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Everything posted by HappyPolygon
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Well, we need to clear this up 'cause if a similar thread about Blender pops up we gonna have a lot of offended people.
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Damn, he is 2 versions ahead of me !
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Wait, is our response supposed to be a Speculation, a Satirical one or Honest as soon as S26 has been revealed ? I'm confused.
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Maxon, the leading developer of creative tools for visual effects, is thrilled to congratulate Kris Theorin and Euan Morrison on winning Clinton Jones aka PWNISHER’s latest 3D community creative challenge: Infinite Journeys. With more than 2,000 entries, the YouTube contest challenged 3D artists to build their own custom scenes based on only the phrase ‘infinite journeys’ and the stipulation that the animation must contain a moving vehicle. PWNISHER's YouTube Channel : https://www.youtube.com/channel/UCWIfzAYHyNSyHmT2AO-54yg Check the article from Maxon: https://www.maxon.net/en/article/pwnisher-reveals-infinite-journeys-winners?utm_campaign=pwnisherinfinitejourneys&utm_source=twitter&utm_medium=social&utm_content=1650310796&fbclid=IwAR2nFivVu6QT1yi1OrXoz0a5PbK1GnblwFTYHtnBvn-g69tfe-ZQF9I_fXc
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JangaFX has released nine new free gaseous fluid simulations of types commonly used in VFX and game development work, including fire, smoke, dust, tornados and clouds. https://jangafx.com/software/embergen/download/free-vdb-animations/
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This has been discussed here:
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Assign Materials To Mograph (via Mograph Selections)
HappyPolygon replied to bentraje's topic in Cinema 4D
Thank you for this CHESTER. The lack of explicit material assignment to fields, the lack of examples using materials, all misleading "coloring" parameters, and any reference to that in the manual plus the mandatory use of the MAX blend mode, made it impossible for me to imagine how it could be done. -
Assign Materials To Mograph (via Mograph Selections)
HappyPolygon replied to bentraje's topic in Cinema 4D
How would you setup a cloner grid with 3 spherical fields and have each field change the color of the cloners to a different material ? -
Assign Materials To Mograph (via Mograph Selections)
HappyPolygon replied to bentraje's topic in Cinema 4D
I also was looking for it long ago, I even asked them for it, but didn't get it. Maybe it's available in RedShift or Octane. Usually when I ask for something and they don't do it is because there is some other way to do it (even not so straightforward or simple) In my opinion the MultiShader should be a Tag of its own with material fields assigned to it. The way it is right now is very difficult to pass into it all different channels and parameters that were much simpler to do as separate materials. After all, the multishader doesn't offer a material preview. Anyway. You could make cloners with copies of the same object but different material (you can still instance it and assign different materials to the instances feed the instances to the cloners). Make some complex Matrix selections with masks and assign to each selection a different cloner.... I know it gets weird and to be honest I don't know how <2 selections of the same matrix can be constructed procedurally. Right now there is a Ask_the_Trainer - Fields live in YouTube , let's ask them ! - oh no, I missed it. -
Assign Materials To Mograph (via Mograph Selections)
HappyPolygon replied to bentraje's topic in Cinema 4D
Isn't the Multishader helpfuil ? -
How can I add a material to the bevel of the Boolean object?
HappyPolygon replied to georgedsee's topic in Cinema 4D
Try using capsules to bevel. I've never used selection capsules with materials but you never know... Edit: Sorry, didn't notice you were using R23. -
Do you mean these two ?
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What is that ? Looks like a bunch of words thrown on a landscape ... Some are related to each other but they belong to deferent bioms What do Rote Memorization and Jeopardy! have to do with anything ?
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Isn't that easier using soft bodies/cloth ? I think there is a way to anchor certain polygons of the soft body/cloth on a geometry, so you actually make it work like the real thing. Maybe your model is too dense that's why dynamics freeze your computer
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What does it compile ? To generate the city from 0 ?
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Well the whole concept of fields is to have a local effect. You want a permanent one. The field effects like Grow and Freeze unfortunately apply only to vertex field tags. I think what you ask can be solved with XPresso
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Ah, yes you're right ! I use GI only in Physical for more realistic lighting and Standard for quicker renders and I confused it with the old Standard/Andvanced Render module scheme. Yes I checked it, S&T material with GI will emit light. Maybe OP was after something else. @gorillaknuckle AOVs are strictly for use with Material nodes. Have you tried to isolate the effect you want using the Multi-Pass , GI, Ilumination and Material Luminance ?
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Well, this was something I've never seen before, but reading the manual about it I didn't find anything special either. Although the "you want to color certain textures that contain functionalities outside of the "normal" Cinema 4D material channels" sounds exotic like creating an Esoterica channel found in Cheen, doesn't seem to do anything more than what is described as "any number of textures can be loaded can be created.(in the new channel)" I followed both ways and both had the same effect. They create a new channel called Custom just bellow the Viewport and above the Illumination attribute channels (can be seen in your screenshot too). The ID is just the position of the Custom Channel under the Custom Channels Group of the Manage User Data window. If I understand Correctly, you also want your material to glow (emit light) ? If that's the case then it's impossible due to a technical detail. A material can be emissive only if GI is enabled, but GI doesn't work on Standard Renderer and the Physical Renderer does not support S&T because S&T is a non photorealistic render model. In other words those two are the exact opposites and don't work together. You will have to find an other way and fake your emission through light setups like converting your model into a light source (area light -> area shape -> object (only works on non-primitives)) or using your light as a Gel (just assign a material with a shader under the transparency channel)
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What do you mean "custom channel"? Are you using a node material or a redshift material ? Can you give as an example of a "cel-shaded models that use the luminance channel for diffuse" ?
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C4d. Who knows, how create sm light in the corner like this?
HappyPolygon replied to a topic in Cinema 4D
I don't think C4D is capable of this kind of SSS with the native renderer. And definetly not capable of overexposed reflections. Probably RedShift can do better. This is my try on it. Untitled 4.c4d Untitled 5.c4d- 2 replies
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Sketchbook Evan Alexander Sketchbook Vol 04
HappyPolygon replied to EAlexander's topic in Sketchbooks
Was that traditional modeling (static) or some more complex rig (parametric) ? Was it done in C4D or some plant generator (TreeIt, PlantFactory, SteedTree) ? -
Most attributes in C4D objects have a circle (prior to R25) or rombus (R25+) on their left side. If you click on it it will turn red indicating you just made a keyframe on the current frame. If you click it again it will delete the keyframe. A red outline indicates that the attrribute uses keyframes. An orange fill indicates that a change to the attribute value has been made on an already-set keyframe on the current frame but the value hasn't been recorded yet (over writen the current keyframe). This is the only way I know to animate without opening the timeline or using the Auto-keying or Record Active Object.
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You could use fields on the Volume Mesher object to colorize specific parts of the Vertex Map but it's a bit complicated and works with up to two materials. Let's wait for S26 in hopes it gets resolved there.
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You are right. It seems I got too old and my way of thinking is not that adaptable to new rules and paradigms as it used to. Thank you @Chester Featherbottom for the visual example.
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I use point snapping, select all points and move the point I want to snap to the corresponding element. Doesn't work with parametric objects, but when I work with that kind of precision I don't have parametric objects.