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Everything posted by HappyPolygon
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I've recently read a controversy raised by this app here https://www.creativebloq.com/news/lensa-ai
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December Enhancements to Maxon One Include New Features in Redshift, Full Support for ACES in Magic Bullet and Stability Improvements Throughout. https://www.maxon.net/en/article/maxon-closes-the-year-with-another-maxon-one-update-and-a-new-cineversity?fbclid=IwAR1Tii86yS8G29eeSK9QPgtmZ14p6DQ5-6IRjfSaCcZTrAP-ANAceUJfq3Q
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Synopsis Slumberland takes audiences to a magical new place, a dreamworld where precocious Nemo (Marlow Barkley) and her eccentric companion Flip (Jason Momoa) embark on the adventure of a lifetime. After her father Peter (Kyle Chandler) is unexpectedly lost at sea, young Nemo's idyllic Pacific Northwest existence is completely upended when she is sent to live in the city with her well-meaning but deeply awkward uncle Phillip (Chris O'Dowd). Her new school and new routine are challenging by day but at night, a secret map to the fantastical world of Slumberland connects Nemo to Flip, a rough-around-the-edges but lovable outlaw who quickly becomes her partner and guide. She and Flip soon find themselves on an incredible journey traversing dreams and fleeing nightmares, where Nemo begins to hope that she will be reunited with her father once again. Genres: Adventure, Comedy, Family, Fantasy, Musical Trivia Winsor McCay receives no onscreen credit for creating the characters and elements upon which the film is based. The "walking bed" sequence pays homage to one of the most iconic images from Winsor McCay's comic strip.
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Pioneering browser-based 3D modelling, animation and rendering tool Clara.io is to close on 31 December 2022, just under a decade after it originally launched. The platform will be shut down on 31 December 2022, along with its supporting services, which include a library of over 500,000 freely downloadable low-poly 3D models. Last chance to download assets from Clara.io’s library of over 500,000 free 3D models In an email sent to users last Friday, the firm announced that it is “retiring the Clara product and services” on 31 December 2022. Users are advised to download any files they want to keep before access is removed. As well Clara.io itself, the product website hosts an online library of over 500,000 downloadable low-poly 3D models created by Clara.io staff and users, available under a range of licence types. As of 6 December, it was still possible to register a new account on the site and download models, which are available in formats including OBJ, FBX and STL, and as .blend files for Blender. https://clara.io/library
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Motion graphics pro Robert Hranitzky shares the tips behind his parody from a galaxy far, far away. Robert is a motion designer and creative director based in Munich. He uses Cinema 4D and Adobe Creative Suite in his work for commercials, film and various corporate clients. www.hranitzky.com Hranitzky built a blaster to go with the armour, while other dials and buttons were created from spray-painted toothpaste caps and bottle tops. Two Elgato greenscreens were used as a backdrop with three lights mounted in softboxes, while three of Blackmagic Design’s Pocket Cinema Camera 4Ks were used to film the action. He designed a lot of the background CG elements in Illustrator, before importing and extruding them in Cinema 4D. The models were textured in Substance Painter and rendered using Cinema 4D. “Once the models were created and textured, I used a combination of Cinema 4D’s Physical Render Engine and Redshift to render them,” says Hranitzky. “Adobe After Effects was used to composite every shot of the film, with the keying done using Maxon VFX Suite’s Primatte Keyer. I used Mocha for some tracking, with additional effects from Boris FX and a lot of the Red Giant plugins available from the Maxon VFX Suite. Cinema 4D’s Physical Render Engine is quite slow; for my scenes it took on average three hours to render a frame in 4K resolution. When I wanted to add an effect like blinking lights on the wall, my shortcut was to render just one master frame and create separate alpha mattes for each light in After Effects. I selected all the lights with masks and activated them separately. I spent an hour in After Effects adding animation keyframes to turn the masks on and off and ended up with a blinking animation. If you layer that on top of the wall, it looks like a blinking panel.
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We've reached that milestone... (AI 3D model generation)
HappyPolygon replied to HappyPolygon's topic in News
Ouch ! 600$/month ! for 30 objects ! I thing there is a real intelligence behind the "Generate" button waiting 24/7 for an input ! -
Although the models are simple in geometry and probably have the worst possible topology this could be useful for any student or start up in the gaming sector. Not all game devs know how to model assets for their games and most of the time you just need a basic prop for your tests. In the future kids will be able to program simple games with Scratch and have sprites they did not create themselves but not found ready-made from the internet either. What's next? I think animation. No need to rig manually any animal or character. The walk cycle will be auto generated regardless the unique form of the model and may be possible to have the character auto change cycles of movement based on actions the dev never coded.
