's quite a big update ! Lots of things to explore. I'm still waiting for Rocket Lasso to air something so I can understand what those "user-defined particle properties" are... Full feature list: https://help.maxon.net/c4d/en-us/Default.htm#html/33010.html?TocPath=_____3 Rest of MAXON ONE showcase: Soon a new Ask the Trainer will air. It is titled special so I guess it will be about 2025.15 points
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I would like to present advanced Sky-Rig system for Cinema 4D. Octane and Redshift versions. Using this rig you can have possibility to change every parameters of Sky, Horizon and HDRI map as you like with some special features : - Cloudy sky simulation with soft transition from clear to cloudy sky included special Custom model - Two Sky models included - Custom, Hosek & Wilkie - Sun height, Sky rotation with individual HDRI map rotation connected to global Sky horizontal rotation - Many options to change color of Sky models and HDRI maps like temperature, saturation, exposure, gamma - Disconnected Sky power from Sun Power - fell free to change them individually - Individual color controls for Sun and Sky parameters - Support for Horizon Line maps with included alpha - they can be scaled, moved with repeating effect - Virtual ground plane for HDRI maps which doesn't have included ground that works like backlight - fully customizable - Reflection only HDRI and 8-bit spherical map support - Two HDRI maps for fast switching and comparison - Camera white point included - Reset to default buttons Redshift : Available on Gumroad : Octane : https://archviz4d.gumroad.com/l/yqfoj Redshift : https://archviz4d.gumroad.com/l/pdmwo4 points
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Dear members Adsense is gone now. This should vastly improve browsing experience. Please let us know if you notice some remnants so we can act on it. Big thanks to all subscribers and contributors, this would not be possible without you ❤️4 points
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Hi CG-fans! Nice of you to drop by and check out my little corner where I would like to present my handmade texture collections. https://mlon.gumroad.com/ No shameless self-promotion whatsoever here! 🙂 This started out as a free-time fun project where I made photos of my surroundings and created textures from them that I gave away reaaally long ago on Cg Channel and Lightwave forums. Then I thought of creating a few new packs because I like doing it and see if I can sell them to likeminded people who could use them in their projects. I am mostly focused on archviz and have worked on several tv-series, animations and movies. So, here I am selling you my stuff! 🙂 Each material has a C4D scene and rendered with Corona. This is my first Gumroad page and am not even sure it works. We'll see if I have set it up properly, haha! Anyway, if you have suggestions, problems or tips then don't hesitate and let me know. Oh and if you buy 2 packs you get the third for free till the end of the year. Just shoot me a mail with the ones you bought and I will send you the third one. Thanks! Cheers, mlon4 points
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Here is how to calculate smooth tangents in nodes. Setup is interesting because it shows some previous/next iteration techniques which are widely applicable 🙂 237_Calc_smooth_tangents.c4d3 points
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@Smolak import c4d def main(): objs = doc.GetActiveObjects(0) for index, obj in enumerate(objs): inst = c4d.BaseObject(c4d.Oinstance) inst.InsertAfter(obj) inst[c4d.INSTANCEOBJECT_LINK] = obj inst.SetName(obj.GetName()+"_inst") orig_pos = c4d.BaseObject.GetAbsPos(obj) orig_rot = c4d.BaseObject.GetAbsRot(obj) orig_scl = c4d.BaseObject.GetAbsScale(obj) print(orig_pos, orig_rot, orig_scl) inst.SetAbsPos(orig_pos) inst.SetAbsRot(orig_rot) inst.SetAbsScale(orig_scl) if index == 0: doc.SetActiveObject(inst, mode=c4d.SELECTION_NEW) else: doc.SetActiveObject(inst, mode=c4d.SELECTION_ADD) c4d.EventAdd() if __name__=='__main__': main()3 points
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New Booleans are definitely better. Far superior hierarchical / tag-based workflow, no longer requires solid operands, operands can now intersect each other with less likelihood of problems, glitching is much reduced in animation setups, surfacing is generally better, and it is faster to calculate than the old system was. It also succeeds in many situations where the old one would fail. So, as someone who has been rigorously testing this for a while, I have to say I am very impressed with it and it is a significant upgrade to Cinema's modelling toolset. CBR3 points
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I know the pattern doesnt stretch in real life, foil doesnt stretch. But there is literally no other solution. It doesnt matter what you do with the material projection, or UVs, you are asking for the impossible, it cannot be done. The only way it will work is if your 3d model incorporates the same folds, creases and imperfections that you see in the photos. You have to model the folding of the foil to keep your even pattern, there is physically no way to make it work on a smooth crease-less foil neck. Go take a look on turbosquid: https://www.turbosquid.com/Search/Index.cfm?keyword=champagne+bottle&media_typeid=2 Every champagne bottle on there either; Doesnt have a pattern on the neck Has the pattern squash and stretch Has the pattern cut off 4 times with cubic projection with seams Curls the whole pattern around like a beer bottle neck label Here, cubic mapping using folded flaps to hide the seams. even diamonds and cyl shape test.zip3 points
