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Showing content with the highest reputation on 06/23/2022 in all areas

  1. First try with a semi cool lighting, could be worse IMO
    2 points
  2. Join U-Render and Toolfarm for a FREE webinar on July 7, 2022, at 1:00 PM ET/10:00 AM PT/7:00 PM MESZ. Learn about using U-Render for Pre-Visualization to Final Frame Rendering in Real-time. Register for free here: https://bit.ly/3zY3Kuo
    1 point
  3. Hello. Another C4D-inspired post, from here. To tackle this, a displacement shader can do an excellent job at render time, using standard geometry, that would otherwise require unreasonably high poly counts, if modeled. The below image, rendered in Mantra, uses a curve (rather than a texture), to define the displacement area, and the shader can use a ramp to create the falloff. Mantra might be slow, but the quality it produces is evident from the extremely clean displacement it generated. I'm not fully comfortable with Karma, but I believe I can reproduce a similar image with it. If you inspect the attached scene, you'll see a bog-standard setup with the geometry. All the magic happens in the material shader, where you can query the distance between two objects (at render time), and then drive a displacement with that information. Displacement Shader with XYZDist (Mantra).hiplc
    1 point
  4. Not much to see in the wireframe. Just a standard sphere and a curve projected onto it.
    1 point
  5. Hi everyone! I'm Erin and I'm a 2D Motion Designer from KC. I just started learning C4d (roughly a month) and I've been using after effects for a little over 2 years now. I really want to broaden my capabilities and push my creativity to the limit. I work with 2 other 3D artists so I hope joining this community will help bring up to speed a bit more. So excited what I can create with C4D!
    1 point
  6. CERBERA, once again, exceptional guidance. Following your lead to the UV Transform Controls, and with further research on those controls, I now see that in being able to place/snap the Island's Pivot Point practically anywhere on the Island, you then can Snap the Pivot Point to any other Island, via the selected Snap location. As always, nothing but exception information, and assistance found here at Core4D.
    1 point
  7. Thanks she’s pretty cool
    1 point
  8. There is not, without moving those children first. I agree that is not the most intuitive of behaviours, but that is the way it works and always has done. Perhaps Maxon would be willing to change that - there is a modifier key free that could do it - we can use shift and alt modifiers to change where the new axis appears, which theoretically leaves ctrl free to do it without children... I will suggest it. CBR
    1 point
  9. This is great, was always a big fan of her in super smash. Awesome job
    1 point
  10. ...or the transform controls in UV edit... CBR
    1 point
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