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  1. Here is how to calculate smooth tangents in nodes. Setup is interesting because it shows some previous/next iteration techniques which are widely applicable 🙂 237_Calc_smooth_tangents.c4d
    3 points
  2. Here is a very basic octree setup: 10-sn-octree.c4d
    2 points
  3. I would like to present advanced Sky-Rig system for Cinema 4D. Octane and Redshift versions. Using this rig you can have possibility to change every parameters of Sky, Horizon and HDRI map as you like with some special features : - Cloudy sky simulation with soft transition from clear to cloudy sky included special Custom model - Two Sky models included - Custom, Hosek & Wilkie - Sun height, Sky rotation with individual HDRI map rotation connected to global Sky horizontal rotation - Many options to change color of Sky models and HDRI maps like temperature, saturation, exposure, gamma - Disconnected Sky power from Sun Power - fell free to change them individually - Individual color controls for Sun and Sky parameters - Support for Horizon Line maps with included alpha - they can be scaled, moved with repeating effect - Virtual ground plane for HDRI maps which doesn't have included ground that works like backlight - fully customizable - Reflection only HDRI and 8-bit spherical map support - Two HDRI maps for fast switching and comparison - Camera white point included - Reset to default buttons Redshift : Available on Gumroad : Octane : https://archviz4d.gumroad.com/l/yqfoj Redshift : https://archviz4d.gumroad.com/l/pdmwo
    2 points
  4. Sure it's possible 🙂 vmap_selection.c4d
    1 point
  5. Time to revive this thread, here is a fun one 🙂 12_Butterfly.c4d
    1 point
  6. Turns out he uploaded an old episode.... Saw it later...
    1 point
  7. Waves.c4dSth. like this maybe? CHeck the noise values in displacer
    1 point
  8. There are options in the dome light to remove it from the alpha channel. If you want to isolate individual objects (or materials) you can use the puzzle matte AOV. This gives you a pure R / G / B pass and allows you to control which object or material is assigned to which colour. Add a RS object tag to your object to enable its inclusion in the puzzle matte.
    1 point
  9. Lovely to see the enigmatic and long-absent Daniel Danielsson back with another reminder about why we all need him... CBR
    1 point
  10. I'd just get a circle spline or other suitable shape (loads of subdivisions), whazz it in a linear cloner, and then group that with a displacer using animated noise. Wavy clones CBR 01.c4d That sorts the movement out (tweak speed and noise scale / type to taste). But how to get them to fade out as they fall off ? I wonder if Blend mode in the cloner would blend between luminance colours of a material applied to 2 operands within it ? That, or some sort of fog / environment in C4D / RS. Or using depth pass in AE or similar (providing your clones fire off into Z space) ? CBR
    1 point
  11. This is how I would approach it: 1. Use a Build Node of type Vector2D so that you can take advantage of its add/remove input UI. Vector 2D because it allows you to specify min/max index in one go. 2. For each user-specified range, use a Range Node to build a list of indexes. 3. Collect all of the indexes in a single Array<Integer> 4. Use that array to control the "Selection" (not selection string) input for the Delete node. Ideas to make it more useful/robust: 1. Negative Indexing: Add support for negative indexing so that `-1` is the highest indexed polygon. 2. Start + Count: Maybe switch from Start/End indexing to Start + Count so that it's easier to select big blocks of numbers. 3. Step Size: Switch to a Vector3D input so that you can specify a step-size for checkered patterns between selected elements. 4. Custom UI: The build array node lets the user specify as many elements as they want, but it doesn't allow for custom-named elements. You might opt for building a custom UI that allows for a set number of ranges (I imagine 4 will be more than enough for most people) with checkboxes to activate them. _Authored in Cinema 4D 2025.1_ delete-index-range-list_v01.c4d
    1 point
  12. @zeden Is this in scene nodes or it can be in capsule? Both are possible but with new object inputs it is really easy, here is a quick example multi_obj_delete_components.c4d
    1 point
  13. @Smolak import c4d def main(): objs = doc.GetActiveObjects(0) for index, obj in enumerate(objs): inst = c4d.BaseObject(c4d.Oinstance) inst.InsertAfter(obj) inst[c4d.INSTANCEOBJECT_LINK] = obj inst.SetName(obj.GetName()+"_inst") orig_pos = c4d.BaseObject.GetAbsPos(obj) orig_rot = c4d.BaseObject.GetAbsRot(obj) orig_scl = c4d.BaseObject.GetAbsScale(obj) print(orig_pos, orig_rot, orig_scl) inst.SetAbsPos(orig_pos) inst.SetAbsRot(orig_rot) inst.SetAbsScale(orig_scl) if index == 0: doc.SetActiveObject(inst, mode=c4d.SELECTION_NEW) else: doc.SetActiveObject(inst, mode=c4d.SELECTION_ADD) c4d.EventAdd() if __name__=='__main__': main()
    1 point
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