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CORE4D has got a great beginning series: My Scene Nodes 101 series isn't exhaustive but has some simpler examples: For more advanced training, Dominik Ruckli has some great videos: Dominik Ruckli - YouTube Additionally - once you've got a handle on Scene Nodes data structures and beginning/intermediate setups, you can generally follow along with Houdini / Geo Nodes tutorials. For those, it is hard to do better than Entagma: Entagma - YouTube3 points
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While studying the fascinating concept of density (gradient), I thought about applying what I learned to the previous project and I must say that I really like the result. Naturally in an absolutely primordial state, in this test I tried to obtain a sort of effective fluid dynamics from a performance point of view by feeding "only" 20,000 particles. Currently the code produces good fluidity (with adjustable viscosity) and a taste of surface tension, in the future I will try to refine the system!3 points
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menger sponge advanced version. it can create a menger sponge out of any platonic shape. this is a port of Junichiro Horikawas menger sponge tutorial for houdini (link to tutorial in scene file). 09-sn-menger-sponge-ADVANCED.c4d3 points
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This is how I would approach it: 1. Use a Build Node of type Vector2D so that you can take advantage of its add/remove input UI. Vector 2D because it allows you to specify min/max index in one go. 2. For each user-specified range, use a Range Node to build a list of indexes. 3. Collect all of the indexes in a single Array<Integer> 4. Use that array to control the "Selection" (not selection string) input for the Delete node. Ideas to make it more useful/robust: 1. Negative Indexing: Add support for negative indexing so that `-1` is the highest indexed polygon. 2. Start + Count: Maybe switch from Start/End indexing to Start + Count so that it's easier to select big blocks of numbers. 3. Step Size: Switch to a Vector3D input so that you can specify a step-size for checkered patterns between selected elements. 4. Custom UI: The build array node lets the user specify as many elements as they want, but it doesn't allow for custom-named elements. You might opt for building a custom UI that allows for a set number of ranges (I imagine 4 will be more than enough for most people) with checkboxes to activate them. _Authored in Cinema 4D 2025.1_ delete-index-range-list_v01.c4d2 points
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All nodes capsules, both nodes mesh and spline, selection and geometry modifiers can now easily ingest input objects. Objects can be ingested into graph as a child or link. object. Additionaly, whole linear hierarchies can be imported via object children and object links. For example, you can now subordinate some objects under nodes mesh and use them as input in robust way. The principle is the same as you would put a mesh under subdivision generator, spline under sweep or some objects under volume generator, child objects are simply available for processing. In case of a link, think link slot which cloner has when set to object mode, target for constrains or similar. In case of links, think list of effectors or fields. Here is how you add them to Capsuies Once the capsule is processing the input it will change color to generator color to indicate that In case of link or links it is the same as in rest of C4D This eases up referencing and ingesting objects to great extent, absolutely love it 🙂2 points
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I've already been playing around with the new scene nodes features. It's an amazing update! And now we can actually create our own custom particle modifiers using scene nodes system, which is going to give TD's so much power here! I'm loving using scene nodes rn. Thanks team! I haven't had time to mess with the new boolean system that much. Anyone thats stress testing it out, let us know what's different/better etc etc!2 points
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Awesome script, but it doesn't copy the object's position, rotation, and scale. Here's a version that does that: import c4d def main(): objs = doc.GetActiveObjects(0) for obj in objs: inst = c4d.BaseObject(c4d.Oinstance) inst.InsertAfter(obj) inst[c4d.INSTANCEOBJECT_LINK] = obj inst.SetName(obj.GetName()+"_inst") orig_pos = c4d.BaseObject.GetAbsPos(obj) orig_rot = c4d.BaseObject.GetAbsRot(obj) orig_scl = c4d.BaseObject.GetAbsScale(obj) print(orig_pos, orig_rot, orig_scl) inst.SetAbsPos(orig_pos) inst.SetAbsRot(orig_rot) inst.SetAbsScale(orig_scl) c4d.EventAdd() if __name__=='__main__': main()2 points
