C4D

  • Started
  • Last post
  • 165 Responses
  • face_melter1

    Came up with an idea on how to use that Extrudifier setup I mentioned earlier. Using it to quickly generate Cities of The Future!

    All of this was built using only a single plane with 10 x 10 segments. Drop it into the Extrudifier modifier and play with the settings to get the correct scale and level of detail. Convert *that* into a regular editable object, then add it to a further Extrudifier setup to get the greebling on the verticals.

    Add some sunlight then render in Vray. Give it a bit of colour correction in Ps and you're sorted.

    • Nice! Could make some great vertical slums type things with this - is there any way to add in some sort of angle modifier?detritus
    • ('angle modifier' - spot who doesn't have a clue what he's on about...)detritus
    • I love the way the colouring on this makes it look like laser-cut paper, with slightly grubby edges. I wish I'd spent more time messing with 3D over the yearsdetritus
    • Only drawback is that it creates bucking in some of the geometry.face_melter
    • I get you, it's just a Python script with some sliders to control the detail. You can adjust the height along with the inner/outer spacing to create ziggurats.face_melter
    • http://i.imgur.com/9…face_melter
    • Oh my. Now you've fone even further into the future.detritus
    • this looks great, I'll try it!feel
    • Hah! Bucking noise be damned - we have upgraded to Vray 3.4 in the office and the denoiser works like a fucking charm.face_melter
  • baseline_shift4

    Taxidermied creature head

    Made on the below livestream. Enjoy!

  • face_melter0

    Work is slow at the moment so I'm falling back to an old standard and testing out some things in Vray 3.4.

    • Perfect! Now model some zombies. The rigging should be easy. Just do anything.CyBrainX
  • feel5

    a lot of stuff made in c4d, sometimes you can see their setup

  • baseline_shift3

    Another livestream, another wacky animal head to mount.

    • I love these tutorials man :) Thanks for doing it!Fabricio
  • face_melter3

    Wider shot. I have been trying to find a reliable method of creating rain reflections, one that is independent from UVW mapping and can be slapped onto any surface. Turns out the answer was in Photoshop's archaic Clouds filter - use that to make a B/W texture, jimmy it in Ps to add contrast, then use it as a specular map with Material Weight and place it on top of the asphalt using the Mix Texture option. Needs some fine-tuning but i'm pleased with this test.

    • Why not a procedural noise as mask ?
      Noise -> Turbulence is similar to ps' cloud filter... play with octaves, global scale, high clip, low clip...
      gonzalle
    • BTW, PS' Cloud allow to create seamless textures if your selection size uses 128,256,512, 1024, etc...
      Just to say...
      gonzalle
    • I'm just old fashioned and have always worked things out in Ps - cutting my 3D teeth on formZ and Maxwell made me use a more brute force approach.face_melter
    • Finesse comes later when the job is done.face_melter
    • That looks amazingly realistic. I would have tried some noise in the bump channel but this made it look wet.CyBrainX
    • This is crazy but the next thing I looked at was this. I'm not sure if you use Octane or not. https://greyscalegor…CyBrainX
    • ^ having bump on the asphalt combined with specular increases the render time horrendously. I'll leave it until last when everything else is modelled/textured.face_melter
    • I use Vray. Not really a fan of Octane - much more taken with Arnold and its nuts and bolts workflow. I like to know what's going on.face_melter
  • face_melter0

    Bit of an update with some post work, just for kicks.

    Tuned the lights a bit and blanked out the large, open, window to stop the whole thing being flooded with light. Got my glowing 'V' in, which turned out better than I hoped. Liked the green neon, but the Vickers paint job uses red so I swapped it out. Next up is to do something with the paving and finish the petrol pumps - I modelled some really nice lights but they are out of shot :/ Then add load of debris and probably some plants too.

    • The red and neon are great. I love the mountains back there too. I'm also hearing Riders on the Storm by the Doors.CyBrainX
  • Fabricio2

    I just got the Octane render for the C4D, and even though is a bit of an investment - 600 dollars more or less - I can safely say it revived my inspiration with 3D, transformed into a more immediate "work-result" thing, than waiting for a few minutes to see what that light change look like.
    Definitely need a good setup - I have a PC with two GTX 1080 - but the sensation of seeing all the little changes you do in 3D rendering in real time is AMAZING!

