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  1. ok, main thing here is that sometimes too much detail is a bad thing. Your displacement map is a 2000x4000 image which is fine, but youve told octane's displacement to use a resolution of 8000x8000. This means the displacement is going to start showing the lower resolution of the image in the geometry. Lower the resolution of the displacement to 4k or 2k, then on top of that add in 2-3 pixels of gaussian blur below to give it a little more chance at being smooth. Next you can bump up the AA filter size a little. The default is 1.2 pixels wide, youll be fine with 1.3 or 1.4 Then I actually lowered the reflection depth down from 32 to I think about 10. Your letters are reflecting each other, making reflections of reflections. This wouldnt be so bad, but... ... your glass is too perfect. With 0% roughness you dont have glass, you have the most pristine diamond in the world. Ive taken the greyscale displacement map and piped it into the roughness of the glass, this way only the lettering will get a slightly rougher/softer finish. Its then dialled way back by setting the mix value of the roughness channel to 0.02 so it only affects it very slightly. This gets me from here to here
    4 points
  2. One thing that irks me with every simulation tech I have used so far: Most of the time I want to emulate the movement of something from the real world, as closely as I can. And most of the time it's endless fiddling with somewhat abstract parameters to achieve the realistic movement I know from the physical object. It really should be the other way around. Let me make my object, define it's size and weight and then let me choose from fine-tuned, well-tested presets. That's water! Or milk. Or sand. And then offer an advanced mode where I can fiddle around with advection and all the stuff 'under the hood'. But really, let me express my artistic vision through my everyday-knowledge of the real world. I don't want to study particle physics for any simple sim I do.
    4 points
  3. Here's a more general setup with comments. I'm calculating the number of chunks to create based on the length of the input array and the chunk size. chunk-arrays_v01.c4d And this is probably overkill, but I've also recorded a YouTube video talking through this setup:
    3 points
  4. DONT use SLI. SLI is purely for making old games run slightly faster, it does not make rendering faster in any way. Turn your machine off, remove the SLI bridge and just run the cards independently. Then in your arnold settings ensure both independent gpus are selected.
    2 points
  5. Hello all : ) We have a new plugin for you https://www.core4d.com/ipb/store/product/51-project-spline/ This helper plugin will project splines onto designated surface. Multiple input splines are allowed and will project accordingly. Strength slider is provided to control the projection strength Partial projection is supported Requirements: Cinema version 2025.1 + is required
    2 points
  6. Good news ! I might be exactly the right person for this project ! I actually have some experience building various shipyard components for another client, in addition to 25 years+ general modelling XP. I also very much appreciate the value of a highly organised scene structure, so we have that in common too. Lastly, although I do consider myself a C4D generalist, my main focus and expertise has always been in modelling / UV, so I tend to gravitate towards projects that let me focus on that alone, like this one ! 🙂 Only thing is I have 2 jobs ahead of this in my queue at the moment, which will tie me up until the end of next week I imagine. But if you think that could work for you, pls do PM me any additional information you may have, and hopefully we can sort something out to start around 24th Feb ? Many thanks CBR
    2 points
  7. You've got an open/unhandled Scope. Your Range node is initiating a scope/loop. You can see this because there's an open `{...`, you need to pair it with an Assemble Collection, Append Elements or some other node that will take your open scope and turn it back into a "single" thing. With a bunch of arrays, that "single thing" would be an Array of Arrays. Here, I'm using an Assemble Collection to collect the different sliced arrays. With a custom-specified data type that's the matching type of an array of the incoming arrays. chunking-and-joining-arrays_v01.c4d
    2 points
  8. Scene management and organization is name of the game 🙂 As far as I can see, you are still on older version of C4D? Having the latest version would greatly help due to having access to functionality such as rerouters and floating I/O nodes. The other thing is, it is possible that your modular wall can be reduced in complexity depending on how it is designed given the version you are on. Nodes came long way from that point, some concepts you are using may even be obsolete.
