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Showing content with the highest reputation on 05/02/2023 in all areas

  1. This uses the Boolean Intersection technique ive described on youtube but combined with Volume builder twice to finally create 1 click edge damage concrete the proper way. This of course also works for other materials. It took me a long time to get on the right track to get the concrete technique right to not make it look wrong. The key is to try keep sharp edges and a flat surface mostly, but options for holes and grunge are there. How to use: Just drag any mesh there, thats it. Make sure the mesh is closed, otherwise you will need to go to the volume builder and enable the "optimize and close holes" which makes it much slower however. Tips: You can tweak the top volume builder Dilate and erode settings for surface details or sharper softer outcome. You can tweak the bottom volume builder to change the edge damage. Also try increase Iterations in dilates and erodes. Total calculation time is a couple seconds only on my 12900k but the boolean is the bottleneck and can get laggy, however I do a mesher reduction and polygon reduction to optimize. I think this could be further optimized by using the boolean from the Nodes system which I strongly assume is multi threaded (Edit: there is no geo boolean in nodes yet?), but I haven't gotten to that yet. If that were the case, you could feed this much more powerful things. You can also try high quality boolean. You can also drag multiple meshes at a time. Test settings on a small mesh for performance always. The polygon reduction on top does a good job in making game ready meshes as well, also applies vertex colors for AO and edges ready for shaders to be used within engines such as unity or unreal. Recommended process is: - Drag in, wait - Create instance - Collapse instance - Drag instance into poly reduction (tweak if wanted) - Create instance of poly reduction - Collapse poly reduction - Export mesh with the vertex colors / Use in production But do as you like, the mesh is there. Edit: I should also upload this to downloads Download below. Shrikes Damage Generator.c4d
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  3. maybe maxon should poach some blender devs. 😮
    1 point
  4. Very nice. Thank you. Please note that this generator is also good for making cheese!!!! Dave
    1 point
  5. For sh*ts and giggles I found a decent C4D theme and tweaked it slightly. It's enclosed. C4D_2023.xml
    1 point
  6. For some reason I am not aware of, OTOY's YouTube channel features numerous videos about an independent project called The Roddenberry Archive. Their mission is to recreate all original designs of every Star Trek production Enterprise ships and Bridge Control Rooms concepts. In one of their videos (5:36) I caught a glimps of the software they used for modeling.
    1 point
  7. So there are exporters to take C4D assets into Unity and UE5 game engines, I was wondering if you can go the other way around? There are quite a few models on the Unity and Unreal marketplaces and I'm assuming they could be exported through FBX and brought in to C4D. Just wondering if anybody knows of any importers.
    1 point
  8. It's probably similar to Google Lens where you drop an image into it and it will find like images to show you In this case SD is using a basic rendered image as a prompt to create its own image. Some of the first images created in AI were taken from blobby art work (aka MS Paint) which the AI created scenes from. So green lumps at the bottom, blue at the top and some brown strokes in the middle would get interpreted as a green meadow with a tree in the middle and a blue sky. I think something similar was done for Blender too. Edit: It's actually the same developer...
    1 point
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