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Showing content with the highest reputation on 04/03/2022 in all areas
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Apart from enjoying all the lovely sculpting, I am reminded of the classic statement on sculpting by Karl Pilkington, in which he concludes that because most statues we see are naked, then carving a 'knob and bollocks' must be easier than doing trousers... still makes me laugh, years later... CBR2 points
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Thank you! But honestly, I can't remember ever meeting you! Dave 😆2 points
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Did you open the file? I cloned objects on to the points of a Plane in Objet Mode. I deformed that Plane to your Terrain mesh with a Shrink Wrap Deformer. I don't think I can be any clearer or concise than that.1 point
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Oh dear lord this has gone off the rails. Forget constraints. They are not suited to dealing with large sets. Get your cloner out of Grid Mode and clone in Object Mode to the Plane Object you're Shrink Wrapping. https://www.dropbox.com/s/09yi9k0fruh4dpd/Cloned_Terrain.c4d.zip?dl=01 point
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No, that's not how the cloner works - it is either in Grid Array Mode (independent of other geo) or it is using your landscape object to clone directly onto, which can be done in any of the Object modes the cloner offers, but of course grid array isn't one them ! So if it has to be a grid array layout then you need another way of snapping these things to the surface object. So I would try clamp constraints next (Surface mode) I think. Those don't work on clones (god I hate those constraint tags) but, if you apply a clamp to the object under a cloner, and then make the cloner editable, all the clones that have that tag applied should jump down to the surface, and if you have set the axes of these objects properly at their bases, then they will do so hopefully as you need, without changing their grid array positions on XZ. 'A surface-clamped grid array form ex-cloner, yesterday'. This does actually work with render or even multi instances too, but you have to manually copy the constraint tag to the instances when made editable, which is not the case in regular instance mode. CBR1 point
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1 point
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I wish the developers of cinema 4d would show that they listen to their users. Because right now it looks like an excuse. You could add not quickly but really something useful. And what do we have in the last few years? Lots of time spent on nodes for their dead render (physical and standard) Well really who can come to mind to waste so much time, then adaptation of Pro Render, well, it was clear to all that this is unpromising. Then, when everyone expects something trains us to roll out a new interface, which was already good and replace the free plugin to import files illustrator. Doesn't it look like a mockery? It pains me to write this, I've been using Cinema 4d since R13 and back then it really looked like a flagship motion design software. If I'm not mistaken there was news on the maxon website about the development of a new engine for cinema 4d, it was R17 or R18. We already have R25 and it's just as slow as R13. 10 years ago.1 point
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There is no answer. Maxon stopped making sense when they decided to abandon the software that was, for a while, the de facto standard for 3D texturing in the industry: Bodypaint 3D. I was in denial for 10 years but in hindsight, from that moment on, nothing made sense about Maxon decisions. The death of C4D is just a continuation of that.1 point
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For me, the problem is that I have to overpay, money for something that is not updated or what I do not need. First pay a bunch of redgiant plugins that have not contributed anything useful for 5 years, every year their plugins only glitchier and slower. And then to pay Insidium for a bunch of useless and useless add-ons when I only need x-particles. Going back to cinema 4d Since the release of R20 there is nothing added to our favorite program that we really need to work. Just 5 useless releases and it's not just my opinion.1 point
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I don't quite agree with you. First of all, in addition to cinema 4d for normal work have to buy a lot of plugins (they are different depending on the type of tasks) Render, because the physical or standart render is outdated for 10 years, I think you know it yourself. Most of the users are freelancers or small studios because the big studios use mostly other software.1 point
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I would like to get some updates on the modeling tool, now cinema 4d looks outdated on all counts by 10 years, People used to berate 3ds max but now it looks much faster stable and functional. Cinema 4d is unfortunately many years behind in all areas of 3D graphics, but it is the most expensive. I can't imagine a new person who would choose cinema 4d for that kind of money when all the competitors are better. I really hope that R26 will change my mind.1 point
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Welll... (Warning, tongue in cheek retort 😉 ) Here's one Cycles(X) only studio that's used it since Cycles was first introduced: https://studio.blender.org/welcome/ All joking aside, Cycles was the main render engine for (the now sadly) defunct Tangent Animation, who produced Next Gen and Maya and the Three (Cycles is the main render engine). BarnstormVFX also uses Blender and Cycles for their work (Man in the High Castle, Good Wife, etcetera). There are studios in India, Indonesia, and Japan that also use Blender and Cycles. So it's not as if ANY studio has not used Cycles as their main render engine.1 point
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I don't have the R23 installed so I'm going to step you through it using the R25 I don't have RedShift, I'm just showing you how to break a VDB in two. I did not have any spare VDB files so I made one myself The Cube is set in Subtract mode I selected the Volume Builder Object and go to Export -> VDB I then imported the VDB object and made it a child of an other default Volume Builder I just decided to make the first piece to be the central blob Then I duplicated the "Part 2" And now you have two pieces of the same object You just have to export those two parts as VDBs selecting the Volume Builder, not the Volume Mesher. Re-Import them and color them in Redshift. You can use a Random Field or Shader Field instead of my sphere to achieve more complicated results. As the number of pieces increases the more complicated the procedure gets... Here's the project file and the VDB for you to relink to it cloud.c4d cloud.vdb1 point
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Just to clarify / expand; that is not to say that the sculpt brushes don't work on meshes without a sculpt tag - they do, but in order to get the sculpt tag, and do interactive subdivision we do need to hit the subdivide button one time to get the sculpt tag, and then as many times after that for levels of subdivision you need. But no need to go to the sculpt menu for that, it IS in the sculpt layout, just not quite as obvious as it could be ! For reference, the Mac / PC thing is irrelevant - sculpt layout looks identical on either ! CBR1 point
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