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I dont know which renderer you are using (so dont know if you have it) but this may be a good case for tri-planar mapping, some parts will be a bit blurred - but the overal effect should be fine PS see attached2 points
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New version 2.0 release NEW in 2.0! - Brick fill parameter which controls generation of all bricks so that bricks can be missing - Seed for brick fill which controls randomization - Select parameter where one can select specific brick or range of bricks to be excluded from generation Some random missing bricks2 points
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What you're describing is very useful for things like fences / support structures. You can get pretty close with this setup: Here, the Disconnect node breaks up the spline into a bunch of 2-point "spline edge" segments. This can work well if you don't mind double points at the start/end. If you want to ensure you don't double points, you'll need a more complex setup. The good news here, is you can save this as a node asset and just reuse it rather than rebuild it. resample-spline-per-sub-segment_v02.c4d2 points
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Some of you from back in the day may remember i started making a version of this some years ago, and made a decent amount of progress. i've since lost those files on a hard drive somewhere , so decided to scratch that hard surface itch and remodel from scratch. spent some time today starting on the eye assembly, i've got some quite good reference but will as you can image have to use some creative licence and make up the stuff i can't see. updates to come .2 points
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Hello everyone I am happy to announce that of Decemeber 1.st adsense will be removed. This will make the forum browsing experience become much nicer Thank you!2 points
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Time to revive this thread, here is a fun one 🙂 12_Butterfly.c4d1 point
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There are options in the dome light to remove it from the alpha channel. If you want to isolate individual objects (or materials) you can use the puzzle matte AOV. This gives you a pure R / G / B pass and allows you to control which object or material is assigned to which colour. Add a RS object tag to your object to enable its inclusion in the puzzle matte.1 point
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Lovely to see the enigmatic and long-absent Daniel Danielsson back with another reminder about why we all need him... CBR1 point
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I'd just get a circle spline or other suitable shape (loads of subdivisions), whazz it in a linear cloner, and then group that with a displacer using animated noise. Wavy clones CBR 01.c4d That sorts the movement out (tweak speed and noise scale / type to taste). But how to get them to fade out as they fall off ? I wonder if Blend mode in the cloner would blend between luminance colours of a material applied to 2 operands within it ? That, or some sort of fog / environment in C4D / RS. Or using depth pass in AE or similar (providing your clones fire off into Z space) ? CBR1 point
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Make a new scene and pick file > merge. This will load the content of your broken scene into a fresh new c4d file. Youll need to re-set some things up again but it might get you out of a hole.1 point
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@zeden Is this in scene nodes or it can be in capsule? Both are possible but with new object inputs it is really easy, here is a quick example multi_obj_delete_components.c4d1 point
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You could set global gravity to zero, and control it on individual objects that need it with Gravity Force, OR you could have 2 completely discrete simulation scene objects with different gravity settings and assign your sim components accordingly... CBR1 point
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Take the power usage with a grain of salt. Yes macs are efficient, but the quoted gpu numbers are always way over the top compared to what they actually draw. when the 4090 came out, people were running around claiming it would draw 600w. The real world top end is 300w and with a slight undervolt you can bring it down to 200w for only a few percent performance lost. Real world 5090 at stock numbers will be 400, 450 watts at most. Youll be able to bring this down to the 300's with an undervolt.1 point
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They do keep him very busy these days ! I bet he's doing one, and it'll be along soon... as I recall he was little late with the last one too ! 🙂 Always worth it when it gets here though ! CBR1 point
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The problem is they're nice and quick for working, but ultimately lack any real grunt to get the rendering done. The M4 GPU is equivalent to average modern onboard graphics chipset, or an old budget Geforce 2050 card. The M4 Pro is similar to an old 2080 gpu or a modern budget 4050. The only chips with any real grunt are the Max and Ultra which are comparable to a 4070 or 4080 depending which you pick, but you're not getting them in a mac mini and you'll need to 3x or 7x the price to get the spec with them.1 point
