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Everything posted by Cerbera
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It isn't possible AFAIK, without 'save project with assets', which will put a copy of it in a tex folder in the root of the project directory. I don't think Maxon want people wholesale getting their download-only bitmaps out of there. CBR
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How to lock a plane to a pin connected to a gridline?
Cerbera replied to Iseah Osbourne's topic in Cinema 4D
I don't know why that is not working for you I'm afraid. Best do a support ticket with Maxon about that - it may be a bug. CBR -
Yeah - you leave a quite a lot to chance if you try and do this with displacement. I would suspect it is going to be tricky to get a flawless result using this method because displacement requires even geometry which your base mesh is not providing at the moment. The layout of your UVs, where you have appear to have relaxed the polys that make up the sides of the strap holes into the space where the hole should be - I bet that is causing at least some of the problems - I don't think the ridges should extend to the sides of those holes, yet are being told to do so by your UV. So one suggestion would be to split off the UVs that comprise the sides of those holes, and move them somewhere on the UV map where displacement is not applied, which should leave them smooth. Without your files I am uncertain if this is the complete solution. What I would do, on the other hand, is just bin off the displacement altogether and model it properly, grooves and all, meaning that we can very specifically direct the topology to get a much nicer / more predictable result. If we use sufficient poly density we can probably get away without control loops, or can handle those with edge weighting instead. Modelling it might not be as difficult as you may be imagining - you can use symmetry so you only have to model half, and the only thing you have to pay attention to is that your topology around the hole allows the continuance of those grooves - I modelled a single section below so you can see what I mean... CBR
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Ok, that second scene makes it a lot clearer what the problems with the first one were. First of all - turn the subdivision down in the Cloth Surface - having L5 (or L7 like your first scene) in there is a completely ridiculous value and is the entire reason the scene is horribly slow and memory intensive. That should be no higher than L2, if it is needed at all, which it probably isn't. Also you should know that this subdivision is not doing anything good here, whatever level it's on, because the topology of the text is both uneven and triangulated because the intermediate points in the spline and caps settings in the Extrude are not optimal either. However all that aside, your animation IS doing what you told it to do. There are 2 keyframes on that object, and they work; text starts one thickness, and reduces from there until next keyframe. There are no additional keyframes, so it stays there. If I add another keyframe after that, inflating it again, that also works for me ! So, still a bit unclear about what you think isn't working here... CBR
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How to lock a plane to a pin connected to a gridline?
Cerbera replied to Iseah Osbourne's topic in Cinema 4D
Welcome to Core4D 🙂 The plane doesn't get locked to a pin - it simply defines where world centre is, and therefore where a new object should appear in the scene. Are you saying that this doesn't happen for you ? What happens instead ? Did you have cam calib tag selected when you instantiated new object ? Is there definitely a pin in the scene, and is it in the right place ? CBR -
The thickness parameter in Cloth Surface is animatable, and works fine in all my tests. However, without the scene file we can't know what you may be doing wrong that is making it not work for you. Please upload it. CBR
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Good plan. HB gives you superb modelling tools that we are only starting to see in native Cinema in very recent versions: Quad-caps, even distribution, surface-aware relax, straighten edges, smooth edges, clip symmetry and of course its immaculate retopo setup, which is based on the shrink-wrap deformer. Pre S26 it was the best 100 quid you could spend in Cinema for the most gain. Even with S26 it remains useful, but not nearly to the same degree... Here is Holger doing some retopo using his HB toolkit... CBR
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If you have HB modelling bundle, retopo is a breeze and a joy, but even without it Cinema is capable, if not stellar in this area, particularly in latest versions, where we have the relax mode for the brush and magnet tools and we can project poly pen to underlying meshes live as we use it. I can't answer if 3D coat is better for this, never having used it, but the fact that I do retopo pretty much every day, and have never felt the need to leave Cinema to do it must say something... CBR
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I tell you who has done a tutorial about this for Cinema, and that's Chris Schmidt. It was a very long time ago ( maybe 5 years or so ?) so not sure if it was Greyscale Gorilla or Rocket Lasso, let alone which episode or season of which, but I do recall that he spent most of a whole 2 hour stream trying to sort that out - turned out to be a lot more complicated than he thought ! Perhaps someone else remembers that, and has a GSG sub they can check ? CBR
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Please upload that file, so we can try all the things... CBR
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Cloner lights with shared field are not responding correctly
Cerbera replied to Christoph Voorn's topic in Cinema 4D
I do now ! 🙂 I was tired last night, but don't think I missed it - did you add it to the post later ?! Anyway - I see it now - will have a look later when I have finished today's client stuff... CBR -
Cloner lights with shared field are not responding correctly
Cerbera replied to Christoph Voorn's topic in Cinema 4D
Would be helpful to have the scene file ! How are you making a plain effector control light intensity ? CBR -
Please complete your profile to tell us which version of the software you use - very difficult to answer without that information... CBR
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Images not being saved automatically during render of animation
Cerbera replied to scifidesigner's topic in Cinema 4D
Well you either mean tokens or takes but it could be either !! Or do you mean to ask OP if he was stoned at the time ? 😉 I have also never come across this error, but am equally powerless to speculate what happened without knowing the scene / project /output settings and the state of the hardware in question. CBR -
I concur, and cannot explain that. Your 'glass' doesn't have thickness as perhaps might be ideal, but that shouldn't make a difference to reflection when there is no transmission, and if I add some I still can't see that sun in the reflection. CBR
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To be fair Cinema is no slouch in this area either ! Not only can we scatter using cloner multi-instances, vertex maps and fields, but hair can be optimised to render pretty quick too. And if you are up in R25 you have dynamic scatter for placing other plants amongst the grass. I've seen some properly epic fields and pastures done this way... CBR
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I myself have recently jumped from Octane to RS so this is all a bit new to me too, and the information in the manuals, both on maxon.net and the original RS docs doesn't specifically mention this problem. But I am going to read between the lines and speculate that the RS sky system just doesn't work like the Physical Sky we have in Standard / Physical Renderers in that we can't just specify a color for the sun. The sky setup in RS seems focused mainly on recreating accurate sky models, and so the only influence we seem to have over sun colour is in the Sky Object itself, where we can send it redder or bluer, with 0 being physically accurate. But I disagree we can't see reflections in glass objects. Here is the sun reflecting in a glass sphere ! Apologies for graininess - we are having a heatwave over here, and don't want to melt my computer by rendering for too long in the day ! CBR
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If the sun is part of a sky system its own color /intensity / atmosphere controls are greyed out, and these things are controlled from within the sky object's sun tab instead I think. CBR
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I chamfered my edges as well (or rather bevelled them) and that will certainly help to an extent, even though that's not really what cut glass pieces do in the real world (they are actually very sharp edged) ! But you'll just get a lot more out of it if the main faces are slightly varying as well, and as that's as easy as popping a random effector on the cloner, it seems like a no brainer, or at least a very quick thing to try... CBR