    I did this yesterday.

    • That looks the shit!HAYZ1LLLA
    • wow, awesome-kappa-
    • yea, octane is the shit
      play with the object node, you can subdiv stuff there and get faster results, also to set some object buffers and masks and stuff
      feel
  • Fabricio1

    Also, the Depth of Field and Subsurface Scattering is done so much quicker than Vray, this image was rendered in 2 minutes (HD res).

    Of course it has its flaws, and I can see it cant be used for full production yet, since there are no great online renderfarms compatible with Octane... but maybe doing a big setup of nice GPU's could be possible.

    I will still use Vray for most things, but to get the quick preview results for clients, Octane is the guy! If you have a nice PC setup, I totally recommend, changes completely the way you work with 3D.

  • face_melter0

    Abandoned gas stations are out - Ghost In The Shell-style enormo holograms and mechanical decoration is in.

    Still haven't decided how to treat the holograms, think it will take multiple passes to get all the effects I need - solids, two-sided material lit from within, coloured luminosity and lights and to do everything as separate components. Interesting exercise. Of course I could just lump everything into AE via the C4D bridge, but I don't know AE. At all. Would probably be faster to learn the basics than do all the renders :/

    • http://ashthorp.com/…
      they call them solid holograms aka solograms.
      uan
    • That is a huge undertaking. When I saw this at full size, I wondered how great it would look with a Sketch & Toon style.CyBrainX
    • It's a challenge to be sure. My regular arch-viz work is tedious so I need this to maintain my enthusiasm and learn new techniques.face_melter
  • CyBrainX0

    I put this in Show Some Recent Work but it's too geeky for that thread.

    This is how you offset any number of clones horizontally on screen.

    The left Math node is (subtract by) 1.
    The right Math node is (multiply by) -0.5.

    • and that top group will set your anchor point to the bottom instead of the default center.CyBrainX
    • pretty cool, you can also parent your plane to a null on where you want the anchor to be and clone that, that will save some nodes!feel
    • Yeah. I've done that too.CyBrainX
  • CyBrainX0

    Even simple body paint is horrendous. They really have to fix this madness.

    • This is Clarence and Eloise.CyBrainX
    • They have an open beta for a new version - never tried it though, the need doesn't crop up in my line of work.face_melter
  • face_melter2

    Light and model test for my GitS vyer. The thing took damn near four hours to render yesterday - the geometry behind the white vertical sign has a honey material. Refraction and reflections for daaaaaayyyys. Tried all types of glass, plastics, synthetics..., but I have always found that natural materials (when done well) have that rich depth. In my arch work, if I need dark glass I always use materials like Coke or whiskey - the light just bleeds through and makes it glow. Pleased with the red sign - it has that 'perspex box' effect I want.

    Once the model and materials are finalised I will render it in parts, then put everything together in Ps with masks and whatnot. Kinda long-winded, but gives me the freedom I need to handle the colour and transparency.

    • Really nice coloring man - love the natural texture idea...antimotion
    • Yeah. If you use Vray, download the two Renderkit packs. They are full of great and unusual materials - the car paints in particular.face_melter
    • I have Arnold, but still getting my feet wet with basic C4d... maybe I can find vray or try a demo... your renders look sweetantimotion
  • CyBrainX-3

    Has anyone had any success with cloth and dynamics? Here's an example of what I'm talking about.

    This is easy enough with basic models but what about characters? Self-collisions, collisions with cloth colliders all fall apart. I think what happens is that your collision model has to be absolutely perfect without the slightest fold, ngon or stray point or your fucked. This is less reliable than booleans.

    Any insight would be helpful. There really aren't any good tutorials out there that take on any challenging geometry.

