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Showing content with the highest reputation on 05/17/2023 in all areas

  1. Fee is the same for users that registered before April.1.2023, there is no change, meaning 5 eur| 6 months. For new users it is 5 eur | 3 months. We have to finance dedicated server with high bandwidth and support plus forum software, addons, spam defense and backend. we are actively searching for new sponsorship to remove this and open up the community
    3 points
  2. (Probably my first original 3D article) This is a list of 10+1 useful yet overlooked or unappreciated features in C4D. 10) Scene Nodes Scene Nodes made their debut with R23 as an experimental feature drawing developer resources resulting R23 and the next couple of releases deprived from any major features. Due to its unusual for C4D UI, workflow and intuitiveness standards most users tried to stay away from it in a “let others figure it out first” response. None-the-less Scene Nodes are here to stay despite many people’s beliefs it would soon flop. Now many users do not hesitate to use Capsules but still quite few will spend time making their own, propagating the belief that SceneNodes maybe are not that powerful to produce what they expect or compete with other systems like Blender’s GeoNodes or Houdini. The Truth is that behind the scenes more and more people are working with SceneNodes and soon tutorials and new Capsules will be popping more frequently as witnessed with the last couple of releases. 9) Polygon Reduction This little generator is rarely used. Due to its name and function most users will rarely even considering using it because “Who wants to compress their geometry in a pile of ugly mess anyway, especially when Remesh is around to do it better”. Actually the Polygon Reduction can come in handy in abstract modeling, weird animations and my favorite: as an indirect uniform instance distribution. Polygon Reduction has a useful Preserve 3D Boundaries option. So when the Object Surface distribution mode of a Cloner fails to satisfy and you end up hitting the Seed value for half an hour to land a distribution where you don’t have intersecting instances, try to populate your surface uniformly use the Polygon Reduction as an instance in Vertex distribution. If the scale of your instances is not an issue throw a Push Apart Effector. 8 ) Sculpting Although not as powerful as ZBrush is, if you don’t want Forger because you don’t work on a tablet or don’t want a subscription to ZBrush, then this is your best alternative. It includes all the essentials for sculpting plus many advanced tools. It’s a quite complete tool case. Probably the most invaluable feature is to turn your sculpts to a Displacement Texture using the Bake Sculpt. Blender boasts its recent 3.5 release about its VDMs (Vector Displacement Maps) after ZBrush later this year made it possible to copy sculpted details as brushes and reuse them while C4D had it all along since R15. Plus the very useful and overlooked Projection tool. Which can also project tubed meshes ! 7) Camera Calibrator Tag This is another tool most users haven’t ever used myself included. It is used for Camera Mapping and provides many useful parameters and options for a quick camera placement from a reference image. It’s basically the equivalent of Motion Tracker but for still images. 6) Tension Tag The Tension Tag is placed in the Character Tag menu so most users that aren’t concerned with Character Rigging overlook it and don’t know it can also be used for modeling. Although you can achieve the same effects using the Displacer Deformer, the Tension Tag is more preferable for animations when the amount of deformation of a polygon from its initial state alters the Weight Map of the object allowing for local effects on regions of structural stress. Try doing this Reaction Diffusion without Fields! I think it’s faster too. And we have the Tension Tag to thank for this since R17 (I think). 5) Feather Object Right in the middle of this Top 10 list lies the Feather Object. I don’t just rarely see projects that use feathers. I’ve just never seen any feathered projects ever. And I’ve never used that object myself either! I might have seen a scene or two during MAXON’s demo showreels but you never know what percentage of those scenes are C4D. It’s a quite interesting generator with many parameters carefully designed to model any type of plume. It’s also a generator that doesn’t work on geometry like the Hair object but on guides. It essentially generates guides for guides. So if you want to turn any hairy model into a feathered model just put the Hair object under the Feather oblject! (also works for splines) 4) Instance Object Who uses Instance objects, right? Cloners create instances themselves by default why should I need an Instance object ? Maybe it’s used only when you turn a Cloner to an Editable Object. The truth is that the Instance Object can make your scenes a lot lighter when you don’t use a Cloner yet you do use a lot of copies of the same objects. Most users overlook it because the first thing that comes to mind when you need a lot of something is to clone it with the Cloner. Probably the Instance Object is what makes the Cloner work in stealth mode. I'll let the Master Shapiro show you one practical use of this object. 