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WIP 2D to 3D | Enox spray can character modelling
HappyPolygon replied to VECTOR's topic in Work in Progress
Amazing work as always. Just one suggestion. You may consider making those shoes a bit more bulgy To my eyes they seem a bit small from certain angles. I think if you scale them a bit more on the Z they will look more cartoonish and "cute" without impacting the front flat view of the original 2D pose at all. -
How would you procedurally blend more than two materials ?
HappyPolygon replied to HappyPolygon's topic in Cinema 4D
Thank you Cerbera. I should have thought abut that... but I was somehow stuck to the idea only grayscale Gradient Shaders should be used as masks ... So in your example, the vertex red (%0) and yellow (%100) correspond to the black and white respectively of the mask ? -
When do those circles start to grow and how many of them will be ? Should it really be circles or spheres ? The direction of the fields is impossible to depict unless you put those arrows in there just like the example. And to be honest I don't even know the significance of this orientation in the practical sense unless it's supposed to be linked to the charge of the magnetic field. In this case you could just color the positive charge lines blue and the negative red.... no need for arrows.
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How would you procedurally blend more than two materials ?
HappyPolygon replied to HappyPolygon's topic in Cinema 4D
So you are suggesting a "Photoshop" like control within the Material Editor ? Is it possible to have more than one vertex tag ? How's that gonna work in the Material editor ? could you provide a simple 3-color (RGB) example file ? (no RS and in R20- please) -
I have PLAed the hell out of this wave and I think it's beautiful. EM wave.c4d
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I really thought t was time ! Yeah, I'm not familiar with parametric equations at all. Even programmatically I wouldn't know how to plot this way. Explicit syntax is so much more intuitive. For me parametric equations was something you used to describe a surface in a way that the explicit syntax was not able to describe. For example the biggest limitation of the explicit syntax is the inability to have more than one Y values belonging to one X value. The one-to-one relation prevents you to plot a spiral for example. Or one could use a parametric equation to describe infinite points belonging to some rules like a solid 2D ring... So this is how that spline can be animated... I'd never thought about that... The Formula Deformer has an animated effect by default, I just assumed the Formula Spline had also the ability but was too stupid to see it.
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I think it's possible if just fake it. Simple PLA animation of a spline. Start with an open spline and when the time comes just put a keyframe to close it. Yes it's hard work. No it's not procedural. But it does the job for a "how it works" animation.
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Nice one ! I have no idea what's going on in that XP. I guess it moves some instances away from the particle and then just connects them through the Tracer. That Tracer gave me an other idea ... What if we had that oscillating electron emit particles and had the Tracer connect those particles ? The resulting spline would be quite close to sine wave plus we could use some type of force to disperse the particles as they move further to emulate something close to the real lobes ! something like a local vortex just enough to give the desired shape after leaving the force field. Jed could you make an adjustment and use two opposing oscillating electrons and see if they create something similar to the lobe ? But don't make it periodic, just one full oscillation. The Tracer will not close the lobes if they are more than one. If you succeed creating just one closed loop as depicted then maybe we could use some kind of mechanism to create more with, idk, a time effector or delay effector? to make copies of that single lobe animation but with a delay. Then just put that spline in a lathe and you have it ! a 3D representation of a wave. I wish there was a simple cartesian Formula Generator in C4D, for me to simply just type F(x) = a*x^2 + b*x + c and have a spline parabola. I've begged them for something like that (OK it wasn't so simple as I've essentially suggested a full implementation of the Microsoft Math app 😛 ). But yeah... i've seen so many equations that I'd like to play with them inside C4D (especially some minimal surfaces) but I just don't get this: or this: And when I saw Jed's project gif I thought he managed to make the Formula Spline animate ! I've been trying to make animatable for 2 hours yesterday and failed ! Anyway ... I've asked them for something to make fractals and they gave us the MoSpline... Maybe the Formula Generator is under construction as we speak with a fancy name like Equation Mesher...
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Maybe it's time to open the forum again and bring back the ads?
