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Everything posted by Delphis
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C4D Remesh worked just fine, it respects vertex color data so I was able to make low-res model from 7M to 600k polygons (with a pretty good new vertex color map) to work/test renders , and I just switched ON the hi-res model layer for final rendering.👌 I could use Xref object to have a lower file size working scenes (hi-res model=600MB), but I had no time to test it, I will try how that works. Hi-res model render Low-res model render
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Hello, I purchased this model (C4D+ZBrush format): https://www.cgtrader.com/3d-models/animals/reptile/chameleon-quaricornis-four-horned-chameleon The model is ZBrush sculpted and it's heavy to work with (7Mil polygons). Material is vertex color driven but it has a .BMP color map as well. I would like to reduce its poly count and bake Color and Displacement texture for use with lower-res model for rendering with Redshift/C4D. Do you have some suggestions or tutorials for the efficient poly reduction and texture baking process? Thank you.
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I don't have spam filter active, confirmation email just did not come. Tried to put few plugins in shopping cart few times but it never worked. I just now tried again to get CORE Primitives 1/2 (check attached screengrab) so can you please check from your side is the purchase registered?
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Tried to get it few times but never got the confirmation email 😞
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Hm, i recently purchased Maxon One subscription and at web portal I saw that i have have 2 licenses. Installed apps to workstation first and later on laptop and at my account i can see assigned 2/2 licenses. Does anybody have the same case or just one license? UPDATE: It lasted for week or two and they removed second license 😞
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Hello, I have some animation on character in form of motion clip and I would like to add secondary animation on some parts. Tried to add new motion layer (relative) for secondary animation but when I make keys it does not work/mix with original animation. Is there a good tutorial how to add motion layers to add sec animation to existing motion clip? Thank you.
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Hello guys, need some help with pyro look dev. I'm trying to add some force to control pyro-smoke to after initial emitting to just twirl around spline. Here is visual example (and scene). Smoke is emitted from cone and with various forces I tried to control it just to twirl around green helix. Maybe It could be clones of circles or whatever, point is that emitted smoke just slowly twirls in limited local area, it does not need to follow helix regular direction, just twirling in small patches. Thank you. pyro_twirl.c4d
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Finally able to publish final result if someone is interested how it turned out 😉
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Thanx @MJV This is interesting approach, might be easier with "flat" start spline and modify it with bend deformers to desired shape. Main goal is to get lathe input spline modified from A_shape to B_shape1 or B_shape2 (scene attached) cage_lathe.mp4 cage_spline.mp4 crossection test_03.c4d
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Sorry @Cerbera and core4d community, I got warned by some colleges that might be confidentiality issue showing the provided CAD object (my mistake), that's the reason I wanted to hide it. Well now I replaced the screen-grabs in this thread with schematic ones and modified posts according to those but it shows the problem in similar fashion, I'm sure everyone will get the picture and I do not have confidentiality issues 😉 Anyway, I could not call my solution final and refined solution (example scenes included) but its the temp/safe option if I do not find the right one. What I did is made a simple spline that follows the cross-section of the main mesh, lathe, and made it editable to make morph CAGE. Made two polygon selections, inside and out and added pose morph tag, added new pose and for that pose edited those selections to change Y size to negative, scaled outer one to be inside and inside to match the outside. That morphing CAGE mesh is used as source cage in MESH DEFORMER applied to main geometry. You can see the result on first example video. Downside of this solution is that I can't add other deformers to main hires mesh and can't animate it, maybe there is the way but I'm not aware of one. But I'm still not satisfied and need to dig out new better inside-out morph solution. What would be the best visualization of this inside out effect which I wanna achieve is shown on second cross-section video. If anyone got idea for better rig, be free to share 😉 Thanks. inside_out morph.mp4 goal_morph_crossection_example.mp4 example_scenes.zip
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Huh, all this displacement baking for nothing, found the simple way to turn the original mesh inside out with morphing Mesh deformer 😀 BTW upping resolution and bitmap depth do not help, simply it does not bake displacement well for some reason.
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I thought I had a solution but nothing works to get negative displacement except using normal map in material (no edge details) or Displacer deformer. But my main problem is that whatever settings/resolution I use (playing with baking all day) I get the same results, baked maps are not smooth as on sculpted object (level 4). Does anyone got some tips how to bake more precise displacement map? Thank you.
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Its CAD file i got provided and needed to do the retopo to be able to do any deformation to it at all, since it needs to act as rubber. Its completely geometry and irregular shape as shown on schematic view on first screengrab. But i think I'm on the right track now. Made clean mesh without details, just heed to figure out the best way to project original mesh to simple mesh and bake this geo details to displacement map. Think this way i can make fast inside out morph of simple mesh and details i can control with displacement map with change from 1 to -1 in Redshift material. In earlier R&D test I managed to make effective/interesting morph + jiggle deformer to make inside-out transition but curved details are the problem, as you can see those inside details stay oriented inside and could not find the simple scale/normal scale etc. to make them stick outside after morph.
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Hello, I need to morph object from the attached screen-grab by turning it inside-out like rubber toy. NOTE! needed to replace previous real mesh screen-grabs (confidentiality) with schematic one but you'll get the picture, just imagine that white is elevated geometry. My approach was to divide morph to two polygon groups, inside and outer ones, and scale it on Y 100% and to XZ a little to get inside out and outside in. This would be very easy if there was no different geometry bumps on surfaces. Other idea is to make similar base mesh with no bumps, go to sculpt mode and project this one to new base mesh and bake displacement and make displacement negative when base object is morphed to inside out shape. Anyway I have a problem projecting the original mesh to new one, any link to tutorial how to do this properly? Any other idea how to approach this problem, how to scale those geometry bumps to get them on the other side? Thank you. DS
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My wish list: 1. Option to use old Icons. Don't know why they changed those to monotone unrecognizable icons. For me one of the best features in C4D were color coded icons, by shape and color it was very easy to see where your desired icons are on the interface. 2. Return possibility to use old .lib4d libs. It was easy to transfer files from comp to comp that way, more compact. New assets system is a little confusing for me and it takes longer time to initialize, and not even sure how to transfer the on the other comp. 3. Commands/plugins need to have their unique code number. Every time new release is there or if you add another plugin, some commands/plugins change call number, so scripts I made for myself to automate some processes needs to be edited/updated every time there is a change in c4D file structure. 4. Return compatibility to open older C4D files. How hard is to have module that can read and convert older file format!? There are lots of web-shop assets saved in older C4D format and you are unable to use them in new releases. 5. Stability!!! That was the strongest side of C4D for years, and in a few latest releases that is far from stable releases.
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Congrats Hrvoje, great training as usual! Especially I like examples that encourage one to use expresso/formulas since a lot of artists are kind of intimidated by using expresso/formulas and you make it look not so complicated. Looking forward to new lessons. Thank you. Best regards, ZG