3) Smoothing Deformer Oh the Smoothing Deformer! With a bent tube as an icon (a flat iron R25+), it doesn’t really excite. Also the name doesn’t excite either. Usually users when they want to smooth things out they’ll use the Subdivision Surface generator (SDS). But what if you don’t want to increase the number of your polygons? Yes you guessed right. But wait, what are the Relax and Stretch modes? Stretch will try to maintain the overall shape and volume of your object. So any hard edges will be preserved while polygons try to be of homogenous area. The Relax is the most interesting one. People ask all the time how to make stills with realistic cloth wrinkles and will resort to cloth simulations or even sculpting… Look no further, this is your salvation! With just a few mindless brushstrokes with the Brush tool this deformer will blow your mind. 1) Plane under SDS. 2) Plane without SDS, just play with the Brush (Mesh->Transform Tools [M~C]), 3) SDS again 4) Just apply the deformer in Relax Mode. 2) MoSpline Turtle My favorite. MoSpline is not a rare tool on users arsenal. Who doesn’t like those sexy curves, and the icon is the most elegant in the whole app (talking about the old one). But the Turtle mode is just absent from any C4D project I’ve ever seen. It’s like it doesn’t exist… I guess people see those unintelligible symbols and delete the poor tree before a virus turns C4D into Houdini. The Turtle mode is highly unappreciated. Although it does have room for improvement in its capabilities, what someone can achieve with it is quite impressive and there is no other way to do it (except maybe coding it in Python). Anyone with affection for fractals appreciates this tool. Unfortunately most people love only the colored Mandelbrot type fractals. Line fractals deserve some love too! 1) XPresso Well, what did you expect? Although a lot of users do use XPresso, still very few are well knowledgeable with it. Most users relate XPresso only with Thinking Particles and this is the main reason most users resent XPresso, because it doesn’t deliver easy, fast and intuitive particle setups. There are also many shady corners in XPresso that are rarely used in scenes so most people don’t know how they could even be used. What for should someone use Dynamics nodes or Hair nodes ? Who knows ? Anyhow, XPresso is very powerful tool if you know how to use it, and it has an overlooked cousin feature the Driver Tag that developers made just for those who don’t like XPresso. Bonus Feature Pyroclusters The most underappreciated feature ever. Today it’s totally outdated because we have Pyro. But if you don’t have RedShift or any VDB compatible renderer what will you do? Just look at those clouds! 0 voxels, 0 GPU RAM needed. There are some preset shapes you can use like box and cylinder which I have no idea what practical purpose they serve but the Hemisphere can be used to see clouds from below. The downside is that you don’t have the flexibility Pyro offers because you need a particle setup, and sometimes particles are not enough so you have to use Thinking Particles which leads us back to XPresso. Other limitations follow like that they are not compatible with VDBs because they use apperceptive 3D shading algorithms instead of voxels, so you can’t export them to an other application and that PyroCluster does not work in conjunction with the depth-of-field functionality. Other than that, if you work natively, Pyroclusters can provide some comfort when you need some fluffy clouds or smoke. This is a special case of under appreciation because people do not appreciate the ingenuity used for this one-of-a-kind feature. I should be making a YT video 🤔
    1 point
  3. Hello all. Been a while but Im back with a free tutorial for beginners to intermediate. I made a tutorial on how to model a simplified Bumble bee using primitives and basic tools. I will continue with this project in a second video on how to rig it and pose it. Full Video. Teaser Video
    1 point
  4. It's only scanned models animated with Mixamo (I recognized the mocap directly) and duplicated with a cloning/particle system. There's nothing really "procedural" about it. It can be done manually in Cinema 4D, for free and relatively fast. The easiest way: 1. Create your characters and looped animation in Mixamo (https://www.mixamo.com/). 2. Export them in Fbx. 3. Load the files in Cinema 4D, adjust the textures, make variations (colors, scale, speed, ....). 4. Clone these characters with Mograph or Xparticles. You could also use the characters in Cinema 4D's asset browser (Models > Humans > 3D people), load and animate them in Mixamo.
    1 point
  5. Got a decent start on this the other day... Wil post again when I have finished that bit ! CBR
    1 point
  6. Yeah, i've paid too and still get the notice. Also shouldt there be an area in the personal profile settings where my subscription status can be seen? I happily pay for core4D but the i shouldnt be getting all these banners and mails, this really doesnt feel like a membership.
    1 point
  7. Seems like a reasonable way to go. In my version I am holding all the 'fruit' in a dynamic collider box (static mesh) and using a moderate strength wind with some turbulence to float them all up to start with. However, before they reach the top of the containing box a linear field attenuates the wind, making them fall languorously yet chaotically back down, depending on what you do with wind strength... By keyframing that strength you should be able to either fade off the wind, or turn it off abruptly, making them all fully susceptible to gravity again quite quickly. tossing fruit.c4d CBR
    1 point
  8. Working on an animation of deer walking in snow. Using the Collision deformer and tweaking its settings, I am getting close. However, I cannot figure out how to keep the “peaks” from forming when the legs come upward. Any ideas on how to prevent that from happening? deerwalkinginsnow.mp4
    1 point
  9. Oh noooo. That makes me so sad. Such good memories hanging out at the Villa. Onwards and upwards!
    1 point
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