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Showing content with the highest reputation on 03/28/2023 in all areas
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Hi all We are proudly presenting our second plugin based on wonderful new nodes technology for creation of parametric surfaces CORE 4D primitives 2.0 https://www.core4d.com/ipb/store/product/44-core-primitives-20/ Some things are impossible to model correctly. Expand your primitives with these premium parametric surfaces based on pure mathematics. Fully adjustable, fast, seamlessly integrated as capsule or node they are fully compatible with Cinema 4D in every respect Package contains following 12 primitives: * Menger sponge * Mosley snowflake * Fermat spiral * Archimedean spiral * Hyperbolic spiral * Tan spiral * Koch curve * Dini surface * Braided torus * Umbrella surface * Sierpinski triangle * Taubin heart Requirements: Cinema version 2023+ is required Here they are in action2 points
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Per clone target setup with python effector. Each clone looks at it's respective target 213_Target_per_clone(MG).c4d2 points
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PA.mp4 I also didn't understand your question, but here's a little test. New Cloth Simulation. Set up the rubber element simulation, then used the cloner to make the handle. I used these parameters Bendness, Stickiness, Friction, Iteration, Smoothing Iterations. + created a vertex map for Bendness and Stickiness.1 point
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Back in them days when I was using C4D Advanced Renderer on my MBP rendering such sizes, it sometimes would take this long. Today can't remember much of the settings I'd change to reduce render times. so I can't help there. But the farm sounds like a great idea when on a deadline. They can use distributed rendering so it should take more like 15min-1h depending on the farm and amount of render nodes available. These days there are more tricks available. Using AI you can render at lower settings and/or resolution and denoise/upscale the finished visual to the size you need. It depends on the visual how original is maintained but often it works really well for me. With simple animations I might render at FPS x0.5 or x0.25 and slomo it down with AI 2-4x super smooth, cutting render times 2-4x. But if client has some budget, the farm sounds like the quickest & easiest for a plug & play fix!1 point
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It will not π But you can assign a video to a material, which you can apply to a plane, and have that play back with the timeline. This also has the advantage of working in perspective view, and can be easily offset behind your models. CBR1 point
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NAB this year is Saturday April 15th to Wednesday April 19th. Maxon is there for all those dates. Their ad copy says "this is where you'll find a renewed path to clarity and confidence that takes your work in bold new directions." https://www.maxon.net/en/event/nab-show-2023 And the headline at the top of the page says NOW GET READY FOR WHAT'S NEXT The only way they could make it any clearer that new features will be demoed there would be if Dave and Rick wrote the message on a baseball bat and Noseman then thumped readers over the head with it like Robert De Niro in The Untouchables. The April 2022 features last year were shown off just a few days before NAB, so my guess is late second week of April we'll see Maxon's new bits and pieces, I could be wrong though. Or we could get them even sooner. Maxon have a 'very special' @Ask the Trainer episode for March 30th, topic yet to be revealed. Hopefully it'll be more worthwhile than the very special episodes you usually get when you hear those words. https://en.wikipedia.org/wiki/Very_special_episode1 point
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Some more MoGraph fun : ) 34_Writing _text(MG).c4d1 point
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Here is an elaborate setup - Tracer. It is a reduced version of MoGraph tracer but setup can be expanded to include more features Some basic control are available Graph is complex but groups and subgroups are commented to good extent to explain what is going on 01_Tracer.c4d1 point
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Here is an example of orb eating up other orbs. I recall seeing this somewhere but cant recall anymore where. It is interesting effect and requires more complex graph. Graph itself Graph is commented, hope it helps uncover some tricks and help further understanding how capable nodes are π 119_Munching_Orb.c4d1 point
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Pure node example! A beacon, radar or radio station, whatever you want to call it π Graph is not complex at all 109_Beacon.c4d1 point
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Here is an interesting one - random text to textπ AM controls You can choose the text, random seed, amount of randomness plus some extras such as removal of curly braces, commas and specific characters Graph 167_Random_Letters.c4d1 point
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Here is a bit more elaborate setup - splinewrap prototype. Generator takes a mesh as input and in link deforming spline can be loaded. Some basic controls are present Graph The setup can be expanded to reflect current splinewrap deformer and expand on it 67_Splinewrap.c4d1 point
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Here is an example of hot make a fish school, or flocking effect. This is pure nodes setup. Control the effect through controls on grid and random node 57_Fisch_School.c4d1 point
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Here is a aim constraint prototype. Simple but can be turned into full blown setup following the same principle π Target is loaded in Generator Graph is simple 21_Aim_Constraint.c4d1 point
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Here is a bit more elaborate setup, in this case purely nodes based. Essentially it is an inheritance effector where clones reach transformation of target object with temporal offset. Sounds complicated but effect is quite known. Following controls are provided You can choose what is active (what transforms), duration and gap. The main part of the setup is located in inheritance group To use, simply set final transformation with null object Press play and clones will transform from original state defined by distribution to new transformed state. You can easily swap the distribution. The challenge would be to make this a capsule π 112_Inheritance.c4d1 point