    2 points
  9. @filip - Nice setup! You've landed in one of the trickier areas of scene nodes: Dealing with nested iterations/scopes. Here's a setup that more explicitly handles the different scopes that uses Append Elements to make a new points array from scratch each iteration rather than deleting existing elements. As to why things lock up after 10 iterations... these numbers are scaling exponentially, so 10 iterations is a _lot_ of points. I'd recommend soft-capping your iterations with a slider, maybe 0-9, and hard-capping the values 0-10. Project File: kock_send_v02_dk.c4d
    2 points
  10. @filip Ah, the koch curve 🙂 I did that a while back, pretty sure it can help you out with understanding LCV. Most likely it can be improved further. I have posted here in the nodes file pit https://www.core4d.com/ipb/forums/topic/117017-scene-nodes-capsules-file-pit/?do=findComment&comment=764103 As far as performance goes, depends how many points it generates after 10 iterations. It should be over 3 million, that is quite heavy for my machine
    2 points
  11. Koch curve 🙂 Koch_Curve.c4d
    2 points
  12. Dear members and visitors A small ask if I may : ) We have a lot of new content on our YouTube channel! All the newer videos are now 1440p @60 fps which makes the experience much better. Channel is steadily growing but it is not easy to increase the visibility since there is so much C4D content of quality level we find a bit lacking, therefore if you can like or subscribe to the channel this would greatly help us move forward with quality content. https://www.youtube.com/@CORE4D Thanks a lot in advance!
    2 points
  13. Here is a plasma/electric ball. Particles stuff is really nice 🙂 01_Plasma Ball.c4d
    2 points
  14. Let's start by a simple burning match, nothing fancy, showing how Pyro plays with MoGraph 01_Burning_Match.c4d
    2 points
  15. I found this video in YT demonstrating an C4D animation with passes through a ComfyUI and SD1.5 setup
    1 point
  16. This Cinema 4d model is a solution for the Architects, this 3d model using Xpresso setting that allows you to quickly and easily adjust overall dimensions of the window, width and height, you can add a certain number of window pan! and you can adjust it using the controls provided, the number of window panels is calculated based on the total width, you can also open and close the window as needed.
    1 point
  17. Hello i am creating a solution for the Cinema 4D designers whom wants to use it in there architectures concepts Thanks
    1 point
  18. Step 1: Uninstall Norton Step 2: Beer
    1 point
  19. You helped a lot. Thank you. And as I sayd, I'll contact the Arnold guys. I have to say, I have only very good experiences with their forums. Will post back here for closure 😉
    1 point
  20. Here is a simple PSD morph example. The joint is driving the biceps/triceps bulge, deliberately exaggerated for display purposes PSD_Morph.c4d
    1 point
  21. Never mind _ I figured it out 🙂 I didn't have my input range set to degrees. Nothing to see here - move on.
    1 point
  22. Yes, you can switch between ops like this Type in switch node has to be neutron::ObjectPackage Please keep in mind that you are using experimental scene node graph and nodes. Capsules (nodes mesh, nodes splice, nodes modifier) are mainstay of nodes in C4D and have polished features and workflows.
    1 point
  23. Not sure if you will be able to open the scene, but in that case: - Place a vibrate tag on your "BackBone_Auto_null" - Enable rotation, regular pulse and set the frequency as you see fit - Open timeline - Drag the BackBone_Auto_null into timeline area (most left) if it is not visible - In timeline menu go functions / bake objects and set the parameters accordingly ( disable create copy) - Hit OK > This will bake all to keys - Remove vibrate tag > Now you have keys for each frame and can create a loop from it Fish_test_manual_0002.c4d
    1 point
  24. Apparently a new C4D update was released today. It's very small https://support.maxon.net/hc/en-us/articles/8658038724124-Cinema-4D-2025-1-3-February-12-2025?_gl=1*q6qc5u*_gcl_au*NzE4MDU1MzQxLjE3MzkzODg0OTE. But if you also use RedShift you also get an update for it which has a lot of specific-DCC bug fixes https://support.maxon.net/hc/en-us/articles/8814051767964-Redshift-2025-3-0-2025-02-February-12-2025
    1 point
  25. I don't know if this is a game-inspired story but it was very captivating for me. It was on the suggested list of YT and gave it a chance of watching it. I have the video quality to Auto which 80% of the time means 720p, the remaining 20% is less than 720. I hardly ever watch anything higher than 720, but this one, from the first 10 seconds I knew I was missing things and increased quality to 1080 What an eye-candy! I The detail, the textures, the environmental light and turbidity, the simulations... At first I thought it was one of those AI short movies (who has the time and inspiration for that kind of modelling nowadays...) but all the AI artifact outliers were missing. Also great job with the fractal terrain. I have no idea if EmberGen was used for that too but it looks awesome. Kudos to the team. I wasn't expecting something like this from Blender. The only flaw I caught was at 5:30 on the first (older) video were the explosion voxels of the air condensation are too big. Maybe it was the only way to make the effect.