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Would love to see 3MF Export support as its a very common format used for 3D printing1 point
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@kkamin Two options here 🙂 Either disable rotation in delay effector (seems scaling from zero is causing skewing) or use delay field instead1 point
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I would guess you are changing it in the wrong place, and not here, which is the place you need to fix it... ...and indeed, you had that set to default of -981 cm. CBR1 point
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Here is some simple trailing, MoInstance like but with nodes. Control the trail count in compare node. The advantage is taht the setup can be greatlu expanded, such as usig mixed objects and similar Simple_Trailing.c4d1 point
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Righty - here's how I'd go about modelling that base... We have 12 way rotational symmetry, and within that 2 way planar symmetry, meaning we only have to design topology for a nice small manageable section. And we don't need to go to the centre with that, because that is on a dual axis curve so we don't want any poles there. We'll make a patch for that later. 1. I started by outlining the main nubbin with as few polys as I thought I could get away with (whilst still keeping them mainly even)... I am using HB retopo for this, but if you find yourself without that, then polygon snap will do just fine in a pinch, and you could even shrink wrap onto the CAD model to more rigidly stick to that surface as you work)... I am working with symmetry here, so have only modelled the right side... you can optionally use the symmetry Hub / mode, but for technical reasons, I didn't on this occasion ! 2. Next, let's patch that any old how, expecting to need to revise it later, and expand the upper border... mostly using poly pen here, and frequently utilising things like smooth edges and equal spacing to keep things neat... 3. We need to continue out to half way across the square block bits, so did that, trying to keep edges as even as possible. 4. But now my modelling spidey senses kick in to suggest we'll be needing some harder edges and corners on the inner edge of the square bits, and that we should continue the lower loop around the indent on, to keep its outer control loop flowing around it (rather than down towards the centre), which led to the following topology changes... So I've run an extra loop across the square bit, and slid some edges about to get tight control loops for those corners, but, crucially, have got 4 evenly spaced edges at both inner and outer borders, which is vital for perfect SDS circularity (top) and partial sphericity (inner). I actually went on a bit beyond this to tighten those corners further before the next stage, and added some consistency as to how I did the cornering and additional loops round bevels for better base mesh definition. 5. So, having got one segment of the 12 mostly right, we can radial clone that x 12 to get the complete outer ring for the base. That'll need to be in a connect (weld on) to join those together. Having done that, we can make that connect editable, and count our border edges, which in my case was 48, which we can divide by 4 to conclude that we need a 12 x 12 plane for that centre section, and we will need to make that editable, Fit Circle it, relax / iron the inner points, project it to the CAD model (shrink wrap deformer) so we match the curve exactly and then CO&D that to the connect we made earlier, which should match perfectly if plans have gone well thus far... This means we don't have any complex poles in the base on that subtle curved area at the centre, which is important, because even though the slope is quite gentle there, it curves in 2 directions at once, so triangles or pole counts more than 4 will produce SDS artefacts that will be variously noticeable and not fixed by adding more SDS levels. SDS L3 is perfectly sufficient for this unless we choose to use SDS edge weighting (not necessary here), which would necessitate an extra level of it. ...and that leaves us a very manageable 48 radial polys with which to work our way up the rest of the bottle... We conclude that section with an Optimize, and checking it with Mesh Checker to hopefully reveal all quads and no borders, isolated points, or other errors ! 🙂 Hope that helps CBR1 point
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My ML Light Kit: The Full Kit is on sale for $50 for Black Friday until December 1st. These are Xpresso rigged Stage lights for concert, performance, and theater light renderings. Use code MLFRIDAY at checkout. https://www.evanalexander.com/ml-lightkit1 point
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yea I actually agree with that... I think the biggest benefit you will see from capsules and scene nodes stuff is gnna come from third party guys, where they will make cool stuff alot of which Im sure will be free... even dominik ruckli just newly released a cool match size modifier made in scene nodes you can use for free. very cool and easy to use: its stuff like this that gives a lot of hope for scene nodes... so don't lose too much faith in it yet...1 point