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Timothy L

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    Luke

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  1. Hi everyone, now that TurbulenceFD is no longer being updated/supported with recent versions of C4D, is there any meaningful way to work with and render Volumetrics like clouds/smoke in C4D's standard renderer (on mac)?
  2. Hi everyone, Have an open question about working with midi data in C4D. I'm a heavy user of SIgnal and have worked with Animidi in the past using existing midi data, but am currently finding Animidi to be a bit buggy and missing some control i'm interested in having, more along the lines of Signal. Have done some digging but come up short—is Animidi really the only viable way of working with midi data in C4D? Are there any alternatives or compelling workflows? I'm interested in producing some animation that relies heavily on midi and Animidi feels too cumbersome to achieve what I'm after. Any insight would be very helpful Thanks T
  3. I do a lot of color-specific work using the standard renderer in cinema4d. I often have many materials with shader stacks that all share a pretty limited color palette. In other software, the behavior of "swatches" often includes the ability to change a swatches color, and have any instances of that swatch change to reflect the swatch change. I'm curious if anyone has thoughts of how to achieve this within cinema—using the standard renderer/materials
  4. In C4d using standard renderer, is it not possible to render hair in a parallel camera projection?
  5. Thanks Fritz, that's all really helpful. I'm using standard renderer It's surprisingly unintuitive how difficult this setup is. Not having immediate access to furthest point makes sense to me though. Fresnel+falloff shaders seem intuitively similar/simple, though obviously those are normal orientation/not spatial calculations I even wondered if there could be some trick with a flat UV projection perpendicular to camera orientation, though that seems extremely clunky, also like the fields solution a bit tied to geometry density? Anyway, still curious for most elegant solution to this! Not crucial to my workflow, just an idea that's bothered me for a bit
  6. Another way to put this would be that it's effectively a 3D linear gradient, just instead of manual coordinates for start/end points of the gradient, it would be directional, in the way the falloff shader is
  7. right yeah this is close, just want the gradient always clamped to nearest/furthest points from camera I want the gradient to be oriented away from the camera, mapped/clamped to the nearest/furthest points of the object to the camera
  8. Hi all, Have looked all over for an elegant solution to this to no avail— Am interested in a shader that maps a 3D gradient along an axis (obvious use case would be camera z-depth), but where the gradient ends are dynamically constrained to the nearest and furthest points of given object (as opposed to setting this manually in a simple 3D gradient mapped to camera space). Anyone have a solution to this? Have had trouble sorting an Xpresso setup to control a 3D gradient, though I'd imagine it's possible? Also wondered about python scripting, or possibly even a simple fields setup to drive a gradient? Would love a native shader for this ideally!
  9. Hi everyone, seen some similar topics on the forums but nothing quite this specific. I recently upgraded to Apple silicon from much older mac, and am having a terrible time recreating my workflow on new platform I rely heavily on the GSG Signal plugin, and am avoiding newer versions of C4D both for the UI scramble + also to avoid needing to upgrade Signal plugin via exorbitant GSG subscription model. I suspect the new OS/silicon architecture is breaking the old Signal plugin I have, but am curious if anyone has experience getting this combination of things to run
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