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HappyPolygon

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Everything posted by HappyPolygon

  1. I think we lack a common unified particle exprot system with standardized file type like VDB. I think whoever does that first will lead in this sector even if they don't provide a good DCC in particles.
  2. What version of C4D are you working on ?
  3. 1rst of all ... The Glow Post FX was fixed for objects with Buffer 1. You haven't assigned Buffers to any object (you assign with the Compositing tag). Once you disable the first option Use from the Glow, You will see the effect. 2nd, the Glow Channel by default has marginal visually noticeable results and you set the default Radius parameter to 6 from 10. If you increase that to 16 you'll something glowing. I hope these suggestions gets you somewhere.
  4. All is good and nice but I find it very weird that it renders directly onto a Cubemap projection. I don't know about you but my eye cannot unsee the slight distortion at the very edges and corners of the cube. That dome sky gizmo reminds me of the Bryce GUI...
  5. There was a section with video tutorials for every single node but the links are dead. I've informed Igor about it.
  6. I hope we never reach the point of having to buy Capsules and Nodes. Anyone providing new modeling capabilities via payment should do it with plugins.
  7. I'd use the Sketch&Toon to render them as an alpha or separate pass and use that in AE or other similar compositing app to make the pass look like a glow. As far as I know any native glow effect inside C4D is too fake and does not work well with other render effects or lighting methods.
  8. Nice one. It reminds me of the MilkDrop visualizer of Winamp.
  9. 1) The PushApart Effector has a constant Radius applied to all clones. This means it wont behave as expected on clones with variable size. 2) The Cloner does respect the hierarchy. The order of execution is from top-to-bottom. If you reverse the hierarchy you'll see a different result. 3) The PushApart Effector cannot be used to pack objects close to each other unless they are all the same size. I'm not sure why the devs did not implement a variable radius depending the size of the clone. It could be that the sphere packing algorithm is very slow. Or because there is an other way to do it. My way of doing it is to use a dynamics simulation. Once the simulation starts, each ball will try to escape the interior of any other object it intersects with. This can lead to very violent "explotions" though. So to remedy that I increase the Linear Damping to 100% under the Force tab of the dynamics tag. The objects will sort themselves out in just a few frames. Take a look at the new project Balls fixed.c4d
  10. Could you share a screenshot of the problem ? Maybe we could help you further
  11. The Blender Foundation has released Blender 3.4, the latest version of the open-source 3D software. Autodesk has unveiled Maya 2023.3, the latest version of its 3D modelling and animation software. Epic Games has released MetaHuman Creator 1.3, the latest version of its free next-gen character creation software, and the MetaHuman DNA Calibration Library, a new set of add-on tools. Otoy has released OctaneRender 2022.1, the latest version of the GPU production renderer, adding a new photon tracing kernel and a new layered ubermaterial based on Autodesk’s Standard Surface specification. Pilgway has released 3DCoat 2022.52, a new version of the sculpting, retopology and 3D painting app.
  12. I've recently read a controversy raised by this app here https://www.creativebloq.com/news/lensa-ai
  13. 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
  14. 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.
  15. 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
  16. 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.
  17. Ouch ! 600$/month ! for 30 objects ! I thing there is a real intelligence behind the "Generate" button waiting 24/7 for an input !
  18. 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.
  19. 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.
  20. 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 ?
  21. 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.
  22. 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)
  23. I have PLAed the hell out of this wave and I think it's beautiful. EM wave.c4d
  24. 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.
  25. 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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