    • And why is this thread in reverse order?CyBrainX
    • yes, it is not easy-click-done thing, simulations requires a lot of extra effort to make it work, like modeling colider meshes, vertex painting influences...feel
    • and it is not the thread that is in reverse order, it is you that selected newestfeel
    • I just downvoted myself for using your instead of you're.CyBrainX
  • face_melter2

    Work is slow so i'm picking my way through this. I keep changing the colour/tone of the background - maybe it's blue, maybe it's more green. Haven't decided but I think i'm almost there - changing day shots to night is always a chromatic ballache. Added some more holograms and started on the post treatment - coloured light, tonal adjustments, extra night details - the reflection on the vans, lit windows, particles.

    When the broad strokes are done, then I get into the small shit - shop fronts, mechanical detail, more signs here and there.

    • This is going to be insane. Keep showing updates. The progress is interesting.CyBrainX
    • Thanks. I added an AO pass after posting this to bring out the detail in the wall panels, gave everything a definition and weight it lacked beforehand.face_melter
    • More updates as and when, of course.face_melter
    • what's a render without AO anyway?CyBrainX
    • Vray does AO but it is weak. I create a single greyscale AO pass using C4D's standard render - it gives better control over the strength and depth of the pass.face_melter
    • And being a separate channel, I can control how strong it appears in my image. Change it to Multiply in Ps and adjust the opacity.face_melter
  • CyBrainX0

    How do we feel about the new iMac. From what I've read, this isn't worth it because they still haven't supported NVIDIA and are still with AMD GPUs. I was bracing myself for a move to Windows anyway. Also, some people are speculating (prematurely?) that this means they aren't going to upgrade the trash cans.

    • They promised a modular, brand new Mac Pro sometime in 2018, with the iMac Pro as a temporary solution.monospaced
    • It's a colossal waste of money for something that will essentially be obsolete in a year's time. Fixed components, unknown performance under stress.face_melter
    • it's a good machine with a shitty video card, forget about octane on this machinefeel
    • Yeah, that's what I mean - having a single, non-removable, GPU is death for working with the likes of Octane.face_melter
    • Octane does work with eGPUs though right?evilpeacock
    • It does...
      http://barefeats.com…
      evilpeacock
  • antimotion0

    Newbie question on textures -

    I'm trying out Arnold and have an ARNOLD SHADER NETWORK MATERIAL set up...

    I want to bring this texture into ELEMENT 3D and drop on some simple geo...

    Anyway to export the ARNOLD TEXTURE as a PNG -

    Again - super new to this haha.

  • imbecile0

    I've used C4D for nearly a decade. Given what Blender is producing, I honestly wonder why we keep giving Maxon money.

    • I know what you mean, but I haven't played with Blender for many years; I'd still bet it can't do everything C4D in terms of workflow, integration and support.evilpeacock
    • Support maybe, no experience with blender's. But have you seen what cycles is producing? Excellent realism... liquid simulation, it's all very impressive.imbecile
  • face_melter3

    Another update of my possibly over-ambitious Ghost In The Shell rip.

    Most, if not all, of the main 3D is done - anything I need I quickly put together, such as the Atari and PEPSI signs. I'm trying to hold back from adding more and more - I keep referring to the GitS film art book and going ooooh! that's nice then saying 'no! bad face_melter! More renders = more ballache'.

    Now i'm working on my favourite part - the colour and incidental detail - the part when I can finally see the image come together. I mean, there's still a shitload to do - I have no idea how I will treat the open corner and the arcade behind it but once I start this stage it always influences how the rest of the image will look.

    • Great work. I like them boobies too. There's a lot going on so it's a little harder for us to know what's 3D or not and how much you might be planning for.CyBrainX
    • Thanks. When i'm done I think i'll put together a before/after gif - where the layers are gradually turned on so you can see what's what.face_melter
    • And yeah, the boobs are great. I did have a 3D person, but found this really tidy piece of GitS / ScarJo fan art instead. Was more fitting to the scene.face_melter
    • sick as alwaysimbecile
  • baseline_shift3

    Here's a time lapse of a little city scape scene I put together earlier this week.

    • this is so cool man, watching this city growing as it is being createdfeel
    • thanks!baseline_shift