    1 point
  26. Given your version my nodes solution will not work there. For your issue #2, use a sphere as a parent of field itself. You can create circular spline and use an align to spline tag and have the planet "orbiting". Also try using push apart effector with negative strength instead of plain effector, maybe that would give you better results
    1 point
  27. Hey! Thanks a lot. It's exactly what I need.
    1 point
  28. Try this. Plain effector is quite versatile. Spatial_Distortion.c4d
    1 point
  29. @Hrovje Really beautiful ideas and useful examples 🙂
    1 point
  30. Hi and to the forum The issue is mixing the keys and dynamics. Dynamics are catching up to keyframes. Playing with execution priority won't help, you will loose dynamic behavior with IK tag dynamics. Instead of keys, rather use a vibrate tag with rotation. This will give you smooth action throughout any duration of animation, no need to create loops in timeline.
    1 point
  31. Oh wot a doughnut! I should have realised it was the shadows that was causing the problem! Cos I ain't done any Redshift stuff for a while innit 🙂 Thanks very much Jeff for pointing out such an obvious overlook on my side - mucho appreciated 😉
    1 point
  32. I went to Paypal, found Core4D, and it said to click a link back to Core4D to cancel subscription. Recursive loop. Have things changed? How do I cancel? EDIT: nm, at the bottom it said Remove PayPal as Payment Method. That worked.
    1 point
  33. Brilliant, love it. Thank you
    1 point
  34. Answered here https://www.core4d.com/ipb/forums/topic/118894-converting-from-geometry-to-splines-in-a-node-modifier/#comment-764078
    1 point
  35. @Ignash I see what you are after. Edge to line can't use selections, you need to build your own setup. Here is the setup 254_Edge_To_Spline.c4d A spline is built from active edge selection. Note that the spline is built with separate segments for each two points (simpler) but you can use connect object to have continuity as shown in scene.
    1 point
  36. Maybe you turned it off in the prefs?
    1 point
  37. Fully functional scorpion rig. Remove cmotion walk to have possible rig 58_Scorpion(CA+CMotion).c4d
    1 point
  38. Hi folks This topic will be used to post example scenes related to particles, pyro and simulation in general. Feel free to post 🙂
    1 point
  39. Time to revive this thread, here is a fun one 🙂 12_Butterfly.c4d
    1 point
  40. Here is a setup which showos how to do particle to particle collision. Although there is no real collisions available at this moment, some modifiers can be adjusted to do a very convincing job 🙂 Bubbles.c4d
    1 point
  41. Is there a way to make edge selection from phong angle in scene nodes?
    1 point
  42. Some fun with Fracturing 🙂 147_Pipe_Mesher(MG).c4d
    1 point
  43. 1 point
  44. Here is some quasi unfolding with MoGraph 🙂 175_Poly_Folding(MG+XP).c4d
    1 point
  45. ScreenRecorderProject54.mp4 Interesting solution, was solving a similar problem yesterday but never finished it:) you've given me a brilliant idea. Reference https://vimeo.com/28052329
    1 point
  46. PM request, folding but on spline path 🙂 158_Curved_folding(MG XP).c4d
    1 point
  47. Lava lamp prototype 🙂 Make sure you cache the volumes 152_Lava_Lamp(MG).c4d
    1 point
  48. Some random text to speciofic word 67_Random_text_to_word(MG).c4d
    1 point
  49. Some cmotion stuff 58_Scorpion(CA+CMotion).c4d
    1 point
  50. And the often requested carpet roll 🙂 120_Carpet_Roll(MG+XP).c4d
    1 point
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