HappyPolygon replied to No One's topic in Discussions
@Igor My proposal is to keep the paywall but let people see the content of the website for free. Currently everything is behind closed doors, no one can see what exactly we are doing here. Only those who want to comment or post a topic should have to pay a membership. This way we keep unwanted firestarters and trolls away. I don't think there would be someone willing to pay just to have the ability to rant for anything. You will also have a worthy revenue because more people will be willing to pay the small annual subscription just to post their question having seen the quality of help in this site. -
Best I could do was this Untitled 1.c4d but o don't like it. I'll try something different later
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Nice topic. I always imagined electromagnetic waves as isolated photons with the classic 2-wave form... But you are talking about an antenna emitting an E/M wave across all directions. The oscillation of those waves create lobes that you refer to as "loops" due to their movement and it's very well described in this video: Oh my God now those signal icons make much more cense ! For simplicity the following animation https://javalab.org/en/electromagnetic_wave_en/ uses isolated coupled waves propagating in 10 directions. Using this example you could replicate a somewhat 3D wave in C4D using a Loft to connect all electric field sinewave splines resulting in a rippling disc. But for the magnetic field ... ... you don't have to Loft those waves. Just double the Electric field disc and rotate it 90 to be perpendicular to the electric field. Now you have one bidirectional wave. Make 4 more instances of it and rotate them to match the positions of the green lines of the image above. You are left with only one problem to solve and I hope some one more familiar with the parametric equation system of C4D can help: Make a reverse dampening oscillation function. You need it to have the function cover more area as it gets further from the source. As I mentioned. this was the "simple" example. The advanced example does not contain any kind of mathematical function that describes the lobe forms. And even if it did C4D does not support this type of equations (polar, complex or parametric). My best guess is to use deformers to fake this natural phenomenon. Use Taper to dampen or empower your waves. Use the Spherify deformer on "straight" lobes to make them curve and expand as they travel further from the source.
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When I first found out about C4D I thought the name implied some 4th dimension graphics .... Around 2006 I found a C4D plugin that created a hypercube. It was faked though but I learned how the target tag worked. Here's how one can animate a hypercube. And a nice opening of the movie Cube2: Hypercube. Never found out how they did the final scene.
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Select+Drag+drop multiple objects into an Attribute Editor box
HappyPolygon replied to Jeff H1's topic in Cinema 4D
I think you refer to the Attribute Manager changing when selecting multiple objects... If you click on the Lock icon on the top left of the Attribute Manager after selecting your Laser Scanner object the tab will not show any other parameters except for that object only. You can then select all your nulls and drop them all at once on the points list. -
In the following quick tip Elly explains how to use vertex maps to transition between two materials. It doesn't matter it's a RS tutorial, it's also the same for the native Material Editor. But vertex maps use grayscale maps. This allows for only two material assignments. I know there are color vertex maps, I think they are mostly been used for bone weighting. Recently they've been used with the latest Fields improvements as shown below (and weirdly not publicized at all in the west, the only one I've found in English was this😞 (Wonder if she is the Asian equivalent of Elly...) But all color vertex map examples still affect only color. Not material blending. Did I miss something and there is some way to assign different materials to different colors of the vertex map ?
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I've been watching this VFX break-down and some of their decisions have been puzzling me... I'd like to know your opinion. 1) Obviously there is a real set. so why recreate everything in CG ? 2) What was wrong with the actor and had to re-comp him in a different position ? Maybe he was a bit closer to the center and had to move him further to the left for symmetry but... couldn't they just reshoot the scene ? Where they so clumsy to really not pay attention to the position of the actor in the actual take ? Is it really that cheaper to fix anything in CG rather than re-shooting ? They obviously had to reshoot the actor since in the comp he's in a new pose (unless he's CG). 3) Why make a proxy prop of the book and not just make a nice real prop and then use the real prop as reference for the CG version ? Obviously there is nothing magical going on with the book in this close-up so there is no need for a CG replacement. The proxy looks weird... Could it be that they designed the book differently and later decided to change it ? 3) This decomposition of the layers used for the I-don't-know-how-to-call-them orbs look totally unrelated. Unless they meant to show different concept versions of the orbs, I don't see how the first two stacks could result to the third... But this makes no cense in a VFX break-down. All the above seam to me a great waste of money, time and effort for the CG studio to bare for wrong decisions of the director. And it does remind me some reports on how hard it is to work for Marvel.
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Is your surface animated ? If it is, it's more intuitive to use a cloner for the placement. The "bad" thing is that in order to make precise placements you kneed to make relations. For example to place your objects precisely on certain areas of polygons you would need to create a new point on that polygon (essentially creating more polygons) and use that point as a selection input for the cloner. If the object is placed on point selections they won't follow the curvature of the surface though... to remedy that you'll have to use polygon selections. Also don't forget to place the pivot point of your objects to their base of placement, easy to do using the Geometry Axis Capsule. If your object is parametric you can use the Correction Deformer to make the polygon selections unfortunately there is a bug in 2023 preventing you doing that as mentioned here.
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Have you seen HRVOJE's post? He replicated it using SceneNodes.
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I just changed the Mode to Noise and set Animation Speed and Scale to 0. And animated the Rotation from your value to 0 over the 3 sec. Is this the type of movement you'd like to have ? (Tested in R20, don't have RS and deleted all incompatible tags) random deformer issue test.c4d